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NBA Live 06 : Black texture (hand/leg)

Open dbz400 opened this issue 12 years ago • 40 comments

Just for record .

[removed nonsense non-screenshot pictures]

dbz400 avatar Oct 11 '13 00:10 dbz400

Just checked using softGPU , it is the same issue with black texture in hang/leg .

dbz400 avatar Oct 14 '13 09:10 dbz400

Funny bug. Might just as well be lighting errors as textures though.

hrydgard avatar Oct 14 '13 09:10 hrydgard

I do believe it is the remaining lighting bug .Let me link up here .https://github.com/hrydgard/ppsspp/issues/4140

dbz400 avatar Oct 14 '13 09:10 dbz400

Does this still happen?

-[Unknown]

unknownbrackets avatar Jan 05 '14 18:01 unknownbrackets

It is still happening aunfortunately

dbz400 avatar Jan 06 '14 00:01 dbz400

Yeah,it's happening on '09 and '10 too...and the court is black,at least I'm experiencing that problem

GinIchimaru avatar Jan 07 '14 11:01 GinIchimaru

What does it look like when it's about to draw those things in the GE debugger?

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

-[Unknown]

unknownbrackets avatar Feb 16 '14 09:02 unknownbrackets

Mostly , the original texture is black as well.

untitled

dbz400 avatar Feb 16 '14 13:02 dbz400

Hmm, I wonder if it's a block transfer or something then to that address. Sounds like our problem is that the texture is black and shouldn't be.

I assume it's also black in the softgpu, right? I wonder if it's accessing swizzled vram or something...

-[Unknown]

unknownbrackets avatar Feb 16 '14 16:02 unknownbrackets

Yep softgpu also the same black texture.

screen00047

dbz400 avatar Feb 17 '14 01:02 dbz400

Okay, try pausing it right when you load the game (soon as possible, or better yet turn off "run on load"), and set a memory breakpoint for 0x04200000 of size 0x00600000. Then run it, don't load state, and try to get there again.

If it trips the breakpoint, it's trying to write somewhere into swizzled vram.

Also, does JPCSP show them correctly, or also black? I don't think it supports the swizzled vram either but I don't really know.

-[Unknown]

unknownbrackets avatar Feb 17 '14 02:02 unknownbrackets

yep, JPCSP also same black texture.

(Not too sure how to do with it ........:( untitled

dbz400 avatar Feb 17 '14 12:02 dbz400

Before it runs any code. Also, both addresses should have 8 digits (just copying them should be fine.)

Once you hit okay, just run. Emulation will automatically stop when the game tries to access that range.

-[Unknown]

unknownbrackets avatar Feb 17 '14 17:02 unknownbrackets

It could also write to normal vram and read from swizzled vram, thereby, well, swizzling the data the "other way".

hrydgard avatar Feb 17 '14 21:02 hrydgard

Sure, but that texture address appears to be regular vram.

Of course, it could also be a block transfer or something. Probably a good idea to set a breakpoint for 0x100 bytes at the texture address too.

-[Unknown]

unknownbrackets avatar Feb 17 '14 21:02 unknownbrackets

Has this changed in the latest git build and "simulate block transfers" enabled?

-[Unknown]

unknownbrackets avatar Jun 07 '14 06:06 unknownbrackets

Also, a copy or screenshot of the lighting tab when it's about to draw a hand/leg would be helpful (on the prim.) As well, does it use mipmap levels (will show Level + button)?

-[Unknown]

unknownbrackets avatar Jun 15 '14 19:06 unknownbrackets

Tested with latest build. Same issue: image

Lighting tab on GE Debugger: image image

ppmeis avatar Jul 21 '14 14:07 ppmeis

JPCSP works fine in softrendering 01

dolphin also has the similar bug https://code.google.com/p/dolphin-emu/issues/detail?id=8207 02

daniel229 avatar Feb 21 '15 14:02 daniel229

Does #7515 improve this at all?

-[Unknown]

unknownbrackets avatar Feb 24 '15 04:02 unknownbrackets

No.

daniel229 avatar Feb 24 '15 05:02 daniel229

I don't suppose this is similar to #7682 after all and #7683 helps? We've focused on lighting, so I'm not sure what the clut address is here.

-[Unknown]

unknownbrackets avatar Apr 13 '15 05:04 unknownbrackets

No, #7683 does not help it.

daniel229 avatar Apr 13 '15 06:04 daniel229

This still happens in softgpu right?

The texture data must be wrong. It's not a swizzled mirror though, so I wonder how it can be wrong in softgpu... hmm. It seems it doesn't use a palette. Can I see the entire texture tab?

Some of them even have psychedelic arms in that last screenshot in Dolphin.

-[Unknown]

unknownbrackets avatar Dec 21 '15 05:12 unknownbrackets

texture tab 03

softgpu seems is fine since longtime ago.

01

02

daniel229 avatar Dec 21 '15 15:12 daniel229

Odd, negative UV offset, but it has wrapping anyway.

It's not using any CLUT. So I guess it's either drawing to that 64x64 or writing to it. We checked mirrors already, right?

My goal is to figure out who is responsible for filling the texture at 0x041cb630. Are there ever any logged FBOs for "0x001cb630" or "0x041cb630"? If you set a memory breakpoint at 0x041cb630 (size = 0x2000), does it ever trip?

-[Unknown]

unknownbrackets avatar Dec 22 '15 04:12 unknownbrackets

I got this log from the breakpoint. https://gist.github.com/daniel229/695dc1af06877288cce3

Dolhine post said Dolphin's issue is a dualcare timing issue,and it works fine in single core.

daniel229 avatar Dec 22 '15 04:12 daniel229

Given the dolphin problem, sounds to me like the game might be filling out the texture with the right color at some point in time without synchronizing properly with the GPU - and we might be processing display lists "too fast" as seen from the PSP CPU...

hrydgard avatar Dec 22 '15 08:12 hrydgard

Tested with latest build. Same status. Here's the debugger dump: ULES00158_0001.zip

ppmeis avatar Oct 21 '18 21:10 ppmeis

Erp, strike of "doesn't fix". Reopening.

-[Unknown]

unknownbrackets avatar Nov 22 '18 20:11 unknownbrackets