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Everybody Golf.... Graphics problem.
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
Do you have pictures from a real PSP of how it should look like?
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
Does it look different when you disable/enable buffered rendering?
Yes, I've tried various options and systematically cross and the problem remains.
Has this improved or changed at all? How does it look with "software rendering" enabled (it will be very slow)?
-[Unknown]
I have test with the last version v0.9.6-409...
The error remains the same.
The speed is excellent in all modes in my system
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]
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
Has this improved in the latest git build?
-[Unknown]
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 ...

That looks like a stride mismatch (512 vs 480) of some sort... Is that with plain buffered rendering + block transfer?
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
Does it happen with "simulate block transfer" unchecked?
-[Unknown]
I do not know where that option using the Italian version ...
It's right under "Rendering mode" "buffered rendering".
-[Unknown]
If I remove the option "simulated transfer block" is a still image of a scene previous in the game ...
or a black screen if I restart the emulator...
Has this improved at all in the latest git build with "simulate block transfer" enabled?
-[Unknown]
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!
Tested with latest build. Same issues. It also affects Everybody's Golf 2:

Proper:

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

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]
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?
This will do the work... http://ppssppbestconfig.blogspot.se/ [adfly removed]
@TechLucky Please stop spamming adfly links.