Unknown W. Brackets

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Seems better but there seem to be some blotchy parts - did this get better with the guardband changes? Maybe there's still a precision issue here... -[Unknown]

The most obvious problematic draw is 8796/18278. This textures from depth, simply taking (depth >> 1) & 0xFF. Interestingly, I see depth values ranging between 0-10000 or so. It does...

Presumably this is Tsumugareshi Hyakunen no Toki. Reports for the [PSN release](https://report.ppsspp.org/game/NPJH50535_1.00) make it seem likely this is still happening. Could you try exporting a GE frame dump? These help...

If you can go to 0881c21c in the debugger or web debugger, and show the code around that address, it might be helpful. I'm wondering if it's an HLE call...

We do have jit invalidation in load/save state. I'm still interested in the code around 0881c21c. -[Unknown]

I wonder if what's happening is, the game copies some RAM that had executed, and it "happens" to work because the replacement/hack still works. But then save/load state don't clear...

It's also a bit odd seeing a replacement in a delay slot... If you set `FunctionReplacements = False` in ppsspp.ini, does that make save states load fine? Not sure if...

Which region specifically was this happening in? You listed two, but different regions often use different game code. -[Unknown]

Are you using the latest git build? Does this happen with both Vulkan and OpenGL? Could you try exporting a GE debugger dump on PC? To do this, open the...

In the dump I picked, it looks like this is caused by draw 2/34. It looks the same as the correct PSP rendering if you skip that draw (below is...