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Video Interface emulation refactoring #1414

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gonetz opened this Issue Mar 11, 2017 · 53 comments

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gonetz commented Mar 11, 2017

There is one problem, which is almost as old as N64 emulation itself. RDP command SetColorImage set only width of color buffer. Height is not set. It is not important for software render, because it renders right into N64 RDRAM. Hardware render needs to know buffer's height to allocate render buffer. Buffer height can be estimated by using parameters of Video Interface, which defines how color buffer will be mapped to TV screen. All hardware plugins, which I know from inside use this possibility. Thus, frame buffer emulation becomes dependent on VI emulation. This dependency does not exist in N64 itself. The estimation does not guarantee to be always correct, and in fact it is often incorrect. The estimation code is complex and full of heuristics, to reduce numbers of errors. Nevertheless, this tie still induce many issues, in particular with PAL games and with games, which use interlaced TV modes.

Recently I invented a way to break that tie between RDP and VI. I'll describe the solution in details in my blog. Implementation requires another major code refactoring. This task is very hard, probably harder than previous large refactoring: #1335. Frame buffer emulation is twisted tight with VI emulation. I untangled most of knots, but it often leads to unpredictable consequences and thus various regressions. From the other side, the new frame buffer and video interface emulation method actually works and brings new fixes.

The new method should fix all issues with PAL games such as shakes (#1396, #305), or screen cut (#375). It also should fix all screen shaking in interlaced modes.
New code also addresses crashes when copying color buffer to RDRAM, such issues should gone. This problem is actually more complex than RDP - VI relation, so some such issues may remain.
VI emulation fixes finally allowed to properly emulate screen shrink effect in Mia Hamm Soccer and its clones.

The new code is in feature branch Feature_VI_Refactor. My current goal is to find and fix all regressions caused by it and merge it with master. The current master as also full of regressions after #1335, so I'm pretty much busy. Any help (bugs reports, code improvements) is appreciated.

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gonetz commented Mar 11, 2017

@gonetz gonetz changed the title from Video Interface refactoring to Video Interface emulation refactoring Mar 11, 2017

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olivieryuyu Mar 11, 2017

great, will check bugs :)

olivieryuyu commented Mar 11, 2017

great, will check bugs :)

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AmbientMalice Mar 12, 2017

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Wave Race renders upside down. Vigilante 8 seems to render flips a lot better with Aux to RAM enabled.

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AmbientMalice commented Mar 12, 2017

Wave Race renders upside down. Vigilante 8 seems to render flips a lot better with Aux to RAM enabled.

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ichee Mar 12, 2017

Fixes Ocarina of Time subscreen crash in issue #1400, but causes delay in opening subscreen.

Also fixes Majora's Mask screen shaking in issue #1396, but causes a zoom glitch when exiting bomber's notebook with "Copy auxiliary color buffers to N64 memory" enabled . See below:
majora

Also, causes a freeze when opening bomber's notebook with "Render N64 frame buffer to output" enabled,

ichee commented Mar 12, 2017

Fixes Ocarina of Time subscreen crash in issue #1400, but causes delay in opening subscreen.

Also fixes Majora's Mask screen shaking in issue #1396, but causes a zoom glitch when exiting bomber's notebook with "Copy auxiliary color buffers to N64 memory" enabled . See below:
majora

Also, causes a freeze when opening bomber's notebook with "Render N64 frame buffer to output" enabled,

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ichee Mar 12, 2017

Noticed in Majora's Mask that the target cursor above any target is black instead of colored by target type.

cursor

ichee commented Mar 12, 2017

Noticed in Majora's Mask that the target cursor above any target is black instead of colored by target type.

cursor

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gonetz Mar 12, 2017

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Wave Race renders upside down

I forgot to increment shader storage version. You need to disable shader storage in settings.

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gonetz commented Mar 12, 2017

Wave Race renders upside down

I forgot to increment shader storage version. You need to disable shader storage in settings.

