08-09-2011, 08:13 PM
As my first post, here's some important info.
The game runs ALMOST perfectly using the current SVN r2260. I found it runs best with the OP settings, but with different video settings as follows:
(X means active)
-Disable VBO:
-Only GE graphics:
-Use vertex cache:
-Use shaders: X
-Use a geometry shader for 2D rendering: X
-Disable UBO:
-Enable VAO: X
-Enable saving GE screen to Textures instead of Memory: X
-Enable decoding of indexed Texturs (using CLUT) in shader: X
-Enable dynamic shader generation: X
-Enable the shader implementation for the "Stencil Test":
-Enable the shader implementation for the "Color Mask":
There are a few minor bugs, which don't hamper the gameplay except for the last one:
-Do NOT Enable Vertex Cache, as it will corrupt textures and cause black artifacts to appear while moving, and may render a block or two of the dungeon completely black when facing certain directions.
-Loading a Savestate seems to completely mute sound effects, but it still decodes music with SonicStage.
-It seems a certain line in the enemy formation is completely wrong, and makes the enemies there look as if they're the frontmost (See attached screenshot), confusing the player! As you can see, the blue enemy on the screenshot should be placed on the empty red square. Since it's the only formation line affected, if the actual frontmost enemies are defeated and they move forward, they appear correctly on their corresponding line, but the enemies that were behind it move to the buggy line and they start appearing as the frontmost. Player formation is not affected and appears correctly.
I would truely appreciate a fix for the last two, especially the third one as it looks like a quick fix. And thank you for this excellent emulator!
The game runs ALMOST perfectly using the current SVN r2260. I found it runs best with the OP settings, but with different video settings as follows:
(X means active)
-Disable VBO:
-Only GE graphics:
-Use vertex cache:
-Use shaders: X
-Use a geometry shader for 2D rendering: X
-Disable UBO:
-Enable VAO: X
-Enable saving GE screen to Textures instead of Memory: X
-Enable decoding of indexed Texturs (using CLUT) in shader: X
-Enable dynamic shader generation: X
-Enable the shader implementation for the "Stencil Test":
-Enable the shader implementation for the "Color Mask":
There are a few minor bugs, which don't hamper the gameplay except for the last one:
-Do NOT Enable Vertex Cache, as it will corrupt textures and cause black artifacts to appear while moving, and may render a block or two of the dungeon completely black when facing certain directions.
-Loading a Savestate seems to completely mute sound effects, but it still decodes music with SonicStage.
-It seems a certain line in the enemy formation is completely wrong, and makes the enemies there look as if they're the frontmost (See attached screenshot), confusing the player! As you can see, the blue enemy on the screenshot should be placed on the empty red square. Since it's the only formation line affected, if the actual frontmost enemies are defeated and they move forward, they appear correctly on their corresponding line, but the enemies that were behind it move to the buggy line and they start appearing as the frontmost. Player formation is not affected and appears correctly.
I would truely appreciate a fix for the last two, especially the third one as it looks like a quick fix. And thank you for this excellent emulator!