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Revision 401 breaks Danganronpa #2694

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Abalieno opened this issue Jul 8, 2013 · 13 comments
Closed

Revision 401 breaks Danganronpa #2694

Abalieno opened this issue Jul 8, 2013 · 13 comments

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@Abalieno
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Abalieno commented Jul 8, 2013

On ATI 4850 and the ini changes to make Danganronpa work this revision causes some textures to be corrupted, the fixes don't work properly, and shortly after the emulator froze while loading a new room.

All this doesn't happen pre-401.

With FramebuffersCPUConvert and FramebuffersToMem set to False the textures seem to work, but obviously you can't inspect anything in the game.

danganron2

@solarmystic
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On the latest revision 0.7.6-429, you can't even load any previous savegame at all in Danganronpa also. It just hangs with a black screen.

Logfile (a massive 75.5 MB logfile which had to compressed):-
http://www.mediafire.com/?01qvsowzcr20ov6

Mostly filled with:-
33:17:632 user_main W[MM]: MemmapFunctions.cpp:90 ReadFromHardware: Invalid address 00000004

Will do a backtrace.

@solarmystic
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So it seems like the last build to have everything functional (with FramebufferstoMem and FramebuffersCPUConvert = True) for Danganronpa is v0.8.1-399-gb581b73

Loading of saves is also broken by v0.8.1-401-g76c3f16 on my Mobility Radeon 4670 machine when FramebufferstoMem = True and FramebuffersCPUConvert = True

@unknownbrackets
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That's because it makes the size of FBOs significantly bigger in almost all cases, so a lot more data is overwritten in vram.

-[Unknown]

@Abalieno
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Abalieno commented Jul 8, 2013

The problem in my case is unrelated to savegames. Even a fresh start has the same issues.

@solarmystic
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@Abalieno

I know, it's related to the the commit raven submitted which got merged in 0.8.1-401,

I've made a more generalized issue report #2696 since it was affecting other games that need the hacks to work properly as well. The savegames are still working fine, that was just a red herring.

@solarmystic
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Danganronpa is fixed and playable again with FramebufferstoMem = True and FramebuffersCPUConvert = True, thanks to @hrydgard's partial revert in v0.8.1-471-g605cf26.

@Daniel-Griffiths
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If the issue is fixed then please close it. :)

@raven02
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raven02 commented Jul 8, 2013

@Abalieno , would you mind helping to test if the attached build below working okay with Danganronpa with framebuffermem=true ?
(rename to zip and extract)
ppssppwindows

@solarmystic
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@raven02

I've already tested Danganronpa, as well as a whole lot of other games that you wanted me to test.

Results are here:-

#2693 (comment)

@Abalieno
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Abalieno commented Jul 8, 2013

As solarmystic reported: still broken.

@raven02
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raven02 commented Jul 9, 2013

Alright an thanks for testing them . Or may be some adjustment need to be done on that read framebuffer to memory code to compatible with 512x512 texture size.

@raven02
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raven02 commented Jul 11, 2013

I think this one can be closed . Latest build 532 should be working fine .

@Abalieno
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Ok, but someone should still give a look to Tactics Ogre, there's the issue of the map disappearing when zoomed in, and with the "skip updating PSP memory" off it goes from 300 FPS to 60.

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5 participants