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ichee Mar 12, 2017

I've attached a log created during the above mentioned issues. I don't know if it will be of any use, but here it is.
gliden64.zip

ichee commented Mar 12, 2017

I've attached a log created during the above mentioned issues. I don't know if it will be of any use, but here it is.
gliden64.zip

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olivieryuyu Mar 12, 2017

cannot remember such a bug before the refactoring. Fifa64 intro.

oops

olivieryuyu commented Mar 12, 2017

cannot remember such a bug before the refactoring. Fifa64 intro.

oops

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gonetz Mar 12, 2017

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Noticed in Majora's Mask that the target cursor above any target is black instead of colored by target type.

Bug in master. Fixed.

cannot remember such a bug before the refactoring. Fifa64 intro.

Probably the same bug. Does not appear now.

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gonetz commented Mar 12, 2017

Noticed in Majora's Mask that the target cursor above any target is black instead of colored by target type.

Bug in master. Fixed.

cannot remember such a bug before the refactoring. Fifa64 intro.

Probably the same bug. Does not appear now.

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olivieryuyu Mar 12, 2017

sans titre

Vigilante 8

Missile now shows black boxes. Was not the case before i think.

olivieryuyu commented Mar 12, 2017

sans titre

Vigilante 8

Missile now shows black boxes. Was not the case before i think.

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gonetz Mar 12, 2017

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@olivieryuyu Please restart emulator and try again. I don't see the black boxes.

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gonetz commented Mar 12, 2017

@olivieryuyu Please restart emulator and try again. I don't see the black boxes.

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ichee Mar 12, 2017

Screen flickering in Majora's Mask. Reproducible by opening the subscreen, followed by opening the bomber's notebook then exit both notebook and subscreen, then open and close the subscreen again.
May need to repeat a few times.

ichee commented Mar 12, 2017

Screen flickering in Majora's Mask. Reproducible by opening the subscreen, followed by opening the bomber's notebook then exit both notebook and subscreen, then open and close the subscreen again.
May need to repeat a few times.

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gonetz Mar 12, 2017

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Screen flickering in Majora's Mask.

Is it a new bug, which is not present in latest Release and in master?

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gonetz commented Mar 12, 2017

Screen flickering in Majora's Mask.

Is it a new bug, which is not present in latest Release and in master?

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ichee Mar 12, 2017

Seems to be in latest master as well. Issue is somewhere between 2.0 and commit 5b3b292.

ichee commented Mar 12, 2017

Seems to be in latest master as well. Issue is somewhere between 2.0 and commit 5b3b292.

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gonetz Mar 12, 2017

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Ok. I need to find and fix regressions caused by changes in this branch first.

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gonetz commented Mar 12, 2017

Ok. I need to find and fix regressions caused by changes in this branch first.

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purplemarshmallow Mar 12, 2017

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In NASCAR now the upper splitscreen does not work either. The lower one never worked (#691). There are overlapping framebuffers like in Super Bowling. Maybe that's the problem?
gliden64_nascar_99_000

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purplemarshmallow commented Mar 12, 2017

In NASCAR now the upper splitscreen does not work either. The lower one never worked (#691). There are overlapping framebuffers like in Super Bowling. Maybe that's the problem?
gliden64_nascar_99_000

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gonetz Mar 13, 2017

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Yes, overlapping framebuffers considered as invalid and thus removed. It is crazy idea to make framebuffers overlapping, and it needs special treatment.

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gonetz commented Mar 13, 2017

Yes, overlapping framebuffers considered as invalid and thus removed. It is crazy idea to make framebuffers overlapping, and it needs special treatment.

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oddMLan Mar 13, 2017

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Was about to point out the intro sequence with the logos shaked in PJ64 2.3, but it's fixed in this branch 😄

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oddMLan commented Mar 13, 2017

Was about to point out the intro sequence with the logos shaked in PJ64 2.3, but it's fixed in this branch 😄

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oddMLan Mar 13, 2017

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A Bug's Life has no picture with Framebuffer emulation on.
EDIT: If you wait for the demo to onset, the picture will come back for good.
EDIT 2: If you change a setting of the plugin while in the menus, it freezes again until you load a level. Then it's all good.

