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Grand Knights History missing bgm,black screen and graphic error #2135

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daniel229 opened this issue Jun 7, 2013 · 58 comments
Closed

Grand Knights History missing bgm,black screen and graphic error #2135

daniel229 opened this issue Jun 7, 2013 · 58 comments

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@daniel229
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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
01

@dbz400
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dbz400 commented Jun 7, 2013

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 ?

@daniel229
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I try it in real psp, "color mask" in jpcsp only makes the screen looks better,miss healthy bar and ap bar.

jpcsp
02

psp
03

@daniel229
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missing bgm and black screen issues have been fixed in 985ff31
thanks oioitff.

@unknownbrackets
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Oh, I guess there's still the graphics issue.

-[Unknown]

@daniel229
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@unknownbrackets
hope you can take a look at graphics issue when you have time.

@unknownbrackets
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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]

@daniel229
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thanks for the reply.

@dbz400
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dbz400 commented Sep 19, 2013

Wondering this game now getting better in battle ?

If not working well, may try the hack settings :)

@daniel229
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The same as before even enable hack settings.

@dbz400
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dbz400 commented Sep 19, 2013

Oops i see.

@dbz400
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dbz400 commented Sep 19, 2013

Have a chance to test this game here .Looks better and only left some black squares.

screen00002

@dbz400
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dbz400 commented Sep 19, 2013

Softgpu again looks nice .

screen00003
screen00004

@midgardo
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if the "software rendering" option is on the battle animation works but the game goes into slow motion mode^^ at least on my laptop.

@hrydgard
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Well, the software rendering is still very slow. Needs optimization.

@unknownbrackets
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Has this improved at all in non-softgpu?

-[Unknown]

@daniel229
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Does not improved.

@pinguallyj
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Still the same, works with softgpu but its too slow.

@LordMedian
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Still no progress :(

@pinguallyj
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:(

@zhantus
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zhantus commented Apr 2, 2014

still no fix for this game ?

@unknownbrackets
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From a log:
04006000/100 -> 0408e000/100, 240x248x4 (0,0)->(0,0)

A few things to note:

  • The src framebuffer is at 04000000 - 04043FFF, so this is a staggered offset.
  • The dest framebuffer is at 04088000, so that's also staggered.
  • The src and dest framebuffers have a 512 stride, but 16 bits per pixel.
  • 272-248 = 24, 24 * 512 * 2 = 0x6000, 04006000 = 04000000 + 0x6000.

-[Unknown]

@hrydgard
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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.

@pinguallyj
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No more blackboxes, but still some glitches left. And audio just keeps looping at 1 second.
uljs00394_00001
uljs00394_00002

@unknownbrackets
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This probably helps the graphical glitches:
bf59462

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]

@pinguallyj
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Hm, I used old 0.9.8-900 version and it works fine.

@daniel229
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Some black boxes of opening are fixed in 0.98-966,the rest are here at the end of the opening.
09

user_main I[SCEGE]: GLES\Framebuffer.cpp:870 Creating FBO for 00088000 : 363 x 192 x 1
user_main W[SCEGE]: GLES\Framebuffer.cpp:884 FBO using existing buffer as depthbuffer, 00088000/00000000 and 00000000/00000000
user_main W[SCEGE]: GLES\Framebuffer.cpp:890 FBO reusing depthbuffer, 00088000/00000000 and 00044000/00000000
user_main I[SCEGE]: GLES\Framebuffer.cpp:870 Creating FBO for 00088000 : 393 x 206 x 1
user_main W[SCEGE]: GLES\Framebuffer.cpp:884 FBO using existing buffer as depthbuffer, 00088000/00000000 and 00000000/00000000
user_main W[SCEGE]: GLES\Framebuffer.cpp:890 FBO reusing depthbuffer, 00088000/00000000 and 00044000/00000000
idle0 I[SCEGE]: GLES\Framebuffer.cpp:1772 Decimating FBO for 00088000 (480 x 272 x 1), age 6

@unknownbrackets
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This is caused by incorrect framebuffer sizes AFAICT. If they are forced to 480x272, it works fine.

-[Unknown]

@unknownbrackets
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Any other problems? With the new estimation merged, that is showing fine now.

-[Unknown]

@daniel229
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No problems so far.

@ppmeis
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ppmeis commented Jun 3, 2014

Tested with latest build. It looks much better now:
image

@RyoTran
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RyoTran commented Jun 4, 2014

4 comment recently confirm that with latest build they can play with no problem
I download latest version on the official page
and it's still the same...
would you mind tell us how to do that?

@Bigpet
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Bigpet commented Jun 4, 2014

@RyoTran are you sure it's the latest? Get the top most one from here: http://buildbot.orphis.net/ppsspp/

@trickmealz
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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.

@gittingit
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Using v0.9.8.1035 on Android with Tegra 3, some graphics and battle animation are still broken. It's barely playable.

tmp_screenshot_2014-06-05-20-02-07627032229

Battle animation (the characters are not visible at all):
tmp_screenshot_2014-06-05-19-59-51517574619

@ppmeis
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ppmeis commented Jun 5, 2014

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 :).

@hrydgard
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hrydgard commented Jun 5, 2014

Hm, I think the problem might be that NV_framebuffer_blit isn't actually working or we're missing something about it..

@RyoTran
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RyoTran commented Jun 5, 2014

@ppmeis : I uninstall and deleted all file according to your advice

I downloaded this version
v0.9.8-1037-g80301ef 2014-06-05 13:26:18

but still can not play normally =_=

@trickmealz
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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.

@RyoTran
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RyoTran commented Jun 5, 2014

by the way, I forgot to mention that I use win8 32-bit
should I play this game on win7 or win8 64-bit?

@unknownbrackets
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@hrydgard see also #6115, I think the problem is fbo_bind_for_read / fbo_bind_as_render_target just call glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);. But I don't have a device to test.

-[Unknown]

@hrydgard
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hrydgard commented Jun 5, 2014

Thanks, it seems like a likely explanation. I do have hardware, so I'll have a look (have another game that needs glBlitFramebuffer)

@ppmeis
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ppmeis commented Jun 5, 2014

@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:
screenshot_2014-06-05-17-17-31
screenshot_2014-06-05-17-17-42

@trickmealz
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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.

@ppmeis
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ppmeis commented Jun 5, 2014

@trickmealz what device do you have with Tegra 4? Nexus 5 has Adreno 320.

@gittingit
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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!

@trickmealz
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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.

@unknownbrackets
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Mobile nvidia chips are broken by #6115. This includes Shield.

-[Unknown]

hrydgard added a commit that referenced this issue Jun 5, 2014
This appears to fix some but not all issues with blit on Tegra.

May affect #2135 and fix issues broken by #6115.

(also throw in a link in a comment)
@trickmealz
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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!

@hrydgard
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hrydgard commented Jun 5, 2014

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.

@RyoTran
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RyoTran commented Jun 6, 2014

hell yeah, mates
just download the latest version

go to setting/graphic
mode: buffered renderring
simulate block transfered: tick

now it work fine for me 👍

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