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Final Fantasy 4 Complete Collection spells are still not correct. #4132

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Nezarn opened this Issue Oct 12, 2013 · 19 comments

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@Nezarn
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commented Oct 12, 2013

Something is still missing, or wrong, just look at these two screenshot 1 from ppsspp 1 from jpcsp (not only firaga spell, you can see the same thing with thundaga, and any spline heavy spell.)
screen00003
ules01521-shot-1

Copied from #660

@unknownbrackets

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commented Oct 12, 2013

Well, I think it'd be best to compare with a screenshot from a PSP. Replicating JPCSP's rendering is really a non-goal imho.

-[Unknown]

@Nezarn

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commented Oct 12, 2013

it looks the same on real psp as in jpcsp "imho".
http://youtu.be/qaQ0fY91fvU?t=1m7s

@raven02

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commented Oct 14, 2013

Regarding the dark line , just wonder if texture filtering set to nearest , does it help?

@hrydgard

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commented Oct 14, 2013

The spell looks like the geometry is right but the texture coordinates are wrong. Dunno about the dark line.

@Nezarn

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commented Oct 14, 2013

Just tried with a recent build, it looks like the line is gone

@raven02

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commented Dec 10, 2013

This one can be closed i think .Tested with few spells and looks correct.

@Nezarn

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commented Dec 10, 2013

No, this cant be closed, still not looks correct (with texture coord speedhack it looks a litle bit better, but its still not correct.)
screen00001

@raven02

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commented Dec 10, 2013

How about without texture coord speedhack ? more urgy?

@Nezarn

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commented Dec 10, 2013

Without speedhack it looks like in 1st post (1st picture)

@raven02

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commented Dec 10, 2013

Ooops do you mind sharing a savestate for me ?

@Nezarn

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commented Dec 10, 2013

@raven02

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commented Dec 10, 2013

Many thanks

@raven02

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commented Dec 10, 2013

It is caused by the following in SubmitSpline()

if (g_Config.bPrescaleUV) {
    // We scaled during Normalize already so let's turn it off when drawing.
    prevUVScale = gstate_c.uv;
    gstate_c.uv.uScale = 1.0f;
    gstate_c.uv.vScale = 1.0f;
    gstate_c.uv.uOff = 0;
    gstate_c.uv.vOff = 0;
} 
@hrydgard

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commented Dec 10, 2013

So you're saying it really looks correct if you remove that code?

@raven02

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commented Dec 10, 2013

Not really but will render same as when texture coord speedhack ON which is more correct

screen00131

@raven02

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commented Dec 10, 2013

I try to adjust the uScale and vScale , it come close to real PSP

prevUVScale = gstate_c.uv;
gstate_c.uv.uScale = 1.0f;
gstate_c.uv.vScale = 0.5f;
gstate_c.uv.uOff = 0;
gstate_c.uv.vOff = 0;

screen00130

@raven02

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commented Dec 10, 2013

Real PSP one

1

@Nezarn

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commented May 18, 2014

any news on this?

@xebra

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commented Dec 3, 2014

Fixed on #7125.

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