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Hayate no Gotoku!! Nightmare Paradise - characters show through background #17878
Comments
Ha, took me a while to see what's wrong - it's the background characters somehow showing through the background. Probably another fun depth-buffer-manipulation case... |
@hrydgard sorry, is this normal? |
I wanted to show a different type of debug stat on top of menus (frame timing) so I enabled that. You're right that those debug stats don't make much sense to overlay on menus, and I'm gonna fix that. |
OK, finally got around to looking at this. From the dump, it uses 32-bit color, framebuffers at VRAM offsets 00000 and 88000, depth at 110000, this is standard. After filling the color buffer with a background image, it uses a block transfer to initialize a precomputed depth buffer: Fortunately it does the transfer to a "auto-swizzling" VRAM address (04600000, note that 04710000 = 04600000 + 110000), so probably the source of the copy is a plain depth image and not something pre-swizzled. We currently do not handle block transfer copies from RAM to depth buffers, but adding that will not be particularly difficult. We can be pretty restrictive, for example requiring the swizzled VRAM address. |
Reuses the existing compat flag BlockTransferDepth. I do aim to remove that compat flag in the future, it's probably not even necessary here, it's just that general depth block transfers were already gated on it. Fixes #17878
Game or games this happens in
ULJM05416 - ハヤテのごとく!!ナイトメアパラダイス
What area of the game
At the beginning when all the characters scatter
OpenGL & Vulkan
What happens
this is taken from software rendering
What should happen
.
GE frame capture
ULJM05416 (1).zip
Platform
Android
Mobile phone model or graphics card
Samsung M20
PPSSPP version affected
ppsspp-v1.15.4-923-g50ea506b6-android
Last working version
.
Graphics backend (3D API)
Vulkan
Checklist
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