PCSX2 Versions: 1.2 and 1.3.0-20140815233123
Config: Everything default and no hacks (also tested EE/IOP clamping to Full and VUs clamping to Extra+Preserve sign)
Plugins used: GSdx 0.1.16 (Dx11 Hardware and Software)
Description: The bottom half of every cutscene is blacked out. (Screenshot is attached below)
please provide a GS dump, it will help the developers in debugging the issue. also, does DX9 & OGL share the similar behavior ?
I dont think this is a GS bug.
@Monsterjamp
Can you check the status of the issue on any older version of PCSX2 from archive ? something like 1.2.1 , 0.9.8.
I've checked older version but they all had the same issues with the cutscenes. Anyways there are other issues with the game too. In software mode (DirectX and OpenGL) the game looks like this:
This is how it looks like in hardware mode in OpenGL (with Hardware Depth on) :
As you can see in hardware mode the top half of the screen is a bit more accurate than the bottom half. It seems any effects related to sprites only work on the top half of the screen. And this is only with hardware depth on; before hardware depth was added to PCSX2, the hardware renderer (OpenGL and DirectX) both halves of the screen looked the same (inaccurate).
Here's a snap:
http://www.mediafire.com/download/415a1p...6104419.gs
Also other (minor) issues with the game include:
The game isn't deinterlaced automatically, you have to select Bob bff to keep the screen stable.
The MTVU hacks breaks the game; but only when you enter a 3D part of the game. You can actually play 2D minigames and go through the menu with the hack on. Might be interesting to debug the game to see what in the 3D engine breaks MTVU.
Thank you for your report.
This bug report has now been marked as
Pushed and has been posted as an issue in our Github repository
HERE
Issue link:
https://github.com/PCSX2/pcsx2/issues/1339
This thread will now be moved in the Pushed bug reports subforum.
Thank you for your report.
This bug report has now been marked as Resolved since it has been fixed on our code base.
This thread will now be closed and moved to the resolved bug reports subforum.