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NAMCO MUSEUM BATTLE COLLECTION (ULUS100035) Pac-Man Arrangement lighting/color issue #12354

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Peduls opened this issue Sep 26, 2019 · 5 comments
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GE emulation Backend-independent GPU issues Spline/Bezier tesselation Issues related to the PSP's hardware tesselation support
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@Peduls
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Peduls commented Sep 26, 2019

What happens?

When playing the Pac-Man Arrangement game the ghosts and pac-man appear darkened and off color.

What should happen?

When playing the game on actual hardware the ghosts and pac-man appear much brighter in color.

What hardware, operating system, and PPSSPP version? On desktop, GPU matters for graphical issues.

PPSSPP version
1.9.0
Operating System
Windows 10 Enterprise 2016 LTSB 64-bit
CPU
Intel Core i7 4790K @ 4.00GHz
Haswell 22nm Technology
RAM
16.0GB Dual-Channel DDR3 @ 799MHz (11-11-11-28)
Motherboard
ASUSTeK COMPUTER INC. Z97-A (SOCKET 1150)
Graphics
VG248 (1920x1080@144Hz)
SAMSUNG (1920x1080@144Hz)
4095MB NVIDIA GeForce GTX 1070 (EVGA)
Storage
465GB Samsung SSD 850 EVO 500GB (SATA (SSD))
2794GB TOSHIBA HDWD130 (SATA )
Optical Drives
ASUS DRW-24B1ST j
Audio
High Definition Audio Device
ULUS10035_00000
pacman_arrangement_psp

@hrydgard
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Hm, pretty sure this used to work, must have been one of the spline tessellation rewrites...

@hrydgard hrydgard added this to the v1.10.0 milestone Sep 26, 2019
@unknownbrackets
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Could you try exporting a GE frame dump? These help a lot.

See here for instructions - it's not hard and works on Android too:
https://github.com/hrydgard/ppsspp/wiki/How-to-create-a-frame-dump

You can zip that and then drag and drop it into a reply here.

-[Unknown]

@Peduls
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Peduls commented Sep 28, 2019

ULUS10035_0001.zip

@unknownbrackets
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They are drawn using splines, early (24/247):

  • Lighting with one light, separate specular + diffuse
  • Fog: at 100, slope=2, color=white
  • Alpha blend (simple src.a / 1.0 - src.a)
  • Solid color, no texture or vertex color

Software is also wrong. The dump shows correct on a real PSP. It seems pretty clear that light 0 is not applying correctly.

-[Unknown]

unknownbrackets added a commit to unknownbrackets/ppsspp that referenced this issue Sep 28, 2019
Improves hrydgard#12354.  This needs to happen even if the vertex has no normals.
@unknownbrackets
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#12372 improves this, at least back to how it was. But the tessellation is still wrong, because the ghosts have dark spots at the tops of their heads...

-[Unknown]

@unknownbrackets unknownbrackets modified the milestones: v1.10.0, v1.11.0 Apr 28, 2020
@hrydgard hrydgard added GE emulation Backend-independent GPU issues Spline/Bezier tesselation Issues related to the PSP's hardware tesselation support labels Nov 11, 2020
@hrydgard hrydgard modified the milestones: v1.11.0, v1.12.0 Dec 1, 2020
@hrydgard hrydgard modified the milestones: v1.12.0, Future-Prio Aug 29, 2021
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Labels
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