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[BUG]: Dokapon Kingdom [NTSC/US] bad DMA/PATH3 (Maybe)
Describe the Bug
Game cycles through bad textures/colours during battles (possibly only on the US version)
Could be some weird DMA timing thing, or some strange PATH3 masking thing, not sure right now, unaffected by any settings.
Reproduction Steps
Use the following savestate around version 1.7.5062, observe it screwing up. SLUS-21778 (CDE9832D).01.zip
Expected Behavior
Not breaking :P
PCSX2 Revision
1.7.5062
Operating System
Windows 11
If Linux - Specify Distro
No response
CPU
Ryzen 5900X
GPU
RTX 2080Ti
GS Settings
Happens in SW and HW, core problem (GS Dump tested on PS2)
Emulation Settings
Tested every setting I could think of, nothing seems to really make any difference.
GS Window Screenshots
No response
Logs & Dumps
No response
I know this most likely is irrelevant, but I'd like to mention that this is an MTVU sensitive game. I'm hoping that this may help narrow down the issue, but I'm likely wrong in that regard.
Yeah I've already messed with VU settings (and every setting available in the emulator), I had no luck.
These R/W offsets might have something to do with this issue. Gonna add them in here just in case.
SLUS-21778
00BF5B14 00BF5B18 00BF5B1C 00BF5B20 00BF5B24 00BF5B28 00BF5B2C
Thanks, they might give some indication. Maybe @Goatman13 will appear out of the woodwork and have a look xD
Game work fine if I don't use your savestate. Maybe it's corrupted or something?
Same as @Goatman13 here. Maybe it's a savestate from a person with a bad rom?
No, it managed to go wrong for me too, I thought it was just the savestate too, as I tried the Japanese version too and it was fine, but then I tried the US version and I think I remember seeing it happen, maybe I was wrong, I can't reproduce it now.
Unrelated but there is actually a problem with the second map which is a regression from v1.7.4692 #9171 , but gonna look in to that.
Edit: Okay I looked in to the unrelated issue, and it does a clear of 128x128 in the top left of a new RT and the existing Z buffer, which actually clears a line across the top as it changes the width to 128 from 640, then uses that 128x128 square to shrink down the frame to 128x128 in C16S format, then uses that to create a DOF effect (back at full 640 width now) on the main frame with Z GEQUAL (greater or equal) testing enabled, so that clear becomes a strip when at full width, which would be mostly hidden by the depth effect (except a little bit on the castle, which you can see below for SW comparison, silly game), but with our new code, it doesn't find the existing Z buffer as it's not an exact match, invalidates the entire thing, so it tries to DOF the entire screen.
I guess a kind of fix, would be to not modify the Z as it does now (honestly I don't know why they're clearing it, they don't need it for this), but make sure the invalidation only gets rid of targets that have matching width. This might have a knock on effect though, so we would need to test this.
I have a slightly yellow highlight so you can see what gets modified in the draw that adds the blur, if you look at where the arrow is pointing, it's blurring the window (there's a slight echo to the right of it) but not the rest of the castle.
I am having this same issue, with the textures going crazy. Has anyone figured out how to fix it yet?
I am also experiencing this exact issue. It's quite severe and makes the game downright unplayable. The textures flash in multiple colors like crazy.
I am on PCSX2 release 2.2.0. Interestingly, I tried the latest Nightly as of this comment (2.3.42) and it does not exhibit the same bug.