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silent hill shattered memories, the torch does not shine the road.
simulate block transfer on/off not help
ppsspp
psp
info log https://gist.github.com/daniel229/40afc7acf73b8cfa193c
looks like is this thing.
Hmm, it has a stencil test that zeros except on depth fail. Is the depthtest enabled? It's also using maskalpha (theoretically we could partially implement this using glStencilMask.)
-[Unknown]
Yes,it's enabled
So basically, where the depth test passes, it's supposed to set the stencil/alpha to (a & 0x7f). Where it fails, it's supposed to set it to 0x80 | (a & 0x7f), which might make it brighter or be used in a future stencil test, I guess?
-[Unknown]
silent hill shattered memories reports GLES\StateMapping.cpp:449 Unsupported RGB mask: r=07 g=e3 b=000000ff GLES\StateMapping.cpp:452 Unsupported alpha/stencil mask: fe
silent hill zero reports GLES\StateMapping.cpp:452 Unsupported alpha/stencil mask: 7f
same problem in silent hill origins.
torch working fine only in the begining
in the hospital/roms or any place,torch only iluminate character/some items
is a bit unplayable in some are to dark.
real psp torch
Man, is this error still present?
The light need RGB mask implement,JPCSP enable color mak,the light showup.
Wait a second, disabling the stencil test produces this:
Here's Origins:
Yes,diasable stencil test helps these games.
Disable stencil test also helps brightness in Ultimate Ghosts'n Goblins.
not disable stencil test
Disable stencil test
yep dissable stencil fix lintern problem.still a bit slow in some areas.
full enjoying SH games
in forum some user report that:http://forums.ppsspp.org/showthread.php?tid=1576&page=4
i was playing the beginning , no problem, flashlight working properly, until i reach the playground (the first ghost scene) and this occur. some kind of alpha problem, enable 'disable stencil test' fix the flashlight, disabling helps with this alpha problem but mess up with the flashlight Sad anyone? (using v0.9.8-1088)
Tested with latest build. Stencil hack helps in Silent Hills Origins with lantern light.
I am going to assume this was fixed between build v0.9.9-50-g0279aa1 and the latest one, but it seems that we are getting closer to solving this issue. Stencil Test was not disabled.
Could you try exporting a GE debugger dump on PC?
To do this, open the game and select Debug -> GE debugger..., then when it's displaying the scene, press Record in the top right. After a second or so, it'll finish and save a trace of the drawing activity.
After that, check the memstick/PSP/SYSTEM/DUMP folder and it'll have created a file named something like "ULES12345_0000.ppdmp". You can zip that and then drag and drop it into a reply here.
-[Unknown]
Unknownbrackets
I have tested Silent Hill Origins and Silent Hill Shattered Memories in the last stable built(1.7.4) and they seem a little better than the previous built. However, some bugs still existing and I am prepared to help in any way needed. These are the bugs I have found now:
Silent Hill Shattered Memories has now a black line bug, where it appears when the flashlight is on. Besides it, the game has some frame drops when you open a door/load a new scenario.
When the flashlight is on, no object has a shadow, I have tried to play it with the "Disable Stencil Test" on, but it does not solve the problem and the game gets way more buggier than before.
The bathrooms in Silent Hill Shattered Memories still bugged.
In Silent Hill Origins, after reaching for the first time the second floor, you flashlight turns on, but it is not projected in the scenario.
Silent Hill Origins has the same shadow problem as Silent Hill Shattered Memories has, no object has a shadow at all.
I am really looking forward to helping you finding and fixing both games, if you need anything, let me know.
Well, as noted in my previous comment - a GE frame dump would help a lot.
See here for instructions - it's not hard and works on Android too: https://github.com/hrydgard/ppsspp/wiki/How-to-create-a-frame-dump
You can zip that and then drag and drop it into a reply here.
-[Unknown]
Here is the dumps I have made: Silent Hill Shattered Memories(Bathroom): SHSM(Bathroom).zip Silent Hill Shattered Memories(Shadow): SHSM(Shadow).zip Silent Hill Shattered Memories(Black Lines): SHSM(Black Lines).zip Silent Hill Origins(Flashlight Bug): SHO(Flashlight Bug).zip Silent Hill Origins(Shadows Bug): SHO(Shadows Bug).zip
Sorry for the delay.
