05-09-2013, 01:46 PM
Does ZeroGS does it too? If not that narrows down where we have to look
Run Like Hell Graphic Problem
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05-09-2013, 06:36 PM
05-09-2013, 08:28 PM
okay so the problem is unlikely to be on the GS plugin... One last thing to try, can you play with the rounding modes for the VU and EE and see if anything changes?
Thanks for helping test
05-09-2013, 09:42 PM
(05-09-2013, 08:28 PM)refraction Wrote: okay so the problem is unlikely to be on the GS plugin... One last thing to try, can you play with the rounding modes for the VU and EE and see if anything changes? alright, None of it worked. Tried all variation in rounding modes. Also, I'm glad to do anything to help!
05-09-2013, 10:42 PM
well im definitely stumped ;p We either have a texture co-ordinate error which is the same in both GS plugins, or both VU's make the same mistake, or it's a bug we haven't found yet...
05-10-2013, 12:07 AM
(05-09-2013, 10:42 PM)refraction Wrote: well im definitely stumped ;p We either have a texture co-ordinate error which is the same in both GS plugins, or both VU's make the same mistake, or it's a bug we haven't found yet... Want me to make another video of it for reference? Or would something pop up in the emulog?
05-10-2013, 12:39 AM
I have the game these days and I already looked at it from a hacking day standpoint
The problem is either a VU or FPU calculation error, one that doesn't improve by any of the regular checks (interpreters, various defines in the emu, all round/clamp modes). Therefore I think it's in the same class of problem as Grandia 2 battles for example. (and not the problem we think we identified with Ace Combat 5) This may get fixed by further improvements to the VU's / FPU some day but right now there's nothing an end user can do to fix it.
05-10-2013, 09:23 AM
I'd say 50/50 that it has similar problems, just as with Grandia 2 as well
05-11-2013, 12:37 AM
Well, I'll just keep checking the latest SVN's. Who knows. I might get lucky.
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