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Yu-Gi-Oh! GX Tag Force Card summoning (card cut-off / cropped) #7124

Description

@metaasza

When the card is summoned, its appeared that the head of the card is disappear as in #5470 and the duel point table's text is also missing. I was trying to find the solution already but it seems that I cannot find anything that can solve my problem. Sorry if this post was annoying but I don't know how to do as I am a very newbie.

Thank you

I use Samsung Galaxy S III (GT-i9300)
http://www.gsmarena.com/samsung_i9300_galaxy_s_iii-4238.php

latest build PPSSPP v0.9.9.1-1042-gff68e32

screenshot_2014-12-02-18-37-19 1

screenshot_2014-12-02-18-39-29 1

screenshot_2014-12-02-18-39-33 1

Activity

  1. D8174 commented on Mar 5, 2015

    @D8174

    I'm curious why you closed this. For me these issues still exist. The missing text one is especially annoying.

  2. hrydgard commented on Mar 5, 2015

    @hrydgard
    Owner

    Do the errors happen only on Android or also on Windows, for example?

  3. D8174 commented on Mar 5, 2015

    @D8174

    They happen on Windows too.

  4. DragonNeos commented on Mar 6, 2015

    @DragonNeos

    @hrydgard @syrobee The text doesn't show up on the Duel Bonus and New High Score Bonus screen if you use the fonts that come with PPSSPP. If you use the PSP fonts, the text does show up on those screens on Windows (don't have an Android to test with).

  5. D8174 commented on Mar 6, 2015

    @D8174

    @DragonNeos Oh okay, I didn't know that was a thing. Thanks.

  6. lordemort commented on Aug 24, 2015

    @lordemort

    i also got some problem here, for Yu Gi Oh Tag Force
    when i save the game via the map it stuck in "checking memory card..."
    others,like sound,animation, is still working normally, only the checking memory card screen just stuck there,also when i want to change my deck name it didn't show the alphabet keyboard on gray-background,so i just press change deck name and nothing happened

    and also here is the log,
    if i save via map,it stopped in "...wrong dialog type"
    http://pastebin.com/0LHfj30b -->save via map
    http://pastebin.com/gb31gANS -->deck name

    sorry for the long post and my english
    i don't know how to fix it
    Thank you

    i'm using ppsspp for windows

  7. daniel229 commented on Nov 3, 2015

    @daniel229
    Collaborator

    A little change since #8130 ,the card is moving to the top,not in the centre.
    02

    before
    03

  8. unknownbrackets commented on Nov 3, 2015

    @unknownbrackets
    Collaborator

    Okay. Now that really explains why the top is cut off, right? It's right up against the edge. So clearly something about being flipped was happening wrong here - maybe it still is positioning it wrong.

    In Core/Reporting.cpp, find:

        bool ShouldLogOnce(const char *identifier)
        {
            // True if it wasn't there already -> so yes, log.
            return logOnceUsed.insert(identifier).second;
        }

    Change to:

        bool ShouldLogOnce(const char *identifier) {
            return true;
        }

    Also please change this:

        bool IsEnabled()
        {
            if (g_Config.sReportHost.empty() || (!currentSupported && PSP_IsInited()))
                return false;
            // Disabled by default for now.
            if (g_Config.sReportHost.compare("default") == 0)
                return false;
            return true;
        }

    To:

        bool IsEnabled() {
            return false;
        }

    To avoid spamming it, heh, with that change.

    Then, what does it log as far as any transfers during this?

    -[Unknown]

  9. daniel229 commented on Nov 3, 2015

    @daniel229
    Collaborator

    just spamming this

    38:38:664 user_main    W[G3D]: GLES\StateMapping.cpp:908 Unsupported depth range test - depth range: 50000.000000-10000.000000, test: 0.152590-0.76295
    1
    
  10. unknownbrackets commented on Nov 3, 2015

    @unknownbrackets
    Collaborator

    Oh, sorry, well in that case try changing all the WARN_LOG_REPORT_ONCE and WARN_LOG_ONCE in GPU/Common/FramebufferCommon.cpp to just WARN_LOG. You'll have to remove the first argument too, like before.

