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To Aru Kagaku no Railgun [JAP] - ULJS00354 - Printable Version +- EmuNewz Network (https://www.emunewz.net/forum) +-- Forum: PSP Emulation (https://www.emunewz.net/forum/forumdisplay.php?fid=191) +--- Forum: JPCSP Official Forum (https://www.emunewz.net/forum/forumdisplay.php?fid=51) +---- Forum: Commercial Game Discussion (https://www.emunewz.net/forum/forumdisplay.php?fid=54) +----- Forum: JPCSP - Playable Games (https://www.emunewz.net/forum/forumdisplay.php?fid=65) +----- Thread: To Aru Kagaku no Railgun [JAP] - ULJS00354 (/showthread.php?tid=17384) |
RE: To Aru Kagaku no Railgun [JAP] - ULJS00354 [Encrypted] - rgm79 - 01-01-2012 (01-01-2012, 11:14 AM)kytoxid Wrote: Aha. I got it. A New Year's present?good job, by the way I use onboard radeon4200 w/ 11.7 driver RE: To Aru Kagaku no Railgun [JAP] - ULJS00354 [Encrypted] - Hykem - 01-01-2012 (01-01-2012, 11:14 AM)kytoxid Wrote: Aha. I got it. A New Year's present? Ah ha! Indeed there is an upper limit for the z axis, but we never figured it out because, so far, no game was doing this. Great finding kytoxid! Thanks! RE: To Aru Kagaku no Railgun [JAP] - ULJS00354 [Encrypted] - zaeraal2 - 01-01-2012 That's strange, how did you managed to get the texts or menus? Because I only see the backgrounds. In my attachment is the same scene as yours. (Though this is good for making screenshots of the game, but not for the gameplay ) Using JPCSP ver. 2437 and your edit if ((z < 0) || (z == 100000)) { RE: To Aru Kagaku no Railgun [JAP] - ULJS00354 [Encrypted] - kytoxid - 01-01-2012 (01-01-2012, 08:49 PM)zaeraal2 Wrote: That's strange, how did you managed to get the texts or menus? Because I only see the backgrounds. Oops, sorry. Forgot about something. Optimized VertexInfo reading kinda throws a wrench into the whole thing, so I just commented it out from VideoEngine.java and forced it to use the non-optimized reading instead. You could probably implement a check for that somewhere though, hm. Easiest way would probably be to add a "Force non-optimised vertex reading" checkbox in the settings, but that's pretty ehh. RE: To Aru Kagaku no Railgun [JAP] - ULJS00354 [Encrypted] - zaeraal2 - 01-01-2012 (01-01-2012, 11:05 PM)kytoxid Wrote: Oops, sorry. Forgot about something. Optimized VertexInfo reading kinda throws a wrench into the whole thing, so I just commented it out from VideoEngine.java and forced it to use the non-optimized reading instead. You could probably implement a check for that somewhere though, hm. Easiest way would probably be to add a "Force non-optimised vertex reading" checkbox in the settings, but that's pretty ehh. Woah awesome, it is fully working now. Menus, texts, gallery... Thanks. PS: I noticed one crash - WHEN YOU ENABLE VAO and then you go to gallery - characters, then you choose a character, go to 3D model (triangle), then when you try press the S button (cross), it crashes. RE: To Aru Kagaku no Railgun [JAP] - ULJS00354 [Encrypted] - kytoxid - 01-02-2012 (01-01-2012, 11:34 PM)zaeraal2 Wrote:(01-01-2012, 11:05 PM)kytoxid Wrote: Oops, sorry. Forgot about something. Optimized VertexInfo reading kinda throws a wrench into the whole thing, so I just commented it out from VideoEngine.java and forced it to use the non-optimized reading instead. You could probably implement a check for that somewhere though, hm. Easiest way would probably be to add a "Force non-optimised vertex reading" checkbox in the settings, but that's pretty ehh. Confirmed, Java completely APPCRASHes, nothing useful in the logs. Code: Problem signature: Windows 7 x64, nVidia 210M. RE: To Aru Kagaku no Railgun [JAP] - ULJS00354 [Encrypted] - Hykem - 01-02-2012 I've reverse engineered the real Z axis limit for the vertex data and apparently this is a widely used limit in several PSP functions. Also, this was probably the reason why so many recent games weren't able to display graphics. Apparently, a particular japanese engine makes a small mistake by instead of setting the nearz and farz parameters to 10000 and 50000 (which are the most common values used by devs), sets the first value to 100000 (out of range). I still haven't changed the optimized reading because, like kytoxid stated, forcing it may not be the best solution, but I'm currently checking why this isn't producing the proper results. RE: To Aru Kagaku no Railgun [JAP] - ULJS00354 [Encrypted] - kytoxid - 01-03-2012 I think the optimized reading is simply moving all the vertex data directly from memory into a buffer and passing that to the RE, bypassing actually reading the information into VertexInfo to speed up the process. Problem is, by never reading the actual position, we can't really implement a check on the z-value. This might be a quirk in the PSP's rendering that OpenGL doesn't have. RE: To Aru Kagaku no Railgun [JAP] - ULJS00354 [Encrypted] - andutrache - 01-03-2012 This game can most likely be moved to playable now. Along with To Aru Majutsu no Index and Ore no Imouto Maker EX. RE: To Aru Kagaku no Railgun [JAP] - ULJS00354 [Encrypted] - Hykem - 01-03-2012 (01-03-2012, 08:07 AM)kytoxid Wrote: I think the optimized reading is simply moving all the vertex data directly from memory into a buffer and passing that to the RE, bypassing actually reading the information into VertexInfo to speed up the process. Problem is, by never reading the actual position, we can't really implement a check on the z-value. This might be a quirk in the PSP's rendering that OpenGL doesn't have. As of r2439 there's now the option to disable the optimized VertexInfo reading. Apparently, it's not only the Z value checking that can cause issues. The problem may be more complex and it seems to reside in the whole SDK these latest game developers have been using. As a workaround, disabling the optimized reading is helping some games displaying graphics properly. |