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[BUG]: Pride FC - Fighting Championship | Missing text and textures in Hardware and Software render modes. #7642

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ghost opened this issue Dec 21, 2022 · 7 comments

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@ghost
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ghost commented Dec 21, 2022

Describe the Bug

Pride FC has missing text and textures on the character select screen in both hardware and software modes, Wiki is empty of any test results.
Pride FC - Fighting Championships_SLUS-20406_20221221061702
Pride FC - Fighting Championships_SLUS-20406_20221221061742

Reproduction Steps

Open a submenu or select a character.

Expected Behavior

image

image
(Screenshots taken from a youtube video)

PCSX2 Revision

v1.7.3751

Operating System

Windows 11

If Linux - Specify Distro

.

CPU

i7-7700

GPU

GTX 1060 6GB

GS Settings

image

Emulation Settings

image

GS Window Screenshots

.

Logs & Dumps

HW mode GS Dumps:
Pride FC - Fighting Championship GS Dumps.zip
SW mode GS Dumps :
Pride FC - Fighting Championships - GS Dumps (Software mode).zip

@ghost ghost added the Bug label Dec 21, 2022
@Mrlinkwii
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Pride FC is also mentioned in #1562

@Goatman13
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Goatman13 commented Dec 21, 2022

It is COP2 rounding issue. Game run this sequence:

vf06z = 0x3f800000
vf08z = 0x4b7fffffx

vmulax.xyzw ACC,vf04,vf08x
vmadday.xyzw ACC,vf05,vf08y
vmaddaz.xyzw ACC,vf06,vf08z
vmaddw.xyzw vf09, vf07, vf08w

After last opcode value in vf09z is always off by one bit. That's enough to break game. Value is still correct after vmaddaz. Function in game which produce wrong result is at 0x1340D0 for US version of game.
I additionally confirmed this with pnach, if vf09z result is not corrupted, game work fine. Worth to note that if vf08z value is not using 19 upper fractional bits set to 1, then result is fine.

Edit: Added patch with explanation.

// Preserve z instead of multiplying by 1 when conditions are met.
patch=1,EE,000fffc0,word,8c830040 // load vector pointer
patch=1,EE,000fffc4,word,0804d036 // return to old code
patch=1,EE,000fffc8,word,8cd90008 // preserve old z value

patch=1,EE,000fffcc,word,84cf000a // load upper 16 bits of z from vector
patch=1,EE,000fffd0,word,24184b7f // li 0x4B7F (problematic value upper bits)
patch=1,EE,000fffd4,word,15f80004 // jump to jr ra if not match, result untouched
patch=1,EE,000fffd8,word,3c0f3f80 // lui 0x3F80 (float 1.0)
patch=1,EE,000fffdc,word,8c780028 // load z multiplier from vector
patch=1,EE,000fffe0,word,51f80001 // compare if mul is by 1.0
patch=1,EE,000fffe4,word,acb90008 // use preserved value instead of really multiplying by 1 if true
patch=1,EE,000fffe8,word,03e00008 // jr ra
patch=1,EE,000fffec,word,00000000 // nop

patch=1,EE,001340d0,word,0803fff0 // jump to preserve z
patch=1,EE,001340f8,word,0803fff3 // jump to z compare

test

Alternative can be hack in emu code to do move instead of add if value is added against 0. Because that seems to give that wrong result, not multiply itself. But this is just one game, patch can be better solution.

@refractionpcsx2
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where is it added against zero? Is there a way we can track when that's the case? because the problem I foresee is being able to know that it's zero at runtime (we don't wanna be checking the value if it's zero live, this would be slow).

@Goatman13
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Whoops i was looking at wrong line when i wrote that. This isn't add, but mul by 1 which happen here (US release):
0x1340F4:
Before mul:
image

After:
image

I don't know if there is a way to detect this in emulator code.

@refractionpcsx2
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refractionpcsx2 commented Dec 28, 2022

I see, the annoying thing is multiplication by 1 on the PS2 isn't guaranteed to be the same result, either, depending on which is the non-one value.

@Goatman13
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Ages ago there was semi soft float mul implementation for FPU in pcsx2 codebase, this could fix issues like that. Assuming that VU have similar guardbits mess like FPU, and that implementation is accurate enough.

00f14b5 Commit that removed "softfloat" mul for FPU. Gonna be pain to implement for VU, just like accurate ADD/SUB.

@refractionpcsx2
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That looks gross :P But yeah we're gonna need some sort of soft float type system eventually, but that's for future refraction to worry about, right now patches are fine :P

GitHubProUser67 added a commit to GitHubProUser67/pcsx2 that referenced this issue Nov 12, 2024
…int uint specification.

This Pull Request implements the first take ever on real Soft-Float support in PCSX2.

This work is a combination or several efforts and researches done prior.

Credits:

- https://www.gregorygaines.com/blog/emulating-ps2-floating-point-nums-ieee-754-diffs-part-1/

- https://github.com/GitHubProUser67/MultiServer3/blob/main/BackendServices/CastleLibrary/EmotionEngine.Emulator/Ps2Float.cs

- https://github.com/Goatman13/pcsx2/tree/accurate_int_add_sub

- PCSX2 Team for their help and support in this massive journey.

This pull request should be tested with every games requiring a clamping/rounding mode (cf: GameDatabase).

Currently, this PR fixes on the interpreters:

- PCSX2#354

- PCSX2#11507

- PCSX2#10519

- PCSX2#8068

- PCSX2#7642

- PCSX2#5257

This is important to note, that this implementation, while technically fixing Gran Turismo 4 and Klonoa 2, makes the games crash due to very high floats being passed in the emu code, and failing at some points later in the process. This has not yet been ironed-out.

Other than that, this sets the floor for Soft-Float in PCSX2, a long awaited contribution.
GitHubProUser67 added a commit to GitHubProUser67/pcsx2 that referenced this issue Nov 12, 2024
…oint unit specification.

This Pull Request implements the first take ever on real Soft-Float support in PCSX2.

This work is a combination or several efforts and researches done prior.

Credits:

- https://www.gregorygaines.com/blog/emulating-ps2-floating-point-nums-ieee-754-diffs-part-1/

- https://github.com/GitHubProUser67/MultiServer3/blob/main/BackendServices/CastleLibrary/EmotionEngine.Emulator/Ps2Float.cs

- https://github.com/Goatman13/pcsx2/tree/accurate_int_add_sub

- PCSX2 Team for their help and support in this massive journey.

This pull request should be tested with every games requiring a clamping/rounding mode (cf: GameDatabase).

Currently, this PR fixes on the interpreters:

- PCSX2#354

- PCSX2#11507

- PCSX2#10519

- PCSX2#8068

- PCSX2#7642

- PCSX2#5257

This is important to note, that this implementation, while technically fixing Gran Turismo 4 and Klonoa 2, makes the games crash due to very high floats being passed in the emu code, and failing at some points later in the process. This has not yet been ironed-out.

Other than that, this sets the floor for Soft-Float in PCSX2, a long awaited contribution.
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