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GSdx
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KrossX Offline
クロッスエクス
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Post: #3411
RE: GSdx
Misc stuff! That happens in both SW and HW.

Door of Doom: http://i.imgur.com/RRJow.jpg | gs http://www.mediafire.com/?ps4ypa7i766vnfo
Weird door, seems like the entire texture has an alpha value of 0x80 yet it's completely ignored. Wouldn't make sense to use it anyway.

Offset of Despair: http://i.imgur.com/VhUhJ.jpg | gs http://www.mediafire.com/?ox1ba9r127848bb (easier to spot in HW)
The lower row looks misaligned. Totally a "What has been seen, cannot be unseen" case indeed. Now I notice that offset in many pre rendered backgrounds too... disturbing. >_<

[Image: nbKSK.jpg]
(This post was last modified: 02-18-2012 02:56 AM by KrossX.)
02-18-2012 02:55 AM
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Gabest Offline
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Post: #3412
RE: GSdx
Hm, what is wrong with the first one exactly? Should the door be transparent?

I think the second is a bug in the game, the pieces are misaligned even if I put them together in mspaint.
http://www.mobygames.com/game/ps2/ar-ton...Id,217339/

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(This post was last modified: 02-18-2012 10:30 AM by Gabest.)
02-18-2012 07:05 AM
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Gabest Offline
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Post: #3413
RE: GSdx
The palette does not have a single alpha value other than 0x80, but the colors are correct. 0x80 means not transparent, the very common (src - dst) * src alpha + dst formula is used.

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02-18-2012 07:34 AM
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KrossX Offline
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Post: #3414
RE: GSdx
It's supposed to be a prison cell and that's where you can get in. I guess it could be game bug too, since it wouldn't make much sense that suddently in the prison the bars are held by black thingy including where you enter. XD

Bummer, but thanks a lot for checking on them to be sure.

#EDIT: https://www.youtube.com/watch?v=mKfbjBhTomw#t=1m0s
US bug perhaps? Because I think I didn't have the game patched by then yet. I'll do a new run without patching just in case, since I think I have a close memcard save.

#EDIT2: I just confirmed it ain't a patch bug, so could very well be a US release bug. Not change with everything on interpreter either, just in case.

[Image: nbKSK.jpg]
(This post was last modified: 02-18-2012 09:36 PM by KrossX.)
02-18-2012 07:44 AM
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KrossX Offline
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Post: #3415
RE: GSdx
In my case (HD5770) I tend to get some random lines in textures when 8bit texture mode is enabled. And worse, if you're moving it turns into an animated annoyance. But, messing with the HalfTexel helped.

(all three are in native res)
Normal http://i.imgur.com/4Slb6.jpg
8bit Enabled http://i.imgur.com/F3QyW.jpg
8bit + Hack http://i.imgur.com/Flt08.jpg

(tfx.fx, 380ish line, uv = st.xyxy + HalfTexel;)

For that static thing, doing HalfTexel * 4095.0 / 4096.0 was enough. But I would still get this lines on foliage and even character sprites for example. For that to finally disappear, I had to go down to HalfTexel * 4080.0 / 4096.0.

Worth to take a look perhaps? I dunno if anyone else have the same problem though.

#EDIT: Better one.
Code:
(GSRendererDX.cpp, line 304)
ps_cb.HalfTexel = GSVector4(-0.5f + 1.0f/WH.x, 0.5f -1.0f/WH.y).xxyy() / WH.zwzw();

[Image: nbKSK.jpg]
(This post was last modified: 02-22-2012 10:52 PM by KrossX.)
02-21-2012 11:38 PM
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omnikam Offline
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Post: #3416
RE: GSdx
Ive been playing Fight Night Round 3 and noticed it only works in SW mode , when playing in HW mode there are missing textures. I was using r5100 of pcsx2 and the gsdx that`s included with the package. No speed hacks where used
EDIT. Its working in r5103 build Smile excellent work!
New Update. There still exists a texture error in HW mode its not as bad as it used to be , but the girls that do the rounds walk dont always have there textures, the boxers and the ring does though

ROG Asus G74S laptop
Intel core i7 2670QM @2.2(3.1ghz turbo) Nvidia 3gig GTX560m 8 gigs DDr5 Blue-Ray Burner windows7 64 bit
(This post was last modified: 02-23-2012 10:58 AM by omnikam.)
02-23-2012 03:24 AM
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Squall Leonhart Offline
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Posts: 3.542
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Location: Australia
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Post: #3417
RE: GSdx
(02-21-2012 11:38 PM)KrossX Wrote:  In my case (HD5770) I tend to get some random lines in textures when 8bit texture mode is enabled. And worse, if you're moving it turns into an animated annoyance. But, messing with the HalfTexel helped.

(all three are in native res)
Normal http://i.imgur.com/4Slb6.jpg
8bit Enabled http://i.imgur.com/F3QyW.jpg
8bit + Hack http://i.imgur.com/Flt08.jpg

(tfx.fx, 380ish line, uv = st.xyxy + HalfTexelWink

For that static thing, doing HalfTexel * 4095.0 / 4096.0 was enough. But I would still get this lines on foliage and even character sprites for example. For that to finally disappear, I had to go down to HalfTexel * 4080.0 / 4096.0.

Worth to take a look perhaps? I dunno if anyone else have the same problem though.

#EDIT: Better one.
Code:
(GSRendererDX.cpp, line 304)
ps_cb.HalfTexel = GSVector4(-0.5f + 1.0f/WH.x, 0.5f -1.0f/WH.y).xxyy() / WH.zwzw();

Radeon Laugh

[Image: squall4rinoa.png]
VBA-M
02-24-2012 12:05 AM
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The Walking Glitch Offline
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Posts: 179
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Post: #3418
RE: GSdx
When is hardware mipmapping going to be implemented?
02-29-2012 04:53 AM
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Squall Leonhart Offline
Yunsabits, #1 Fan.
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Posts: 3.542
Joined: Jul 2010
Location: Australia
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Post: #3419
RE: GSdx
never?

[Image: squall4rinoa.png]
VBA-M
02-29-2012 07:09 AM
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dralor Offline
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Post: #3420
RE: GSdx
If it's possible and doesn't break 80 bajillion things sometime in the future... If not it won't. Simple answer that tells you literally nothing isn't it. But that's the way these things tend to work.
02-29-2012 08:57 AM
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