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(07-12-2009, 10:06 PM)shadow0000 Wrote: [ -> ]Waga Ryuomiyo - Pride of the Dragon Peace [J]

HW (dx9): broken shadows, and they seem to be calculated in some evil way, see how FBA alpha affect them.

It's an evil combination of FBA and write mask (0x7fffffff), only the MSB of alpha is enabled for writing, which FBA sets. This means the only thing drawing with this setting does is setting the MSB of the frame buffer. It breaks because there is no way to mask individual bits of the color components for writing.
hey gabest can you fix this??
[attachment=19866]
the game is the GoW 2 Pal SCES_542.06 CRC= DCD9A9F7
(07-13-2009, 03:04 PM)Gabest Wrote: [ -> ]I still don't know, between 1398 and 1426 there are no changes that could be related to it, 1439 affected so many things that it's hard to tell which one is the reason.

so, i repeated my benchmarks, this time with a .gs snapshot right in the middle of the scene where i seem to get the lowest fps values. command line: "C:\Windows\System32\rundll32.exe gsdx-sse4-rxxxx.dll,GSReplay 3 test.gs" (3 is dx10 hw, right?), .gs is attached.

r1340: 48.56 - 48.93 fps
r1341: 49.05 - 49.54 fps
r1351: 47.20 - 47.76 fps
r1354: 47.83 - 48.19 fps
r1355: 47.55 - 47.83 fps
r1357: 48.48 - 49.16 fps
r1360: 48.12 - 48.48 fps
r1361: 48.34 - 48.71 fps
r1363: 46.85 - 47.06 fps
r1372: 48.34 - 48.63 fps
r1376: 47.55 - 47.83 fps
r1398: 46.58 - 46.92 fps
r1402: 47.55 - 47.90 fps
r1406: 46.78 - 47.09 fps
r1426: 38.32 - 38.51 fps
r1439: 31.78 - 31.90 fps
r1440: 31.37 - 31.53 fps
r1442: 33.23 - 33.37 fps
r1447: 33.20 - 33.33 fps
r1448: 33.16 - 33.33 fps
r1450: 33.47 - 33.65 fps
r1451: 33.51 - 33.65 fps
r1466: 32.69 - 32.83 fps
r1467: 32.99 - 33.16 fps
r1468: 33.13 - 33.37 fps
r1469: 32.45 - 32.62 fps
r1472: 33.20 - 33.37 fps
r1473: 33.30 - 33.47 fps
r1475: 33.40 - 33.61 fps
r1476: 32.99 - 33.13 fps
r1479: 32.89 - 33.09 fps
r1495: 33.30 - 33.51 fps

tested some of them multiple times in random orders, the fps values seem to be almost exactly the same everytime (less than 0.25 fps diff). anything else i could try/test to help finding the reason for this?
I don't know if this was posted before - pretty obvious bug, but I didn't managed to find it:

Shadow Hearts: From the New World (Shadow Hearts 3)
(SLUS 21326, CRC = C3D28EB9)
PCSX2 r1474 (have seen this bug with various revisions)
GSDX r1495 (have seen this bug with various revisions)
OS: Windows 7 and Windows XP
Mode: DX9 HW, DX10 HW (bug doesn't appears with SW versions).
Description:
Minor visual bug. Preview:
[Image: previewh.th.jpg]

Steps to reproduce: just enter any combat and call any action (attack will do) of player controlled character which shows a fate ring.

While in combat, when a fate ring appears the background turns to a messy texture (see screenshot, bug1), while it should contain a normal screen of battlefield in frozen state, like with SW mode. If I open a map before combat for example, the background will be a part of a map (screenshot bug2). If I try software mode and when for example try to pause emulation and switch to hardware and call a fate ring, when a partility visible screen from previous combat part will appear. Also during combat between charater's turns I can briefly see the same background blinking for less than a second.
I am not a programmer, but probably it is some sort of buffer, where the game should put a screen of battlefield to show it during fate ring rotation, but it just contains a various mess.

EDIT: I could also take a snap in the SW mode if required.
EDIT2: Also the similar background blinks for a while during various parts of the game on screen transitions.
Interesting, thanks for the explanations gabest, it also helps to distinguish different bugs with similar characteristics.

---------------------------------------

Not sure if it is of any help but Erementar Gerad and Rozen Maiden GG were both developed by Taito, though they seem to have similar problems the engine doesn't look to be the same.

Erementar Gerad - Block dump

Issue here, attached is a block dump only of the MC screen and loading screen, just plug-out the MCs to prevent it from pass. Anything further gets the filesize noticeably bigger, and the title screen is random, which difficults a block dump even more.
Help dudes i have problems with the Latest GSDX

First everything was fine when GSdx 594 as a plugin for graphics then i downloaded the latest plugin GSdx 1479 which is on my new PCSX emulator(beta1474) it turn every game i load to Black Screen with only sound that are present but when i reuse GSdx 594 as a plugin everything when back to normal.

my questions why does GSdx 1479 does not work on my PC while the other lower version works? please help me thanks dude

My computer is a intel core 2 duo

what should i do?
(07-14-2009, 03:40 PM)ernart Wrote: [ -> ]my questions why does GSdx 1479 does not work on my PC while the other lower version works? please help me thanks dude

My computer is a intel core 2 duo

what should i do?

without knowing your gsdx settings, which version of the plugin you are using and what graphics card you have, we cant help you.
GSdx 594 =works fine on this one!

Reso: Windowed
Renderer: Direct3d9(hardw)
Shader: PixelShader2
Interlacing: None
Ratio: 16:9
res: 1024x1024
Native: on
only checked when needed is NLOOP



GSdx 1479 = didn't work on the latest stuff so i switch back to 594

Reso: Windowed
Renderer: Direct3d9(hardw)
Shader: PixelShader2
Interlacing: None
Ratio: 16:9
res: 1024x1024
Native: on
nothing is checked and NLOOP is not on the option

and also GSdx 1228 (same settings with GSdx 1479) has no black screen but the game became more slower so i'm stuck with GSdx 594 plugin which the game run smooth.
Do you have intel gma by chance?
zero29: I'll test each build with aqtime and vtune later, that will reveal what has become slower.
(07-14-2009, 04:32 PM)Gabest Wrote: [ -> ]Do you have intel gma by chance?
zero29: I'll test each build with aqtime and vtune later, that will reveal what has become slower.

what is "intel gma" sorry for not knowing!
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