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Digimon World Re:Digitize - NPJH50588
#51
(07-29-2012, 07:53 AM)serio Wrote: how does it look with software mode on/vertex cache off?

It looks pretty much the same as romsstar said, but worse:
[Image: attachment.php?aid=8977]
All glitches presented here prevail this way.

Romsstar and bugmenot let's keep this civil.

Listen Romsstar, I want the game fixed as much as you do but if you check the latest SVNs you'll see it's almost only one dev doing a team's job. He's also doing it out of love for what he does so it seems really unfair to bash him. You're doing a translation with a team so you should know how it is, even with a team.
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#52
I hope the Devs fix this game soon! Thank you.
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#53
I got this new warning concerning the videoplayback in R2656:
63549 user_main WARN hle.scePsmfPlayer IGNORING: scePsmfPlayerBreak psmfPlayer=0x8b82490
Log:
.rar   R2656 - NPJH50588 - Intro.rar (Size: 5.65 KB / Downloads: 143)
Nothing new in the wrong display of sprite icons. Just as I showed in a previous post, the icons seem to be replaced by the first one in their spritesheets.
Turned vertex cache off and there seems to be no more missing polygons Smile

Also I'd like to be able to delve into the misdisplay of sprite icons, it really is a gamebreaking bug as you can't see the time of the day for example. If someone could point me in a way to customize the logging for this that'd be good. I don't know if this code lines at certain memory locations being replaced with nop codes could have anything to do with it. I don't know, my assembly and debugging skills are terrible.
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#54
psp 
Help plz! Display critical error T_T.
PC:
OS: Windows XP profesional
Processor:Intel Core2 Duo, 1.6 Ghz
Graphics: Intel ® 946GZ Expres Chipset Family
Current/Max Res: 1680 x 1050
Java 7 last update


Attached Files Thumbnail(s)
   
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#55
(07-30-2012, 07:33 PM)qweqwetre Wrote: Help plz! Display critical error T_T.
PC:
OS: Windows XP profesional
Processor:Intel Core2 Duo, 1.6 Ghz
Graphics: Intel ® 946GZ Expres Chipset Family
Current/Max Res: 1680 x 1050
Java 7 last update

Jpcsp Doesn't go well with anything but nvidia and at some degree ati.
The problem is your graphics card, also your processor is far too weak.
Anyways, this isn't the thread to talk about this kind of things, you should've posted it in general discussion I think. I'm sorry but you won't be able to play anything on that Graphics Card with jpcsp.
Also please don't answer here.
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#56
(07-30-2012, 05:53 PM)damicore Wrote: I got this new warning concerning the videoplayback in R2656:
63549 user_main WARN hle.scePsmfPlayer IGNORING: scePsmfPlayerBreak psmfPlayer=0x8b82490
Log:
Nothing new in the wrong display of sprite icons. Just as I showed in a previous post, the icons seem to be replaced by the first one in their spritesheets.
Turned vertex cache off and there seems to be no more missing polygons Smile

Also I'd like to be able to delve into the misdisplay of sprite icons, it really is a gamebreaking bug as you can't see the time of the day for example. If someone could point me in a way to customize the logging for this that'd be good. I don't know if this code lines at certain memory locations being replaced with nop codes could have anything to do with it. I don't know, my assembly and debugging skills are terrible.
I've reviewed the sprite display in Jpcsp and tried to reproduce this issue with 3DStudio (was extended in r2629 for this purpose)... but without success.

I'm wondering if the problem could maybe come from the GE list generation (e.g. incorrectly implemented VFPU instruction). To clarify this, I only see the following "brute-force" method:
- set the following video settings: disable all video options, just enable "Disable optimized VertexInfo reading"
- start the game and go to a part where the sprites are incorrectly displayed.
- Select Debug -> Tools -> Debugger. A new window will appear and the game will pause.
- in the debugger window, under "Misc", press "Capture next frame"
- Press "Run": the game will restart just for one frame and all the textures and intermediate rendered images will be dumped. Wait for the game to automatically come back to "Pause" again (this could take several minutes). The dump is then completed.

Collect all the images "*.bmp" created directly under tmp + the log file (this could be huge!) and upload them somewhere and post the link here.

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#57
(07-31-2012, 09:42 AM)gid15 Wrote: Collect all the images "*.bmp" created directly under tmp + the log file (this could be huge!) and upload them somewhere and post the link here.

Thank you!

Here you go: http://www.mediafire.com/?g7jhcfcawymj57t
I hope this helps.
I apologize for my bad English.
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#58
(07-31-2012, 10:35 AM)Taiki Wrote:
(07-31-2012, 09:42 AM)gid15 Wrote: Collect all the images "*.bmp" created directly under tmp + the log file (this could be huge!) and upload them somewhere and post the link here.

Thank you!

Here you go: http://www.mediafire.com/?g7jhcfcawymj57t
I hope this helps.
Thank you.

I've looked at the rendering of the number "00000" at the top left corner and the icons just below (5 times the same) as pointed out here:
http://www.emunewz.net/forum/showthread....3#pid99563

Each digit is rendered with the same parameters (just the GU_MODEL matrix is slightly translated to move the digit to the next place):
Code:
tmap 0x000000
sceGuTexScale(u=0.046875, v=0.65625)
sceGuTexOffset(u=0.0, v=0.0)
vaddr 08fde100
and the same for the icons below:
Code:
tmap 0x000000
sceGuTexScale(u=0.15625, v=0.625)
sceGuTexOffset(u=0.0, v=0.0)
vaddr 08fde100
They all share the same VertexInfo (vaddr 08fde100), the same texture mapping (UV-Mapping) and same texture scale/offset...
Considering this GE list, the rendering is correct, the sprites were asked to be rendered identical.

So now, it appears that the problem is located into the GE list generation... which is much more difficult to analyze. It could be related to an incomplete/incorrect VFPU instruction or some timing problems between the PSP threads... quite difficult to say...
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#59
But will you try to fix it?
And also what can you say about game randomly freezes sometimes, most often in battles. This problem is not present for me while using software renderer, but it's slow and glitchy.
I apologize for my bad English.
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#60
I'll gladly donate to the project if u manage to fix this game!
Ooo... i'm egoist, lol!
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