Unknown W. Brackets

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> At this point, the screen goes black with background sound. Fails with Vulkan and OPENGL. > > ![Screenshot_20190929-124312_PPSSPP](https://user-images.githubusercontent.com/38067925/65831156-e24af800-e2b6-11e9-8f15-84a9fd6ea881.jpg) > > Samsung Galaxy Note 8 Oreo 8.0.0 Exynos. > >...

You can use tools like these, but it's generally easier to do on a desktop: https://superuser.com/a/988531 But you can also report compatibility inside PPSSPP, and your CRC will show up...

Sounds like this isn't a bug in PPSSPP but is a problem with your copy of the disc. We can't really help you if you no longer have the original...

So this is interesting. When I render that frame dump on my PSP, I get this: ![#12771_UCES01313_echoshift_model](https://user-images.githubusercontent.com/191233/188259221-5edc1f27-3df3-4d0f-8bfb-69e1548df992.png) Software rendering has some lighting/line issues, but looks close and even replicates the...

I started up the Origins Demo, and see the funky shadow pretty clearly: ![Purple box shadow under feet](https://user-images.githubusercontent.com/191233/192909370-51cc97bb-9cb3-471c-9bcc-f9e9fce8bcff.png) Let's see how this one is working, maybe it'll tell us something...

From the frame dump on a PSP, this is the depth: ![#16126_ULET00870_silent_hill_shadow_softgpu_depth](https://user-images.githubusercontent.com/191233/192943796-7f25e185-b09e-46e9-9973-1b6a65a86157.png) Linear version (32 pixels of margin as you'd expect): ![#16126_ULET00870_silent_hill_shadow_softgpu_depth](https://user-images.githubusercontent.com/191233/192948994-db2d442d-4220-4708-99d4-b6975480d278.png) However, when I use psplink with the game...

Also note this: https://github.com/hrydgard/ppsspp/issues/6265#issuecomment-1236059019 I think what's happening here is clearer in the software renderer, but I suspect there's a download in between. Ugly stuff it does, offsetting into framebuffers...

No I mean, the behavior is the same but the shadows render correctly in game. A frame dump on a PSP renders them wrong. I haven't found what's different... I...

Alright, I've figured out the difference. `sceGeEdramSetAddrTranslation()`. The game calls `sceGeEdramSetAddrTranslation(0x1000);` and when that happens, the color buffer (0x0404c000) looks like this: ![#16126_ULET00870_silent_hill_shadow_softgpu](https://user-images.githubusercontent.com/191233/193440075-cd54bc92-0ac9-457f-b169-58010aca7cf9.png) The shadow looks great. This is the...

Alright, so here's how the mirrors work: Mirror 1 (0x04200000) is fairly simple: * Address translation set to 0: `address ^ 0x600` * Address translation set > 0: `address ^...