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Weird alpha bug in Kenka Bancho #8970
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Changing:
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fixes this, @unknownbrackets ? |
In that scenario, we're rebuilding the texture because of something other than a hash change. If we don't set its hash, we'll rebuild it again if the hash also happened to change, which will just waste time. If you replace these lines: gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN; With: gstate_c.textureFullAlpha = false;
gstate_c.textureSimpleAlpha = false; Does it also "fix" it? -[Unknown] |
Yes, changing those to false has same effect as reverting that line. Also yes it worked in earlier versions, I just didn't notice that code in whole was part of it when checking what started the glitches from the end. |
Hmm, is there another game that reproduces this? I'd suggest logging here: entry.SetAlphaStatus(alphaStatus, level); Something like: if (entry.addr == 0x090ba3c0) {
NOTICE_LOG(HLE, "alphaStatus -> %x, fmt=%d, bufw=%d, size=%dx%d", alphaStatus, dstFmt, bufw, w, h);
}
entry.SetAlphaStatus(alphaStatus, level); And see what's different between Maybe somewhere is reading -[Unknown] |
Didn't played much so don't really know, but Kenka Banchou jp version has a demo ~ http://www.pspdemocenter.com/demos/NPJH90015/EBOOT.PBP the glitch can be reproduced by watching first cutscene, main character hair seems affected althrough it's kind of hard to notice without comparing: Edit: as for the log from the grass texture, both show only this, once:
|
Pretty sure something is reading it early... hunting it down. By the way, I think I never realized this had a demo. Darn.
-[Unknown] |
Okay, that should do the trick. May fix similar glitches in other games too. -[Unknown] |
Thanks for fixing:). |
Starting from v1.2.2-371-g2c84411 / 2c84411
How it looks now:


How it looked/should look:
Settings:
Texture:
A bit weird, but when stepping prim in GE debugger for the grass texture, it's drawn correctly for that frame.
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