game-compatibility
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58410955 - Banjo-Tooie
Marketplace Tested on xenia-project/xenia@ee92f75a84
Issues:
- Frames are not being rendered at all. Believed to be a similar issue to that of Banjo-Kazooie. (#206)
Notes:
- Sound and controls work (as expected).
- Performance seems a bit slow (possibly caused by rendering issues).
Attached:
The log file and trace frame were taken before my proof of concept modification (see screenshots below).
Screenshots
I did not include a screenshot of game running without my modification due it being just a black screen.
Modified ColorRenderTargetFormat (to use GL_RGB8)
I did this to see if the game would load and how it ran.
Note the missing alpha channel and water texture (caused by my modification most likely).
Alpha issue with the fence here (looks like a regression):
Weird repeating problem during this cutscene (the bottom portion should be black):
This game also creates corrupt saves (same as https://github.com/xenia-project/game-compatibility/issues/206#issuecomment-202002754): image | save file
Yeah - I've noticed that. Alpha test was mistakenly enabled before and coincidentally made this game work better.
Maybe our blend constants are wrong or something? Alpha test should be correct now, as it helps other games.
New issues since June 26 - 2016:
No pad effects:
Puzzle Challenge - GFX Glitch:
Waiting... Full unlocked game option and load/save via ".bin" file.
This game only gives a black screen with sound for me in the latest nightly build dated 13-07-2016
Tested the version from August 03.
- Much better in performance.
- Error - RGB color - incorrect.
- No fix (keep an issue) - Pad effects/Jiggysaw game.
Still black screen issue on AMD cards.
There appears to be an issue in the JIT causing the game to leave alpha tests disabled.
Callstack:
- 0x822D0F38: Sets up the alpha test @ 0x168(r31) (low 2 bits)
- 0x822CF15C: If comparison nonzero, sets the alpha ref and enables alpha testing.
Tested with the build of 17th - May 2017.
Random black parts. Pad without effect persists. Jigsaw Temple Game - glitch on the game - Black part.
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Tested on (https://github.com/benvanik/xenia/commit/4e6a51472dee7704d6fb4bd02ea4d9cfe883324a)
Issues:
Fixed many troubles and globally this game works perfectly now Stable ingame with full speed performance
Logs:
BanjoTooie_Vulkan_small_log.txt BanjoTooie_Vulkan_big_log.txt
Video:
Screenshots:
Specs:
CPU Intel i5-3570K @ 3.6 GHz GPU GTX 1050ti 4GB RAM 8GB DDR3 (DC) Windows 10 x64
Labels
state-playable
Alpha or Camera problem with the 1.0.728-master:
So just curious if anyone has an update on Texture Blending, since this game is near playable, outside of Textures overlapping making sneaking areas really hard and stuff.
Bridge displaylist:
0000 uc2_geom_mode
0008 uc2_geom_mode
0010 uc0_texture
0018 rdp_setcolorimage
0020 rdp_settile
0028 rdp_loadtlut
0030 uc0_setothermode_h
0038 rdp_setcolorimage
0040 rdp_settile
0048 rdp_loadsync
0050 rdp_loadblock
0058 rdp_pipesync
0060 rdp_setcombine
0068 uc0_setothermode_l: flags = (flags & ~(0x3)) | 0x1; // (00000001, 0x1)
0070 uc0_displaylist
0078 uc8_vertex
0080 uc2_quad
0088 uc2_quad
0090 uc2_quad
0098 uc2_quad
00a0 uc2_quad
00a8 uc2_quad
00b0 uc2_quad
00b8 uc2_quad
00c0 uc2_quad
00c8 uc2_quad
00d0 uc2_quad
00d8 uc2_quad
00e0 rdp_setcolorimage
00e8 rdp_loadtlut
00f0 rdp_setcolorimage
00f8 rdp_settile
0100 rdp_loadsync
0108 rdp_loadblock
0110 uc8_vertex
0118 uc2_quad
0120 uc2_quad
0128 uc2_quad
0130 uc2_quad
0138 uc2_quad
0140 uc2_quad
0148 uc2_quad
0150 uc2_quad
0158 uc8_vertex
0160 uc2_quad
0168 uc2_quad
0170 uc2_quad
0178 uc2_quad
0180 uc2_quad
0188 uc2_quad
0190 uc2_quad
0198 uc2_quad
01a0 uc8_vertex
01a8 uc2_quad
01b0 uc2_quad
01b8 uc2_quad
01c0 uc2_quad
01c8 uc0_setothermode_h
01d0 uc0_setothermode_l
01d8 uc0_enddl
~Despite the low FPS on parts like Jinjo Village~ (this was due to the debug build), silo lights, tank treads, paths and other alpha textures seems to be fixed on the latest DirectX 12 commit (005e590c/Sep 25 2018).
Game shows up some incorrect alpha correction, however. Nothing major and is the only problem of the emulation from what I've tested thus far.
From the game's intro:
Specs
CPU: AMD Ryzen 5 1600x 3.60GHz GPU: nVidia GeForce GTX 1070ti 8GB RAM: 16GB DDR4 3200MHz Windows 10 x64
I bring tidings of good news! 😄 It appears the alpha correction has now been fixed in the d3d12 build.
Along with fixed layering issues on the fly and jump pads. 😀
Shadows still aren't quite perfect yet. 😕 (As you can see in the image below the player's shadow can get cut off if the player is standing on 2 different planes in this case Banjo's nose is cut off.)
If you were to somehow get d3d12 version of the emulator with an unlimited trial it looks like the game would run near perfectly all the way through with the exception of shadows I mentioned earlier.