    -[Unknown]

  11. daniel229 commented on Nov 3, 2015

    @daniel229
    Collaborator

    Still don't see it log other things
    the log.
    https://gist.github.com/daniel229/ef9d884f5dbf7abaa9ff

  12. unknownbrackets commented on Nov 3, 2015

    @unknownbrackets
    Collaborator

    Relevant lines:

    49:48:880 user_main    I[SCEGE]: Common\FramebufferCommon.cpp:417 Creating FBO for 00088000 : 480 x 272 x 3
    49:48:880 user_main    W[G3D]: Common\FramebufferCommon.cpp:608 Memcpy fbo upload 04488000 -> 04088000
    
    49:48:989 user_main    I[SCEGE]: Common\FramebufferCommon.cpp:417 Creating FBO for 00160000 : 128 x 272 x 3
    49:48:989 user_main    W[G3D]: Common\FramebufferCommon.cpp:608 Memcpy fbo upload 04560000 -> 04160000
    49:48:989 user_main    W[SCEGE]: Common\FramebufferCommon.cpp:453 FBO reusing depthbuffer, 00160000/00110000 and 00088000/00110000
    
    49:49:055 user_main    I[SCEGE]: Common\FramebufferCommon.cpp:417 Creating FBO for 00000000 : 480 x 272 x 3
    49:49:056 user_main    W[G3D]: Common\FramebufferCommon.cpp:608 Memcpy fbo upload 04400000 -> 04000000
    

    I hope it's not an effect from before that save state. Does disabling the block transfer setting have any effect? If it doesn't, I guess it must be render-to-texture.

    There are three textures after all so that does seem likely. I guess the 128 x 272 x 3 one is likely being used for the card.

    -[Unknown]

  13. daniel229 commented on Nov 3, 2015

    @daniel229
    Collaborator

    Those lines is from loading savestate.Disabling the block transfer not affect anything.

  14. 15 remaining items

  15. Anuskuss commented on Aug 6, 2020

    @Anuskuss
    Contributor

    I can't believe my eyes, after all those years it's finally FIXED! Great job team, another long-standing issue gone.
    I've tested it in all backends and all were fixed except Direct3D 11, which got worse, but hey, the game has reached 100% compatibility now 👍

  16. Panderner commented on Aug 6, 2020

    @Panderner
    Contributor

    @Anuskuss could you screenshot it on Direct3D 11?

  17. added a commit that references this issue on Aug 6, 2020
  18. hrydgard commented on Aug 6, 2020

    @hrydgard
    Owner

    I think I got it, committed a fix to master.

  19. Anuskuss commented on Aug 6, 2020

    @Anuskuss
    Contributor

    Confirmed! Issue can be closed.

  20. unknownbrackets commented on Aug 10, 2020

    @unknownbrackets
    Collaborator

    I still don't really understand fully the interaction between scissor and region here, and if one of them should apply over the other. Glad it's fixed.

    -[Unknown]

  21. hrydgard commented on Aug 10, 2020

    @hrydgard
    Owner

    @unknownbrackets Here's my understanding:

    The viewport is really just a scale and an offset, even on PC GPUs (the center and scale are computed by the driver from the viewport rectangle you pass in). However, in the traditional GL model, clipping to the frustrum is specified to happen, which is tight enough that no triangles (or post-clip more-sided polygons) extend beyond the viewport rectangle when rasterized.

    Now, correct 3D triangle clipping is kind of expensive, so the "guardband" was invented. This simply extends the coordinate system for triangle rasterization outwards, allowing the GPU to actually do clipping work only when vertices are far away (or behind the camera, in which case you really do need to clip). Thus, to simulate the old behavior of the viewport acting as a scissor, drivers simply use the minimum of the viewport rectangle and the scissor to set the scissor, resulting in identical behavior but a lot less clipping work. There have been driver bugs where this didn't happen, resulting in rendering outside the viewport but inside the scissor, see "Viewports do not clip at clip-space boundaries" on https://community.arm.com/developer/tools-software/graphics/f/discussions/9344/vulkan-driver-issues---workaround-collection-thread

    On the PSP, no real triangle clipping on the sides is performed by the hardware. The guardband is the 4096x4096 coordinate system that we all know and love, and instead of clipping, triangles are simply discarded outside. Since no 3D clipping is performed, the viewport rectangle (which never exists here) doesn't apply, so to simulate it correctly on PC APIs, we need to extend the viewport rectangle out to the scissor, adjusting the projection appropriately.

  22. unknownbrackets commented on Aug 10, 2020

    @unknownbrackets
    Collaborator

    Yeah, that makes sense. I just don't really understand what the "region" is...

    Also, I do think it may do "real" clipping when clamping depth. Which I still think is weird. I wonder if region or scissor interacts with that in ways I haven't tested...

    -[Unknown]

  23. hrydgard commented on Aug 10, 2020

    @hrydgard
    Owner

    Yeah the "region" is a bit of a mystery to me too. Could it be what screen rectangle GE_CMD_BOUNDINGBOX checks boxes against maybe? Or something with spline culling?

    And indeed it does seem to do real clipping in Z. At least having a single clip plane limits the number of corners the output polygon can have to 4, which might simplify the hardware...

  24. hrydgard commented on Aug 10, 2020

    @hrydgard
    Owner

    Yeah we still do clipping against all six planes in the software renderer. Should probably remove all but the front and back planes.

  25. added a commit that references this issue on Aug 16, 2020
    2e06386
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