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Macross Triangle Frontier - Transparent gray box around thrusters. #5447

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piau9000 opened this issue Feb 14, 2014 · 12 comments
Closed

Macross Triangle Frontier - Transparent gray box around thrusters. #5447

piau9000 opened this issue Feb 14, 2014 · 12 comments

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@piau9000
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Now that the game can be played normaly without the saving issues there's another annoying bug.
It's a minor one and don't affect progression. There's some kind of transparent box around the thrusters fire, as it some kind of special effect that got rendered incorrrectly.
imag1
imag2

The user LunaMoon in the forums did some reshearch with the debugger and found something:

"from the GE debugger it, seems like some extra texture is applied to player jets for some minor effect, it's fully gray and transparent exactly as it shows in game. Going through draw prim in GE debugger shows that the bug happens after the game uses some bezier effect with this transparent texture. PPSSPP doesn't give 100% psp result with those I guess. :C Wonder if it at least could get a hack to skip drawing those bezier effect totally or something."

imag3

It happens in all modes. Enabling "Low quality spline/bezier" does not help either.

@unknownbrackets
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This is probably similar to the FF4 alpha issue with spline/bezier.

-[Unknown]

@dbz400
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dbz400 commented Mar 14, 2014

With disable bezier hack ON

npjh50050_00000

@TheGoodDoctor12
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Was wondering, I got everything working with the bezier hack but now the audio stutters, did I do something wrong while compiling it or did you have the audio stutter too? It seems to work fine on the normal emulator, the audio that is.

@unknownbrackets
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Has this improved at all without that hack and with "simulate block transfers"? Just want to make sure if it is bezier-alpha related, or if it's just something like Grand Knights History.

-[Unknown]

@LunaMoo
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LunaMoo commented Jun 7, 2014

v0.9.8-1062-gd8e9878
Buffered rendering with simulate block transfers - no effect at all, just those gray boxes:
uljs00321_00008

Read Framebuffers to memory - effect is working, but rectangles are still visible:
uljs00321_00009

@LunaMoo
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LunaMoo commented Jun 12, 2014

Yay! Finally the effect works in v0.9.8-1154-g3da962f:
uljs00321_00011

However not perfectly yet, gray boxes seem to still appear for like 1 frame whenever the effect changes for example when turning or transforming.
slight issue

Edit: Also the effect seems like lagging behind, might be by that 1 frame, basically the heat wave looks nice when flying stright, but kind of lags behind in fast turns showing the ghost of the effect slightly behind.

@unknownbrackets
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Can you catch it in the ge debugger when it glitches? Is there anything different about the way it draws it versus when it works?

Is anything logged like resizing fbo?

-[Unknown]

@LunaMoo
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LunaMoo commented Jun 12, 2014

Didn't saw any resizing fbo, only:
35:36:928 user_main I[SCEGE]: GLES\Framebuffer.cpp:1947 Destroying FBO for 00044000 : 480 x 272 x 1
35:36:929 user_main I[SCEGE]: GLES\Framebuffer.cpp:1947 Destroying FBO for 00088000 : 192 x 96 x 3
35:36:929 user_main I[SCEGE]: GLES\Framebuffer.cpp:1947 Destroying FBO for 0009a000 : 128 x 48 x 3
35:36:929 user_main I[SCEGE]: GLES\Framebuffer.cpp:1947 Destroying FBO for 000a0000 : 64 x 24 x 3
35:36:929 user_main I[SCEGE]: GLES\Framebuffer.cpp:1947 Destroying FBO for 00000000 : 480 x 272 x 1
35:36:943 user_main I[SCEGE]: GLES\Framebuffer.cpp:944 Creating FBO for 00044000 : 480 x 272 x 1
35:36:946 user_main I[SCEGE]: GLES\Framebuffer.cpp:944 Creating FBO for 00088000 : 192 x 96 x 3
35:36:947 user_main W[SCEGE]: GLES\Framebuffer.cpp:968 FBO created from existing depthbuffer as color, 00088000/00088000 and 00044000/00088000
35:36:947 user_main W[SCEGE]: GLES\Framebuffer.cpp:968 FBO created from existing depthbuffer as color, 00088000/00088000 and 00088000/00088000
35:36:947 user_main I[SCEGE]: GLES\Framebuffer.cpp:944 Creating FBO for 0009a000 : 128 x 48 x 3
35:36:947 user_main W[SCEGE]: GLES\Framebuffer.cpp:979 FBO reusing depthbuffer, 0009a000/00088000 and 00044000/00088000
35:36:947 user_main W[SCEGE]: GLES\Framebuffer.cpp:973 FBO using existing buffer as depthbuffer, 0009a000/00088000 and 00088000/00088000
35:36:948 user_main I[SCEGE]: GLES\Framebuffer.cpp:944 Creating FBO for 000a0000 : 64 x 24 x 3
35:36:948 user_main W[SCEGE]: GLES\Framebuffer.cpp:979 FBO reusing depthbuffer, 000a0000/00088000 and 00044000/00088000
35:36:948 user_main W[SCEGE]: GLES\Framebuffer.cpp:973 FBO using existing buffer as depthbuffer, 000a0000/00088000 and 00088000/00088000
35:36:965 user_main I[SCEGE]: GLES\Framebuffer.cpp:944 Creating FBO for 00000000 : 480 x 272 x 1

As for comparing, not sure what happens, but in GE debugger, if I get to that texture and follow with "step into" it always shows gray rectangles in the preview window after draw bezier, even when in game it displays proper effect:
weird
I tried through quite a few frames and it's always like that, so I'm not really sure when proper graphics are made and when not:[

Edit: it seems to get glitched for 2 frames not 1 as I thought, so while it shows in main window, I can then be sure(?) that in the debugger the same thing will still be glitched(assuming I'm looking at next frame in GE) and what's really weird, preview window seems to show bugged frames as correct graphics and correct as bugged:
weird2

@unknownbrackets
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The preview shows what's being drawn. This will be shown on the screen next flip. It's not what's currently being shown. So it makes sense if it alternates.

-[Unknown]

@LunaMoo
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LunaMoo commented Jun 13, 2014

I know that it's frame being drawn, but preview is always opposite to what it's showing in game. Glitch seems to apply always to 2 frames in a row, so I made that screenshot after I saw one glitched frame in game and was drawing another, they should be same, but in preview it's opposite.
To say it by example - the glitch happens for like 2 frames and then doesn't happen at all. In preview however I'll see 2 non-glitched frames, and then all the rest will be glitched, so complete opposite and that seems weird. It's confusing to explain I guess;c.

Anyway I can't see any difference between the two, maybe someone else will get more luck with it.

@LunaMoo
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LunaMoo commented Jun 14, 2014

Not sure what exactly fixed it, but it works great without any gray rectangles now at v0.9.8-1196-g59bef47, issue can be closed I guess:).

@unknownbrackets
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Neat. So maybe it was my recent changes to the way attachment is handled.

-[Unknown]

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