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OoT Ending Screen Freeze Effect Color Wrong and Doesn't Work With AA #1505
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Have you tried the latest WIP? |
I found that after I have already posted and the problem is still there =( Edit: The newer plugin is even worse with AA on. It's basically a black screen always with random buffer objects. Again, I used default settings. |
Can you post a save state? |
Sure, it's for Mupen, Japanese OoT Version 1.0. I can't seem to attach the ZIP, but it contains two save states, slot 8 is just before the whole ending, and slot 9 is just the way end. Edit: Here https://www.mediafire.com/?gnh6vpl46wc7k0v |
I wonder if the AA problem is GPU specific. What GPU do you have? |
I have an AMD R9 380. |
Well I'm baffled then, as I have an AMD R9 280X |
Same issue here with Intel HD Graphics. Loading the end save, it's colour, then a flash and black and white. |
@Frank-74: What happens with AA? Do you have my problem, or is it working fine like @Aquatakat? |
@Aktanusa AA is working fine here. I tested with 2x and 8x AA. Using Mupen64 0.5.1. |
Maybe it's a depth buffer to RDRAM issue? Can you try toggling it on and off? |
@fzurita: which option exactly? I'm pretty sure I've tried them all, but I'll try again. |
EnableCopyDepthToRDRAM try 0, 1, 2 |
Oh, you mean "Copy video card depth buffer to N64 memory" which is copyDepthToRDRAM in GLideN64.ini. Yea I tried 0, 1, and 2. They are all the same grey screen. |
@Frank-74: That problem can be fixed if I turn off "Use emulator help to read/write frame buffers". Of course the grey is still there though, instead of orange. Edit: It may be related? I have no idea. |
When I turn off Use emulator help to read/write frame buffers, it constantly flashes a black screen here. @Aktanusa Do you have an .sra save just before the end of the game? So I can test it in Project64? |
@Frank-74 : Huh, interesting, it doesn't do that for me. |
I tested this on mupen64plus, same problem, no setting makes any difference. It's probably just something that needs to be fixed in the code itself. It is some sort of framebuffer effect though, turning off framebuffer emulation makes the picture become "full colour" (no grey or brown) |
Turning off framebuffer emulation in Mupen64 0.51, makes the emulator crash here. Would be handy to have an ingame save just before the end of the game, to test on PJ64 with different settings. Just tried latest mupen64plus for the first time... |
I get the same result as @loganmc10 with Mupen 0.5.1 and frame buffer turned off, it doesn't crash, just displays in full colour. |
Lol I can run OoT at 60 VI/s on my 4 year old cellphone so it might be you... |
@Frank-74 the default audio plugin in Mupen64plus is pretty terrible. It causes all sorts of issues. Unfortunately, that's the only official audio plugin I'm aware of. Android uses its own audio plugin that bypasses all these issues. @loganmc10 didn't you have your own version of audio-sdl that fixes some of this? |
Yeah I use/put together https://m64p.github.io That includes the latest mupen64plus and GLideN64, plus an audio plugin (https://github.com/m64p/mupen64plus-audio-sdl2) that puts the samples into a buffer so it doesn't have a speed limiter |
But even with the regular audio plugin I could play OoT full speed on an old laptop |
Right, it's going to depend a lot in hardware and OS. |
@loganmc10 Cheers, your version runs much better. Only problem is I cannot load the save above. 'Load state from' doesn't seem to work. |
Those saves are for Mupen64, there is a program to convert them, I'll upload the converted save states when I'm in front of my computer in a bit |
@Frank-74: I have an in game Mupen save, but I think you still need to beat the final boss, lol. I'm also not sure if the save with work with PJ64. |
@Aktanusa Ingame .sra saved in Mupen64, works in Project64. Just tested. |
@Frank-74: Cool, do you still want the save? The final castle still needs to be done as well as the final boss. |
@Aktanusa Yes please. I'll follow a walkthrough to complete it. |
@Frank-74: I should actually mention that because it's made from a TAS, you only have 3 hearts of health. It be real hard for someone new. Hmm, maybe I can force a save closer to the end of the boss only. Here it is anyway if you want a challenge! Edit: Removed Link Edit: Scratch that as I think the TAS glitches an item you don't have, so yea, I need to get you a save closer to the end, lol. |
@Aktanusa I'll give it a go. BTW, the internal save loads into any version ROM. I just loaded yours into (U) 1.2 version fine. |
Here are those save states in mupen64plus format: |
@Frank-74: That's good to know. Apparently doesn't also apply to save states. Yea I'll make a save where you just need to defeat the final boss. The reason why I would need to do this is because you don't have the ocarina since the TAS glitches every time you need to use the ocarina and you need the ocarina to beat some trials, I believe. The other option is to make your own save with the info here: |
@Frank-74: Here is the save with just the final boss. It will still be hard with so little hearts, but you can do it! |
@Aktanusa Sorry I haven't gotten around to playing the end boss yet. Easy enough to beat it, I can give myself max hearts and infinite energy if need be. Just been busy with other stuff. I'll do it over the weekend, make a save in PJ64 near the very end, and try it with the different versions of OoT. |
@Frank-74: No worries, I'm glad you're testing things out at all =). Also I saw it being hard so I kind of expected not to happen either. The ending is suppose to be done like this: https://www.youtube.com/watch?v=x97xdk3Fv7o&feature=youtu.be. I'm joking though, as that is probably frame perfect. |
Just a note: You'll probably have to clear your shader cache (or disabling shader caching) to properly test |
Okay, will test in a bit. Edit: Tested both AA on and off and it's perfect! Thanks a lot everyone! |
Hi there! I tried searching for a solution to this issue before posting, but I couldn't find a solution. I also tried every setting in the Frame buffer tab but didn't find anything to fix this problem. Here it is on Glide64 Final working fine:
and here it is on GLideN64 2.0:
An addition issue occurs if I turn on anti aliasing:
It seems in general this effect is not well emulated as even the effect itself with the screen slowly going to orange is completely missing in GLideN64 while it shows up fine in Glide64.
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