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The Red Star: only the hud is visible when you actually start the game #7024

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vsub opened this issue Oct 25, 2014 · 12 comments · Fixed by #9136
Closed

The Red Star: only the hud is visible when you actually start the game #7024

vsub opened this issue Oct 25, 2014 · 12 comments · Fixed by #9136

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@vsub
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vsub commented Oct 25, 2014

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 hrydgard changed the title The Red Star only the hud is visible when you actually start the game The Red Star: only the hud is visible when you actually start the game Oct 25, 2014
@hrydgard
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Screenshot?

@vsub
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vsub commented Oct 26, 2014

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

@vsub
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vsub commented Oct 26, 2014

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

@DarkD
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DarkD commented Nov 18, 2014

Is it one of those #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
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Collaborator

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
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vsub commented Dec 29, 2015

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
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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
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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
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vsub commented Apr 17, 2016

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
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Collaborator

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
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vsub commented Apr 17, 2016

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

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4 participants