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oddMLan commented Mar 13, 2017

A Bug's Life has no picture with Framebuffer emulation on.
EDIT: If you wait for the demo to onset, the picture will come back for good.
EDIT 2: If you change a setting of the plugin while in the menus, it freezes again until you load a level. Then it's all good.

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oddMLan Mar 13, 2017

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40 Winks crashes the emulator after the language selection screen. You can work around it by disabling Framebuffer emulation, then the title screen shows correctly. But if you go past it, it crashes.

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oddMLan commented Mar 13, 2017

40 Winks crashes the emulator after the language selection screen. You can work around it by disabling Framebuffer emulation, then the title screen shows correctly. But if you go past it, it crashes.

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AmbientMalice Mar 13, 2017

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World Driver Championship seems to crash now.

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AmbientMalice commented Mar 13, 2017

World Driver Championship seems to crash now.

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oddMLan Mar 13, 2017

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imagen
flickering line in DDKR

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oddMLan commented Mar 13, 2017

imagen
flickering line in DDKR

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gonetz Mar 13, 2017

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A Bug's Life has no picture with Framebuffer emulation on.

It works in LLE, but HLE really does not work.

40 Winks crashes the emulator after the language selection screen.

I can't reproduce it.

World Driver Championship seems to crash now.

At which moment? I run it up to race with no problems.

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gonetz commented Mar 13, 2017

A Bug's Life has no picture with Framebuffer emulation on.

It works in LLE, but HLE really does not work.

40 Winks crashes the emulator after the language selection screen.

I can't reproduce it.

World Driver Championship seems to crash now.

At which moment? I run it up to race with no problems.

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gonetz Mar 13, 2017

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flickering line in DDKR

I see, thanks.

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gonetz commented Mar 13, 2017

flickering line in DDKR

I see, thanks.

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gonetz commented Mar 13, 2017

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oddMLan Mar 14, 2017

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Both confirmed fixed 👍
40 Winks doesn't crash for me anymore

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oddMLan commented Mar 14, 2017

Both confirmed fixed 👍
40 Winks doesn't crash for me anymore

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olivieryuyu Mar 14, 2017

However Body Harvest is fixed? I can cross the bridge!! Can someone confirm? Amazing!

fixed

However the framebuffer used for the map is incorrect emulated now?

damn :(

arf

olivieryuyu commented Mar 14, 2017

However Body Harvest is fixed? I can cross the bridge!! Can someone confirm? Amazing!

fixed

However the framebuffer used for the map is incorrect emulated now?

damn :(

arf

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Frank-74 Mar 14, 2017

Confirmed Body Harvest is fixed. I can cross the bridge too. Map displays fine for me as well.

Though for some reason, the screenshot from PJ64 is upside down?
gliden64_body_harvest_000

And screenshot is smaller with borders, than the display.

Frank-74 commented Mar 14, 2017

Confirmed Body Harvest is fixed. I can cross the bridge too. Map displays fine for me as well.

Though for some reason, the screenshot from PJ64 is upside down?
gliden64_body_harvest_000

And screenshot is smaller with borders, than the display.

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Awesome work.

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AmbientMalice commented Mar 14, 2017

Awesome work.

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gonetz Mar 15, 2017

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Though for some reason, the screenshot from PJ64 is upside down?

It can be. I forgot to rotate image back in screen shots routines.

And screenshot is smaller with borders, than the display.

It is very possible. Currently screenshots read from RDP buffer. Video Interface emulation code places it on display buffer. It can resize the image, take only part of it and place it where necessary. Thus, result picture often differs from screen shot one. I guess that need to be changed too.

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gonetz commented Mar 15, 2017

Though for some reason, the screenshot from PJ64 is upside down?

It can be. I forgot to rotate image back in screen shots routines.

And screenshot is smaller with borders, than the display.

It is very possible. Currently screenshots read from RDP buffer. Video Interface emulation code places it on display buffer. It can resize the image, take only part of it and place it where necessary. Thus, result picture often differs from screen shot one. I guess that need to be changed too.

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olivieryuyu Mar 15, 2017

For body harverst map displays fine but the transition between ingame and the map is incorrect. The fb is not handled where it was before.

olivieryuyu commented Mar 15, 2017

For body harverst map displays fine but the transition between ingame and the map is incorrect. The fb is not handled where it was before.

