Open ppsspp-gamer opened 9 years ago
some logs after loading the savestate.
hook this func,not black now,but missing bloom effect. https://cloud.githubusercontent.com/assets/3481559/4454749/f749fb8e-4874-11e4-8b10-babc63c2af4a.png
PSP
replace function missing some effect.
@daniel229 I wish I can provide more information when I report a bug. If it won't take too much of your time, would you mind to show me how did you debug this bug? There are things I don't understand: (1) how to find the possible error from console log (2) how to find the possible error location from ppsspp debugger (3) how to hook a function
I am not a developer, not sure what I do here and not sure how to find possible error location the debuglog and debug. About the hooking a function,I can tell you how to get the function hash Open PPSSPP.ini and set FuncHashMap = True Open PPSSPP disassembly(Ctrl + D),Breakpont on address 0x04088000 size 0x88000,or any other address and size(e. g. address 0x04000000 size 0x200000) you want,if it hit any function near the problem screen that may be the function you want to find. Rename function,then you can find the hash in \memstick\PSP\SYSTEM\knownfuncs.ini
@daniel229 hook this func,not black now,but missing bloom effect.
I have played through this game with PPSSPP and didn't see bloom effect at other levels. Do you think think the bloom effect is another rendering issue? Will you make a pull request for this bug?
I don't think hooking function is a good idea,I would not make a pull request.By the way,there is a demo here.and it just havs the same stage.The bloom effect and other problems Let @unknownbrackets check it out. https://onedrive.live.com/redir?resid=46301D80532F136C!108&authkey=!ABcGX_37t7ik7Kg&ithint=file%2crar
The retail version has several problems and same as the demo. 1.dark sceen on mission 4 2.flickering grass. 3.right bottom of the screen has a circle artifact. 4,fire,smoke artifact.
@daniel229 thank you for the explanation.
I also find two bugs for the demo version you provided and retail version with latest build v0.9.9.1-602-g2feae8d x64.
These two bugs won't happen at version v0.9.1 or other old version with Mai's atrac3+ plugin.
real time save state when BGM cutoff: http://www.mediafire.com/download/0533fse735mrucs/NPJG90068_1.00_0.zip
Well, this is probably missing bloom because of the 4/8 bit clut thing. Does it look correct in software renderer?
Does it still have the music problems?
-[Unknown]
Yes,look correct in software renderer.Still missing BGM.
There is a demo. https://onedrive.live.com/?cid=46301d80532f136c&id=46301D80532F136C!108&ithint=file,rar&authkey=!ABcGX_37t7ik7Kg
The game for some reason seems very quiet, but there is music. I had to jack up the volume to hear it...
These FBOs get created:
Creating FBO for 04000000 : 480 x 272 x 1 Creating FBO for 04044000 : 480 x 272 x 1 Creating FBO for 040cc000 : 128 x 272 x 0 Creating FBO for 040dc000 : 128 x 272 x 3
It does a render-from-texture for 0x04000000 and 0x040001e0 (that's +480 bytes) for the left and right sides of the screen.
When it does the render-from-texture, it asks for 1024x512, but the display is 492x272. It's also using it as a 8 bit texture. The draw happens with:
The actual framebuf is 5551, so it's effectively reading 5/3 2/5/1 for this effect. Unfortunate. Even if I allow 8-bit, right now we just brighten the right side of the screen.
I think we could implement this via a shader, at least roughly.
-[Unknown]
ppsspp-v1.8.0-615-gedcd5e1c7-android.apk The problem persists.
Samsung Galaxy Note 8 Oreo 8.0.0 Exynos. Vulkan and OPENGL.
Blackscreen issue still present in the latest ppsspp git build v1.9.3-761 Click start will show the menu
Just tried and tested the demo version from the link above and also the savedata on mediafire link.
Here's the results using ppsspp v1.9.3-960 git build
Compatibility reports of this game is most likely in-game and buggy to finish 😔 https://report.ppsspp.org/game/UCUS98716_1.01
Post processing shader color correction is useful for this game nice :)
Try v1.10.3 build 547, Light problem It seem like fixed. (on both OpenGL & Vulkan)
but I see other graphics glitch : grass flickering / smoke square / len flares through wall.
Even on software rendering the graphics still glitch look at the leaves.
I thought that was #9802.
-[Unknown]
I thought that was #9802.
-[Unknown]
Yes that was it but i don't know that i can reproduce that issue on my redmi note 9 and not on my ancient phone 🤔😅
Try v1.10.3 build 547, Light problem It seem like fixed. (on both OpenGL & Vulkan)
Not on my phone still dark during cut scenes
Correct graphics https://youtu.be/ftz6nuUAJgs
but I see other graphics glitch : grass flickering / smoke square / len flares through wall.
Related to #9802
Using software rendering and then savestate switch to hardware then this what happen. UCES01242.ppdmp.zip
I believe many of the problems here are related to the fixed #16210 , at least all the full frame overlay issues.
Flickering grass and stuff are probably unrelated. Could be helpful to get some new frame dumps with a recent build.
Well, the leaves at least are #9802.
-[Unknown]
Yeah. @Saramagrean reports lens flares thorough the wall and squares around smoke, too, above, though.
Wouldn't be surprised if the lens flares are something similar to Syphon Filter, ugh.
It was my misconception. 😅 It still so dark in game play with Hardware mode, sometime light is coming normal when u shoot by enemy. (not sure...)
and here new frame dump from v1.14.4-1404.
So Dark - Dump From HW Mode.zip
@Saramagrean It's unclear to me what the "So Dark" dump should really look like - for some reason it doesn't render correctly in software (just shows a loading screen). I don't think it looks wrong necessarily, maybe you're meant to use night vision there? What does it look like on the real PSP?
As for lens flare ones, I don't think I can solve those from just the frame dump. But I actually have the same version of the game that you have - can you upload a save sate?
PSP look like.
PPSSPP in HW mode.
PPSSPP in SW mode.
PPSSPP after load state from save state created by HW Mode.
PPSSPP after load state from save state created by SW Mode.
Save state files.
Above states re-hosted on github:
Interesting! Wonder if it might be another case where we load a CLUT from a framebuffer by mistake..
Tested "U.S. Navy SEALS - Fireteam Bravo 3" (UCuS-98716) with build v0.9.9.1-558-gfeada0e x64, OpenGL backend, at mission 4 there are lighting problems as picture below. (The lighting problems only happened at mission 4).
real time save state: http://www.mediafire.com/download/7h5dsau5ya5g18p/UCUS98716_1.01_0.zip
screen shot with jpcsp software render for reference: