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Everybody Golf.... Graphics problem.

Open SimonPPC opened this issue 12 years ago • 50 comments

Hi

this is my first report. Sorry for my bad English.

In the videogame Everybody Golf there are some remaining errors.

The characters and the ball appear higher than they should.

http://s23.postimg.org/966b6bc3v/Logerror.jpg

http://s10.postimg.org/l1dmbut49/screen00000.jpg

http://s10.postimg.org/s5vfkw0dl/screen00001.jpg

SimonPPC avatar Oct 14 '13 11:10 SimonPPC

Do you have pictures from a real PSP of how it should look like?

hrydgard avatar Oct 14 '13 12:10 hrydgard

From a real psp this is similar

http://s9.postimg.org/4911ru4b3/everybody_s_golf_psp_review_1.jpg http://s2.postimg.org/n3i3m3imx/everygolf2psp_001_large.jpg

SimonPPC avatar Oct 14 '13 12:10 SimonPPC

Does it look different when you disable/enable buffered rendering?

xsacha avatar Oct 17 '13 07:10 xsacha

Yes, I've tried various options and systematically cross and the problem remains.

SimonPPC avatar Oct 17 '13 10:10 SimonPPC

Has this improved or changed at all? How does it look with "software rendering" enabled (it will be very slow)?

-[Unknown]

unknownbrackets avatar Jan 11 '14 20:01 unknownbrackets

I have test with the last version v0.9.6-409...

Download at SpeedyShare

The error remains the same.

The speed is excellent in all modes in my system

SimonPPC avatar Jan 12 '14 00:01 SimonPPC

Hmm, "Vertex decoder JIT failed! fmt = 000801bc".

Software rendering is the last option in the graphics section of the settings. So even with that the graphics problems are the same?

-[Unknown]

unknownbrackets avatar Jan 12 '14 00:01 unknownbrackets

With software rendering the problem seems to disappear, unfortunately I can not get up to play the emulator crashes .. But where you see the character for a change of clothes is in the right position.

New log Download at SpeedyShare

SimonPPC avatar Jan 12 '14 00:01 SimonPPC

Has this improved in the latest git build?

-[Unknown]

unknownbrackets avatar Jun 09 '14 01:06 unknownbrackets

In the latest version (1088) the problem is the same. In addition, if they have added another that was not there before.

When I press the X button to activate the indicator as in the screen goes grab ... UCES00767 00000

SimonPPC avatar Jun 09 '14 15:06 SimonPPC

That looks like a stride mismatch (512 vs 480) of some sort... Is that with plain buffered rendering + block transfer?

hrydgard avatar Jun 09 '14 15:06 hrydgard

With Buffer Rendering or Not-Buffer Rendering the problem appears in any graphics mode. With Framebuffer in memory (CPU) or (GPU) the problem does not appear

SimonPPC avatar Jun 09 '14 15:06 SimonPPC

Does it happen with "simulate block transfer" unchecked?

-[Unknown]

unknownbrackets avatar Jun 09 '14 17:06 unknownbrackets

I do not know where that option using the Italian version ...

SimonPPC avatar Jun 09 '14 18:06 SimonPPC

It's right under "Rendering mode" "buffered rendering".

-[Unknown]

unknownbrackets avatar Jun 09 '14 18:06 unknownbrackets

If I remove the option "simulated transfer block" is a still image of a scene previous in the game ...

SimonPPC avatar Jun 10 '14 06:06 SimonPPC

or a black screen if I restart the emulator...

SimonPPC avatar Jun 10 '14 06:06 SimonPPC

Has this improved at all in the latest git build with "simulate block transfer" enabled?

-[Unknown]

unknownbrackets avatar Jul 20 '14 05:07 unknownbrackets

The game suffers from slowdown already different versions. In addition you added a graphical issue at a particular time of the game Playing with the ball on the green.

Thank you that you are continuing to develop this emulator which I think is really great!

SimonPPC avatar Jul 20 '14 06:07 SimonPPC

Tested with latest build. Same issues. It also affects Everybody's Golf 2: image image

Proper: 01285-03

ppmeis avatar Jul 25 '15 21:07 ppmeis

This issue has been fixed. I did encounter it in 1.1.1, but as of 1.2.1 both the characters in the introductions and ball in the bottom right are shown as it does on the PSP.

Only the character portraits are still empty, as can be seen in the screenshots posted above in the empty frames near the top left and/or right.

FlatOutPS2 avatar Apr 13 '16 12:04 FlatOutPS2

I guess that's probably a block transfer we don't detect. Can you try to find it using the GE debugger?

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

Glad to hear the first issue is fixed.

-[Unknown]

unknownbrackets avatar Apr 14 '16 03:04 unknownbrackets

I found two possible candidates with GE debugger. One with Texture shown as disabled and one with a transparent, empty texture: EG Tex disabled.txt EG Tex transparent.txt

FlatOutPS2 avatar Apr 14 '16 10:04 FlatOutPS2

Yeah, 040cc040 seems likely to be where it's trying to draw the portrait from.

If you get to that area, and then open Debug -> Disassembly, and hit Stop, it'll pause the emulator. This is the CPU debugger.

From there, hit "Breakpoint", and enter "040cc040" in for the Address. Under Size, put 0x100. Uncheck "Read", and then hit OK. Now, click the "Go" button (which is where the "Stop" button was before.)

If the game is writing to that area from the CPU, it'll pause again (and change back to "Go".) If that happens, can you take a screenshot of the Disassembly window? I want to see the code around where it's happening.

It may also not trip. If it doesn't, that means it's not drawing the portrait on the CPU, so it must be something else.

-[Unknown]

unknownbrackets avatar Apr 17 '16 02:04 unknownbrackets

I didn't need to press Go after clicking OK on setting up the breakpoint, it resumes automatically. But it doesn't pause afterwards.

FlatOutPS2 avatar Apr 17 '16 08:04 FlatOutPS2

I finally did manage to trip it. It only seems to trigger it when starting a new round, it doesn't trip on course or while loading the next hole.

eg disassembly

FlatOutPS2 avatar Apr 19 '16 14:04 FlatOutPS2

Okay, well, that looks like it may be some form of memcpy, seems to be copying a1 (being a2 originally) 16-bit values. We aren't detecting that it's trying to write to a render surface there, so I guess we could try hooking that function.

-[Unknown]

unknownbrackets avatar Apr 20 '16 04:04 unknownbrackets

Okay, well, that looks like it may be some form of memcpy, seems to be copying a1 (being a2 originally) 16-bit values. We aren't detecting that it's trying to write to a render surface there, so I guess we could try hooking that function.

Has anyone looked into this yet?

FlatOutPS2 avatar Jul 07 '16 12:07 FlatOutPS2

This will do the work... http://ppssppbestconfig.blogspot.se/ [adfly removed]

TechLucky avatar Mar 17 '17 09:03 TechLucky

@TechLucky Please stop spamming adfly links.

hrydgard avatar Mar 17 '17 09:03 hrydgard