finalburnneo / FBNeo

FinalBurn Neo - We are Team FBNeo.
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Street Fighter III New Generation VS Screen Corrupted Background #1439

Closed BilonFullHDemon closed 1 year ago

BilonFullHDemon commented 1 year ago

Rules and recommendations

barbudreadmon commented 1 year ago

This is a known issue that was intendedly left out, because fixing it would be a major drop of performance for 1 single frame in 1 single cps3 game.

BilonFullHDemon commented 1 year ago

Happens always after first fight on every next vs screen, some times more sometimes less noticeable but it there, I found a note on old CPS3 standalone emu that fixed that and it might help understand what's wrong. "Fixed palette transformation for flashes, and fadeing/outs, now blacks properly fade to white"

BilonFullHDemon commented 1 year ago

MAME current core somehow fixed it too and performs very good so maybe there is a way. Thank you

barbudreadmon commented 1 year ago

As i said, this is a known issue. We already know about the fix (missing dma implementation iirc), but the drawbacks were deemed too big to fix 1 single frame in 1 single cps3 game.

The fix would make the game unplayable for anyone using low-end devices (smartphones, arm socs, ...), and that's a big part of our userbase, so i'm not sure it's worth fixing. Except if it could be made into something that can be disabled through a speedhack dipswitch.

barbudreadmon commented 1 year ago

performs very good

MAME performs at around half our speed, despite the benefits of using a dynarec for its SH2 emulation. This 1 frame fix is increasing requirements severalfold.

dinkc64 commented 1 year ago

I might try to fix this when I get a chance :)

dinkc64 commented 1 year ago

barbudreadmon, we're actually emulating everything how it should be as far as the timers go for palette dma. I found an issue somewhere else which limits the effective palette dma's per frame. I managed to fix it, but, now I'm having trouble elsewhere. Is there a chance you could meet up with me around 9am detroit time and help run a test or 2?

p.s. that thing about using more cpu is a non-issue now, that was actually overcome sometime in the past, and maybe I forgot to mention it. (unless I'm thinking about the wrong thing)

barbudreadmon commented 1 year ago

that thing about using more cpu is a non-issue now, that was actually overcome sometime in the past, and maybe I forgot to mention it. (unless I'm thinking about the wrong thing)

Oh ? If my memory serves me right, you talked about a full fix you made and ditched because it heavily screwed performance, and afterward you found a way to reduce the original issue which spanned over multiple frames to 1 single frame without any drawback. It's very nice if you think it can now be fully fixed without any major drawbacks.

I can't meet today, maybe tomorrow ?

dinkc64 commented 1 year ago

Sounds good! :)

dinkc64 commented 1 year ago

@BilonFullHDemon the bug should be fixed now, please give it a try. I'm not too good at fighting games, so I only did a quick test.

best regards,