hrydgard / ppsspp

A PSP emulator for Android, Windows, Mac and Linux, written in C++. Want to contribute? Join us on Discord at https://discord.gg/5NJB6dD or just send pull requests / issues. For discussion use the forums at forums.ppsspp.org.
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The Red Star: only the hud is visible when you actually start the game #7024

Closed vsub closed 7 years ago

vsub commented 9 years ago

Tried OGL,DX9 and software mode and also check the GE Debugger but nothing other than the hud is rendered(you see the elements that are supposed to be loaded on the left side but they are not displayed on the right side of the GE Debugger)

hrydgard commented 9 years ago

Screenshot?

vsub commented 9 years ago

It's pretty much exactly what I said,only the hud is visible when you start moving the character. npuh10040_00000

All other menus(before actually starting the game)are visible

hrydgard commented 9 years ago

Is is a new problem or has it worked in older version of PPSSPP?

vsub commented 9 years ago

The game always had this problem,it's not something new.

DarkD commented 9 years ago

Is it one of those https://github.com/hrydgard/ppsspp/issues/6660 ? Right now with all recent optimizations ppsspp runs like lightning for me, it's pleasure to play. Hope this issue would be fixed for wider range of playable games.

unknownbrackets commented 8 years ago

Can you post screenshots / copy of tab contents for the GE debugger when trying to render some things?

When it shows something on the left, and highlights an area on the right where that thing should go, that's perfect.

https://github.com/hrydgard/ppsspp/wiki/How-to-find-a-graphic-issue-with-the-GE-debugger

-[Unknown]

vsub commented 8 years ago

Step Frame=>Step Prim once and this red overlay is shown. After that it switch to black screen and it doesn't display anything until it start displaying what you see on the picture without the red(the hud)

When everything is loaded(the hud),the next step prim is again red screen and again black screen(all of the textures are visible on the left side...I think)

2015-12-29_201610

Flags

Name Value Lighting enable 0 Light 0 enable 0 Light 1 enable 0 Light 2 enable 0 Light 3 enable 0 Clip enable 1 Cullface enable 1 Texture map enable 1 Fog enable 0 Dither enable 0 Alpha blend enable 0 Alpha test enable 0 Depth test enable 1 Stencil test enable 0 Antialias enable 0 Patch cull enable 0 Color test enable 0 Logic op enable 0 Depth write disable 0

Lighting

Name Value Ambient color ffffff Ambient alpha 0000ff Material update ambient Material emissive 343434 Material ambient ffffff Material diffuse ffffff Material alpha 0000ff Material specular 000000 Mat. specular coef 0.000000 Reverse normals 0 Shade model 1 Light mode 0 (disabled) Light type 0 256 (disabled) Light type 1 0 (disabled) Light type 2 0 (disabled) Light type 3 0 (disabled) Light pos 0 -30.215332, -28.163574, 0.000000 (disabled) Light pos 1 1.000000, 0.000000, 0.000000 (disabled) Light pos 2 0.000000, 0.000000, 1.000000 (disabled) Light pos 3 0.000000, 0.000000, 1.000000 (disabled) Light dir 0 0.000000, 0.000000, -1.000000 (disabled) Light dir 1 0.000000, 0.000000, -1.000000 (disabled) Light dir 2 0.000000, 0.000000, -1.000000 (disabled) Light dir 3 0.000000, 0.000000, -1.000000 (disabled) Light att 0 0.000000, 0.034132, 0.000000 (disabled) Light att 1 1.000000, 0.000000, 0.000000 (disabled) Light att 2 1.000000, 0.000000, 0.000000 (disabled) Light att 3 1.000000, 0.000000, 0.000000 (disabled) Lightspot coef 0 0.000000 (disabled) Lightspot coef 1 0.000000 (disabled) Lightspot coef 2 0.000000 (disabled) Lightspot coef 3 0.000000 (disabled) Light angle 0 -1.000000 (disabled) Light angle 1 -1.000000 (disabled) Light angle 2 -1.000000 (disabled) Light angle 3 -1.000000 (disabled) Light ambient 0 000000 (disabled) Light diffuse 0 161c88 (disabled) Light specular 0 ffffff (disabled) Light ambient 1 000000 (disabled) Light diffuse 1 ffffcf (disabled) Light specular 1 000000 (disabled) Light ambient 2 000000 (disabled) Light diffuse 2 000000 (disabled) Light specular 2 000000 (disabled) Light ambient 3 000000 (disabled) Light diffuse 3 000000 (disabled) Light specular 3 000000 (disabled)