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@gonetz Do you have any idea why Body Harvest is working now? That game has been an enigma of N64 emulation for years.

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AmbientMalice commented Mar 16, 2017

@gonetz Do you have any idea why Body Harvest is working now? That game has been an enigma of N64 emulation for years.

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gonetz Mar 16, 2017

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No idea. I don't even know, which kind of problems exist in it. I did not knew about the bridge issue until the report that it is fixed :) If will give a save from this place, I may check what was wrong.

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gonetz commented Mar 16, 2017

No idea. I don't even know, which kind of problems exist in it. I did not knew about the bridge issue until the report that it is fixed :) If will give a save from this place, I may check what was wrong.

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No idea. I don't even know, which kind of problems exist in it. I did not knew about the bridge issue until the report that it is fixed :) If will give a save from this place, I may check what was wrong.

It's more than the bridge issue. Until now, Body Harvest has had no collision. You could walk through walls. You couldn't walk up stairs because you'd walk through them. Only Angrylion's worked. Now GLideN64 works. You don't need a save state. You just start a new game and walk forward into the nearest wall.

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AmbientMalice commented Mar 16, 2017

No idea. I don't even know, which kind of problems exist in it. I did not knew about the bridge issue until the report that it is fixed :) If will give a save from this place, I may check what was wrong.

It's more than the bridge issue. Until now, Body Harvest has had no collision. You could walk through walls. You couldn't walk up stairs because you'd walk through them. Only Angrylion's worked. Now GLideN64 works. You don't need a save state. You just start a new game and walk forward into the nearest wall.

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gonetz Mar 16, 2017

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You couldn't walk up stairs because you'd walk through them

I still can't :(

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gonetz commented Mar 16, 2017

You couldn't walk up stairs because you'd walk through them

I still can't :(

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Ah, I see. Yea, stairs are still buggy. But wall collision works now. Maybe stairs are buggy due to slightly incorrect depth buffer values?

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AmbientMalice commented Mar 16, 2017

Ah, I see. Yea, stairs are still buggy. But wall collision works now. Maybe stairs are buggy due to slightly incorrect depth buffer values?

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gonetz Mar 16, 2017

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Well, if collision detection depends on depth buffer, it is possible. You may revert commit 7c51f94 to test - it is only commit, which changes depth buffer render work.

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gonetz commented Mar 16, 2017

Well, if collision detection depends on depth buffer, it is possible. You may revert commit 7c51f94 to test - it is only commit, which changes depth buffer render work.

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Frank-74 Mar 16, 2017

Hmmm, stairs work fine on the building next to the bridge here. Using default settings except N64 3-point.
bodyharvest
I was able to run up the stairs, and enter the door round the corner. First time I've seen inside that room.
I have Intel HD Graphics.

One strange thing, the mountain texture moves up and down with the waves.

Frank-74 commented Mar 16, 2017

Hmmm, stairs work fine on the building next to the bridge here. Using default settings except N64 3-point.
bodyharvest
I was able to run up the stairs, and enter the door round the corner. First time I've seen inside that room.
I have Intel HD Graphics.

One strange thing, the mountain texture moves up and down with the waves.

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@Frank-74 Try the stairs on the other building, across the road.

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AmbientMalice commented Mar 16, 2017

@Frank-74 Try the stairs on the other building, across the road.

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@AmbientMalice
This one is fine too. The building nearest across the road. Though the building I'm looking at in this pic, across the way, the stairs are different texture (flat, steps are darker). And I walk right through those ones.
bh2
I'm going to give this a proper play the weekend. See if there are stairs that I need to climb to get in a door and can't.

Frank-74 commented Mar 16, 2017

@AmbientMalice
This one is fine too. The building nearest across the road. Though the building I'm looking at in this pic, across the way, the stairs are different texture (flat, steps are darker). And I walk right through those ones.
bh2
I'm going to give this a proper play the weekend. See if there are stairs that I need to climb to get in a door and can't.