Edit:All the issues Larxian mentioned in his previous post are fixed now!
Hey guys, I opened that duplicate issue that ilusion0001 posted (sorry about that).
I can post a savefile with the levels that has audio problems unlocked, if a dev is interested in recreating the problem. I don't know how to add the apu-slow and apu-garbage labels.
The game has massive Audio Issues when using Hyper-V it distorts the Audio only fix for me is deactivating Hyper-V. I'm also experiencing performance issues which are not related to my rig (the peeps on discord tried to tell me the audio issues and stuff is caused by my hardware but it's clearly not) I have no idea why I have bad performance in this game cause it's an N64 Game pretty much the only thing they updated was the text font and other minor tweaks. Tried the Canary also but that has the same issues. Using an AMD System with a FX-8350 and a RX5700XT I'm able to play final fantasy 7 remake integrade on highest setting and a bunch of other performance heavy stuff and I can also emulate almost every other emulator (except for Xemu and PCSX3) So yea not sure what the issue is but I guess it has something to do with AMD Drivers
I'm playing through this right now and it's nearly 100% stable through glitter gulch mine, but parts of WitchyWorld have horrible audio glitches (probably related to the apu-garbage tag on the issue) related potentially to the version of the song that plays in the cowboy themed area Areas with audio distortion effects like in WitchyWorld western area and Jolly Rogers Lagoon underwater have horrible stutter on music and sfx. Other underwater areas seem unaffected. Something about the expansiveness about these areas as earlier underwater sections are unaffected.
Intel Core i7 8750H RTX 2070 (mobile)
Audio distortion is caused by having hyper-v enabled
I don't run Windows 10 pro. No hyper-v. Does having virtualization or WSL2 turned on affect anything?
Tested on https://github.com/xenia-project/xenia/commit/3a115ae6a
Issues
I'm playing through this right now and it's nearly 100% stable through glitter gulch mine
Audio issues and possible small graphical bugs aside, the game should be playable all the way through. I'm not seeing any recent reports of crashing or heavy graphical glitches, so this title should be considered playable.
It still suffers from speedup when vertical synchronization is turned off, but with the default config, it seems to run perfectly.
Log
Context: The game was launched with a default config (in trial mode) loaded on save file 2, skipped the intro cutscene, and exited to title screen, then I selected "Return to Arcade" in the main menu.
Labels
state-playable
supports-1080p
vsync-off-speedup
Looks like the sun's rays appear through geometry. It might just be me though, because I haven't seen anyone else report this.
(this also affected one of the intro cutscenes, during which it was night time)
I'm playing through this right now and it's nearly 100% stable through glitter gulch mine, but parts of WitchyWorld have horrible audio glitches (probably related to the apu-garbage tag on the issue) related potentially to the version of the song that plays in the cowboy themed area Areas with audio distortion effects like in WitchyWorld western area and Jolly Rogers Lagoon underwater have horrible stutter on music and sfx. Other underwater areas seem unaffected. Something about the expansiveness about these areas as earlier underwater sections are unaffected.
Intel Core i7 8750H RTX 2070 (mobile)
can confirm i have those issues has well, everything else is fine. Did try turning off Hyper-V but issues still present.
Intel Core i7-10750H RTX 3060 Mobile
Looks like the sun's rays appear through geometry. It might just be me though, because I haven't seen anyone else report this. (this also affected one of the intro cutscenes, during which it was night time)
Can confirm I'm also seeing this lens flare in weird spots, testing on 06d7a5f_canary_experimental.
Doing my testing on Steam Deck via Proton Experimental, Vulkan forced in configs.
Separate issue, I've noticed that the music for the long intro cutscene eventually de-syncs. Anyone else able to duplicate this? (Yes, it's a long cutscene to slog through that doesn't really matter)
Looks like the sun's rays appear through geometry. It might just be me though, because I haven't seen anyone else report this. (this also affected one of the intro cutscenes, during which it was night time)
Can confirm I'm also seeing this lens flare in weird spots, testing on 06d7a5f_canary_experimental.
Doing my testing on Steam Deck via Proton Experimental, Vulkan forced in configs.
Separate issue, I've noticed that the music for the long intro cutscene eventually de-syncs. Anyone else able to duplicate this? (Yes, it's a long cutscene to slog through that doesn't really matter)
I have the same lens flare issue; However, that cutscene music desync is a known issue of the xbox port. It was not an issue on the N64 since the lag caused the visuals to match with the music.
(see https://youtube.com/clip/UgkxCVYNbFEIutk48SXSuCxRj3x9xJG9v1P8?si=GRfNPlPFn-r51WBM)
Looks like the sun's rays appear through geometry. It might just be me though, because I haven't seen anyone else report this. (this also affected one of the intro cutscenes, during which it was night time)
Can confirm I'm also seeing this lens flare in weird spots, testing on 06d7a5f_canary_experimental. Doing my testing on Steam Deck via Proton Experimental, Vulkan forced in configs. Separate issue, I've noticed that the music for the long intro cutscene eventually de-syncs. Anyone else able to duplicate this? (Yes, it's a long cutscene to slog through that doesn't really matter)
I have the same lens flare issue; However, that cutscene music desync is a known issue of the xbox port. It was not an issue on the N64 since the lag caused the visuals to match with the music.
(see https://youtube.com/clip/UgkxCVYNbFEIutk48SXSuCxRj3x9xJG9v1P8?si=GRfNPlPFn-r51WBM)
Oh man, good to know it's not an emulation issue but that's disappointing. It's like when I tried to play the Wii U release of Donkey Kong 64 and the cutscene timing was all whacked out.