Texture

Name Value Tex U scale 1.000000 Tex V scale 1.000000 Tex U offset 0.000000 Tex V offset 0.000000 Tex mapping mode gen: tex coords, proj: uv Tex shade srcs 000302 Tex mode swizzled, 1 levels Tex format CLUT8 Tex filtering min: linear, mag: linear Tex wrapping wrap s, wrap t Tex level/bias 000000 Tex lod slope 3e4ccc Tex func modulate, RGBA Tex env color ffffff CLUT 08f8fe70, w=0 CLUT format ABGR 8888 ind & ff Texture L0 addr 08f90270, w=16 Texture L1 addr 08f63180, w=32 Texture L2 addr 08f63580, w=16 Texture L3 addr 096cd080, w=16 Texture L4 addr 096c5a40, w=16 Texture L5 addr 00000000, w=0 Texture L6 addr 00000000, w=0 Texture L7 addr 00000000, w=0 Texture L0 size 8x8 Texture L1 size 32x32 Texture L2 size 16x16 Texture L3 size 16x16 Texture L4 size 16x16 Texture L5 size 1x1 Texture L6 size 1x1 Texture L7 size 1x1

Settings

Name Value Clear mode 1, write color, alpha/stencil, depth Framebuffer 00000000, w=512 Framebuffer format 8888 Depthbuffer 00198000, w=512 Vertex type through, ABGR 8888 colors, s16 positions Offset addr 08000000 Vertex addr 08b2c100 Index addr 00000000 Region 0,0 - 479,271 Scissor 0,0 - 479,271 Min Z 000000 Max Z 00ffff Viewport Scale 240.000000, -136.000000, 32767.500000 Viewport Offset 2048.000000, 2048.000000, 32767.500000 Offset 1808.000000x1912.000000 Cull mode 0 Color test pass if (c & ffffff) NEVER (000000 & ffffff) (disabled) Alpha test pass if (a & 00) ALWAYS (00 & 00) (disabled) Stencil test pass if (ff & ff) == (a & ff) (disabled) Stencil test op fail=KEEP, pass/depthfail=KEEP, pass=KEEP (disabled) Depth test pass if src <= dst Alpha blend mode add: src.a, 1.0 - src.a (disabled) Blend color A 000000 (disabled) Blend color B 000000 (disabled) Logic Op copy (disabled) Fog 1 0.000000 (disabled) Fog 2 0.000000 (disabled) Fog color ffffff (disabled) RGB mask 000000 Stencil/alpha mask 000000 Morph Weight 0 1.000000 Morph Weight 1 0.000000 Morph Weight 2 0.000000 Morph Weight 3 0.000000 Morph Weight 4 0.000000 Morph Weight 5 0.000000 Morph Weight 6 0.000000 Morph Weight 7 0.000000 Patch division 001010 Patch primitive 000000 Patch facing 000000 Dither 0 000000 (disabled) Dither 1 000000 (disabled) Dither 2 000000 (disabled) Dither 3 000000 (disabled) Transfer src 00000000, w=0 Transfer src pos 0,0 Transfer dst 00000000, w=0 Transfer dst pos 0,0 Transfer size 0,0

unknownbrackets commented 8 years ago

Sorry, that one is just it clearing the screen, it needs to be a later one (the red shouldn't be covering the ENTIRE screen.)

But, it's good to know it's clearing all the depth/stencil/color initially, as games don't always clear all three. If you want to check, another interesting thing might be the "Vertices" when it's clearing. If they don't all have the same color or don't all have the same depth, that might be why it's not working (since we don't clear exactly correctly in that specific case.)

-[Unknown]

unknownbrackets commented 8 years ago

I feel like there's a chance this is depth related.

When you step prim through, does it highlight in red any areas that it's not drawing? Or does it only highlight the hud?

-[Unknown]

vsub commented 8 years ago

It took some time from Step frame to the next frame(Step Prim only the whole time)but the only thing that was highlighted in red was the hud elements. When it wasn't drawing the hud,it was black screen all the time,nothing else appeared or was highlighted the whole time

unknownbrackets commented 8 years ago

Okay, that seems to indicate it's not related to a graphics test (like depth, alpha, etc.), or clipping, or anything like that. It could mean we're mishandling the matrices, a vfpu bug, or something like that.

Did you ever see textures on the left side that looked like probably parts of the game? Or did it not even have textures?

-[Unknown]

vsub commented 8 years ago

Did you ever see textures on the left side that looked like probably parts of the game? Or did it not even have textures?

If you are talking about the upper left box in the GE debugger,then everything is displayed there but nothing other than the hud appear(or get highlighted)in he right box