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[BUG]: Castlevania - Curse of Darkness map screen glitched out

Open rhobiusvoid opened this issue 3 years ago • 8 comments

Describe the Bug

image Exactly what it says on the tin. Above this line is a picture of the map screen in Software Mode. image And this is what it looks like in Hardware Mode.

Seems to be a regression, considering the fact this wasn't a problem until now.

Reproduction Steps

Get into the game and just open the map by pressing Select.

Expected Behavior

The map is to be sharp and readable, considering doors are just simple holes in the white outline surrounding the blue interiors. image Here is what it normally looks like.

PCSX2 Revision

1.7.2775

Operating System

Windows 10 (64bit)

If Linux - Specify Distro

No response

CPU

i5-9400F

GPU

GTX 1050ti

GS Settings

image image

Emulation Settings

Tested on all presets, doesn't seem to change anything.

GS Window Screenshots

No response

Logs & Dumps

No response

rhobiusvoid avatar May 23 '22 19:05 rhobiusvoid

Can you post a gs dump? :)

Mrlinkwii avatar May 23 '22 19:05 Mrlinkwii

How do I go about doing that?

EDIT: Nevermind, I found it. Here you go. https://drive.google.com/file/d/11nGip_FXJH60oC81S923bSwQq3Drc34v/view?usp=sharing gs_20220523202401_Castlevania - Curse of Darkness_SLUS-21168

rhobiusvoid avatar May 23 '22 19:05 rhobiusvoid

I tested the dump myself. Something is definitely wrong.

Rendering is broken as seen in screenshots when in Software rendering. Hardware works fine so long as Texture Preloading isn't set to None. Seems like a regression.

janitor-raus avatar May 24 '22 12:05 janitor-raus

Regressed with #3940 @tellowkrinkle

MuPendulum avatar Jun 07 '22 19:06 MuPendulum

Issue seems to be caused by the texture filter Bilinear PS2. Setting any other value, excluding the trilinear option which is worse for this issue, seems to resolve it.

If using the software renderer with QT builds, changing to one of the hardware renderers and setting the filter option to anything other than Bilinear PS2 then switching back will work around the issue with software as well.

ichee avatar Jun 11 '22 19:06 ichee

So it's fixed both by changing the default Texture Filtering and also by having any form of Texture Preloading. I wonder what these two have in common that rectify this.

janitor-raus avatar Jun 11 '22 22:06 janitor-raus

This same issue (or at least similar) was also reported in the forums years ago, and subsequently resolved.

Forum link at https://forums.pcsx2.net/Thread-Horizontal-Lines-in-Castlevania-Curse-of-Darkness.

ichee avatar Jul 17 '22 01:07 ichee

Latest build looks significantly better on all hardware renderers than they did previously, though edges of map are a bit jagged. Also, the displayed 'S' on some area maps gets cut off when moving the map vertically.

Software renderer is still broken without using the above workaround.

ichee avatar Jul 17 '22 07:07 ichee

Regression is still present in latest master (aa4a9cda) so this was not one of the games fixed by #6757.

Software: Broken Hardware w/ Texture Preloading set to None: Broken Hardware w/ Texture Preloading set to Partial: Improved but may still be partially broken according to ichee Hardware w/ Texture Preloading set to Full (Hash Cache): Same as Partial

MuPendulum avatar Nov 14 '22 19:11 MuPendulum

It's fixable with #6553 image

refractionpcsx2 avatar Nov 14 '22 19:11 refractionpcsx2

bd8fcc8f is the culprit although I can confirm the pre-round sprite hack in #6553 works around it in the software renderer.

MuPendulum avatar Nov 14 '22 22:11 MuPendulum

that's not exactly introducing a bug per-sé, we need that part to be accurate, but the PS2 is not so accurate in its start/end positions of the texture, something the preround PR works to alleviate (but it needs a whole lot more work)

refractionpcsx2 avatar Nov 14 '22 22:11 refractionpcsx2