Wow, just remembered, I have played both of them without using the "Disable Stencil Test", it seems this hack does not help anymore. Even SHO gets worse when the hack is activated.
Sorry - could you create these with the latest git build? There's a bug in the version of PPSSPP you used to create these dumps that has been fixed since then.
-[Unknown]
Of course, just let me download the last one and as soon as possible I will be sending it to you.
Here is the new dumps: Silent Hill Shattered Memories(Bathroom): SHSM(Bathroom Mirror Bug).zip Silent Hill Shattered Memories(Shadow): SHSM(Shadows Bug).zip Silent Hill Shattered Memories(Black Lines): SHSM(Black Lines Bug).zip Silent Hill Origins(Flashlight Bug): SHO(Flashilight Bug).zip Silent Hill Origins(Shadows Bug): SHO(Shadows Bug).zip
Black lines
Flash light at: 350/449
First it draws the scene to one framebuf, then again to another (seems to be finding areas with non-flashlight light, maybe?), and then renders to self with colortest to set stencil=1 where color=000000. Then it draws the scene again, looks like dark without much light.
Flash light uses a >=
depth test:
- RGB and depth masked out (only writing stencil)
- Stencil masked at 0x7f (only writing high bit)
- Depth pass: ZERO (clear high bit)
- Depth fail: REPLACE (set high bit)
- Note: the current stencil is 0/1 values from previous colortest pass, so this results in 00, 01, 80, or 81 values.
That seems to generally succeed. Next it draws the flash light again:
- Same masking (stencil high bit only)
- Same depth test
- Depth fail: ZERO (clear high bit)
- Depth pass: KEEP
That seems to succeed too. Now we draw the actual light (unmasked RGB/stencil), and here's where things get more problematic:
- Depth test: exact ==, depth write masked though doesn't matter
- Stencil test: match 81 (most target pixels are 81)
- Depth fail/pass/stencil fail: KEEP
This is where we get the lines (355/449.) I expected it to be the depth test, but even disabling that or using rounding doesn't fix the lines... it's actually caused by the stencil - that initial color tested draw (271/449.)
So that means the initial rendering to it is getting stripes, because the color test is working correctly. Disabling the color test does give a smooth light, so clearly most of it should be black (000000) by this point.
It draws the initial grayscale scene as of 225/449. 226/449 is where it starts blacking it out.... using a texture that looks corrupt (0x0896feb0 in the dump.) It's a 256x256 texture, CLUT8 with a grayscale CLUT. It's using a texture matrix and linear filtering. The texture is a lot of 1f/00 in the start. Forcing the texture to black makes the light smooth.
In softgpu, the same behavior occurs, after a fix to stencil write masking. It's not playing back completely right on a PSP (I'm not sure why - it produces black), but when I take the temporary buffer at 0x04170000, I get the same lines.
I suspect this is caused by depth texturing (e.g. the striped texture might actually be it attempting to download depth to RAM.)
-[Unknown]
Related issue #9001
Hey, FYI it's still happening (at least in Silent Hill Origins, haven't tried Shattered Memories), different results depending on the video driver selected:
OpenGL, the light appears on the wall (but no shadows), but you can see the ladder appearing on top of the character in transparency or something:
and it can be much worse depending on what you're looking at, which makes the game basically unplayable with OpenGL:
D3D11 and Vulkan, no light on the wall:
D3D9, light on the wall (still no shadows):
but depending on the room and/or where you're looking at, the light effect is "cut":
with the light OFF there are weird glitches on the floor and walls:
Frame dumps (using the online debugger thing):
edit: Just notice I was using 1.10.1, but I just updated to latest nightly (1.10.2-5) and same results.
PPSSPP v1.10.3-473 Windows10 (64bit)
Strange light appear!! Sentences of the question answered first are surfaced.
This is first question in the game.
*Attention :Red circles
Torch light up the text....
*Attention : Yellow circle = Text of Red circles