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olivieryuyu Mar 16, 2017

yes one of the stairs seems buggy, the rest being fine. So it is getting better, not perfect :(

The fb transition effect from game to map is now broken.

olivieryuyu commented Mar 16, 2017

yes one of the stairs seems buggy, the rest being fine. So it is getting better, not perfect :(

The fb transition effect from game to map is now broken.

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olivieryuyu Mar 16, 2017

nushi zuri

fb does not work anymore

zarf

olivieryuyu commented Mar 16, 2017

nushi zuri

fb does not work anymore

zarf

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gonetz Mar 17, 2017

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nushi zuri

it was broken before these changes.

edit: it is broken in current Release too.

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gonetz commented Mar 17, 2017

nushi zuri

it was broken before these changes.

edit: it is broken in current Release too.

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It does appear that the subscreen delay hack for OoT is now broken.

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loganmc10 commented Mar 18, 2017

It does appear that the subscreen delay hack for OoT is now broken.

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gonetz Mar 18, 2017

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It does appear that the subscreen delay hack for OoT is now broken.

I'll check it.

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gonetz commented Mar 18, 2017

It does appear that the subscreen delay hack for OoT is now broken.

I'll check it.

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gonetz Mar 18, 2017

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The feature pulled to master. Closed.

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gonetz commented Mar 18, 2017

The feature pulled to master. Closed.

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Frank-74 Mar 21, 2017

Just a quick mention.

I've played through Greece and Java levels on Body Harvest without any clipping problems. Now on America. It seems to be fully playable now. And good performance too.

Only problem is the broken FB effect when going into the map.

Frank-74 commented Mar 21, 2017

Just a quick mention.

I've played through Greece and Java levels on Body Harvest without any clipping problems. Now on America. It seems to be fully playable now. And good performance too.

Only problem is the broken FB effect when going into the map.

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VinnieVincent123 Apr 16, 2017

Do anyone know how i can bring the Plugin work? I really love Body Harvest and i want it to play. But I can't make any progression because this stupid clipping problem. I already download your plugin and add it to Project 64, but it still doesn't work. I have the same issue with the bridges and the stairs like before. Anyway it's awesome that a fix for the problem already exist. Sorry Guys for my very bad Englisch, I am from Germany y'know, but I really working hard on my Englisch for more Progrssion and I hope you can understand me. Nice work at all @Frank-74

VinnieVincent123 commented Apr 16, 2017

Do anyone know how i can bring the Plugin work? I really love Body Harvest and i want it to play. But I can't make any progression because this stupid clipping problem. I already download your plugin and add it to Project 64, but it still doesn't work. I have the same issue with the bridges and the stairs like before. Anyway it's awesome that a fix for the problem already exist. Sorry Guys for my very bad Englisch, I am from Germany y'know, but I really working hard on my Englisch for more Progrssion and I hope you can understand me. Nice work at all @Frank-74

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@VinnieVincent123
Make sure 'Copy video card depth buffer to N64 memory' is set to 'In Software'.

Use latest WIP build in this thread: #1364.

Frank-74 commented Apr 16, 2017

@VinnieVincent123
Make sure 'Copy video card depth buffer to N64 memory' is set to 'In Software'.

Use latest WIP build in this thread: #1364.

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VinnieVincent123 Apr 18, 2017

Where is this Option. I don't find anything like that. I checked every option in the Emu, and i already checked the Advanced Options. I dont have any ideas where is it. I dont know where the Video card depth buffer is. @Frank-74 I know, i'm dumb now because i didn't find that option. But, please help me. :3

VinnieVincent123 commented Apr 18, 2017

Where is this Option. I don't find anything like that. I checked every option in the Emu, and i already checked the Advanced Options. I dont have any ideas where is it. I dont know where the Video card depth buffer is. @Frank-74 I know, i'm dumb now because i didn't find that option. But, please help me. :3

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Frank-74 Apr 18, 2017

@VinnieVincent123 It's in the configure graphics options. The GLideN64 configuration.

Frank-74 commented Apr 18, 2017

@VinnieVincent123 It's in the configure graphics options. The GLideN64 configuration.

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