-
Notifications
You must be signed in to change notification settings - Fork 2.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Grand Knights History missing bgm,black screen and graphic error #2135
Comments
It seems to be low level atrac3 decode 39:56:785 CRI Server M W[HLE]: HLE\sceAtrac.cpp:1339 This is an atrac3 audio (low level) Just wonder how the correct graphic looks like in jpcsp ? |
missing bgm and black screen issues have been fixed in 985ff31 |
Oh, I guess there's still the graphics issue. -[Unknown] |
@unknownbrackets |
Well, the strange thing is that "test" only appears for Z test, which is always disabled, and there's no color test/mask. Maybe there's more frames or something... I didn't notice anything obvious when I looked at it before... -[Unknown] |
thanks for the reply. |
Wondering this game now getting better in battle ? If not working well, may try the hack settings :) |
The same as before even enable hack settings. |
Oops i see. |
if the "software rendering" option is on the battle animation works but the game goes into slow motion mode^^ at least on my laptop. |
Well, the software rendering is still very slow. Needs optimization. |
Has this improved at all in non-softgpu? -[Unknown] |
Does not improved. |
Still the same, works with softgpu but its too slow. |
Still no progress :( |
:( |
still no fix for this game ? |
From a log: A few things to note:
-[Unknown] |
Ah, yes, should double width if copying 16-bit data with a 32-bit copy, which I noticed you did in the change. Nasty game not using the right types. |
This probably helps the graphical glitches: What other graphical issues are left? I think we should probably split off the audio issues into a separate bug (any other games with the same behavior, btw? do savestates affect the audio problems? any logged errors when it loops?) -[Unknown] |
Hm, I used old 0.9.8-900 version and it works fine. |
This is caused by incorrect framebuffer sizes AFAICT. If they are forced to 480x272, it works fine. -[Unknown] |
Any other problems? With the new estimation merged, that is showing fine now. -[Unknown] |
No problems so far. |
4 comment recently confirm that with latest build they can play with no problem |
@RyoTran are you sure it's the latest? Get the top most one from here: http://buildbot.orphis.net/ppsspp/ |
Very pleased with how well the game runs on latest Windows builds, but will it be possible to get it working as well on Android? I am using the Nvidia Shield and every build produces the initial problems seen earlier in this thread such as squares, and the inability for the battles to be seen/blurred graphics/glitched opening movie etc. Thanks. |
Just to be sure try deleting PPSSPP, also PSP folder (backup game saves first). Then do a fresh install with latest version. Then report back again :). |
Hm, I think the problem might be that NV_framebuffer_blit isn't actually working or we're missing something about it.. |
@ppmeis : I uninstall and deleted all file according to your advice I downloaded this version but still can not play normally =_= |
Yeah, I've been deleting the PSP folder before each new build installation with no luck and also fully closing and restarting the emulator after I change settings. The only result I can ever achieve is glitching out the battle graphics further with frame buffers. |
by the way, I forgot to mention that I use win8 32-bit |
Thanks, it seems like a likely explanation. I do have hardware, so I'll have a look (have another game that needs glBlitFramebuffer) |
@gittingit tested with latest build available. Enabling simulate block transfers fix glitches. Character's live bars also appear but I don't manage to take the picture at this moment. Tested on Nexus 5: |
I don't know if it's the difference between snapdragon and tegra 4, but the latest build v0.9.8-1039-g312e4b9 does not produce playable results (especially with simulated block transfers enabled). I'd like to note that I am on jellybean not kitkat, if that matters. |
@trickmealz what device do you have with Tegra 4? Nexus 5 has Adreno 320. |
I reTested it with fresh install. Buffered rendering with Simulated block transferred enabled. Unfortunately, it is still the same result. Also, Dissidia is still rendering black textures with v0.9.8-1035 as reported in #6115. But, the big white rectangle on the upper-left corner on Sol Trigger is fixed (gone) now. Thank you! |
It is the Nvidia Shield. It runs the emulator without breaking a sweat, but the new settings like simulated block transfer do nothing, the game has the same problems that initially affected the Windows versions. Black boxes in the fmv, boxes around sprites, and after commands have been issued to units, I either get the blended mess or depending on frame buffer being on the upper screen displays the sky and flags in tutorial but the rest is black. |
Mobile nvidia chips are broken by #6115. This includes Shield. -[Unknown] |
Amazing, the latest build has completely cleared up the fmv and battle graphic problems. GKH now runs identical to the Windows builds. I am confirming the success of the android build with my Tegra 4 Nvidia Shield. Thanks! |
Great! I'm going to close this one. Open new issues for any more specific problems in the game as this one has grown too large. |
hell yeah, mates go to setting/graphic now it work fine for me 👍 |
the game is missing bgm, and printing the follow line all the time.
"CRI Atom Atr E[HLE]: HLE\sceAtrac.cpp:1386 atracID: 0, avcodec_decode_audio0: Error decoding audio -1094995529"
and then start new game,after the movie,the game gets a black screen and continue printing "CRI Atom Atr E[HLE]: HLE\sceAtrac.cpp:1386 atracID: 4, avcodec_decode_audio4: Error decoding audio -1094995529"
if using savedata to skip the intro movie,you can go into the game,however the graphic is broken. in jpcsp, enable the shader implementation for the "color mask" can fix this graphic error.
log for missing bgm and black screen
https://docs.google.com/file/d/0BzGZGDfFE68zaG1acEMtSnlGdDA/edit?usp=sharing
log for graphic error
https://docs.google.com/file/d/0BzGZGDfFE68zUFhIVEtEU1lKM1k/edit?usp=sharing
graphic error
The text was updated successfully, but these errors were encountered: