Skip to content
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

Glitched graphics on Final Fantasy I+II #1711

Closed
renecatharsis opened this issue Mar 29, 2020 · 10 comments
Closed

Glitched graphics on Final Fantasy I+II #1711

renecatharsis opened this issue Mar 29, 2020 · 10 comments
Labels
Milestone

Comments

@renecatharsis
Copy link

@renecatharsis renecatharsis commented Mar 29, 2020

The top three (?) rows of the graphics turn into some glitched state when talking to NPCs in any city of Final Fantasy I on GBA. Cannot be reproduced consistently though, I have to leave and enter town again a couple of times until I get it for sure.
Using OpenGL renderer. Issue doesn't occur when using Qt Software Renderer, unfortunately the emulation seems to be lagging just a tad bit using that one.

Build used: mGBA-0.8.1-win64
OS: Win10 Pro, 64-bit
System specs: Core i7-8750H, GeForce GTX 1060
ROM CRC: 7c9854c6

Please let me know if there's any further settings, system information, savefile etc. information that might help.

ff1-glitched-rows

@renecatharsis
Copy link
Author

@renecatharsis renecatharsis commented Jun 16, 2020

Still happens on mGBA-0.8.2-win64 but less regularly.
See the savestates attached.
mgba-1711.zip

With 0.8.2 some really quick screen flickering started to appear.
I've recorded it because I cannot savestate it. Happens bettwen 0:07 - 0:08, 0:11 - 0:12
Video is in the attachement, too.

@renecatharsis
Copy link
Author

@renecatharsis renecatharsis commented Aug 4, 2020

Still happens on mGBA-0.8.3-win64.
I additionally tested it on different scalings to rule out upscaling as an issue. The issue affects both the original scaling/aspect ratio as well as increased scalings like 2x or 4x.

@endrift
Copy link
Member

@endrift endrift commented Aug 4, 2020

I had trouble reproducing this when I tried. I'll try again to get it fixed in 0.9 (assuming you've tried it in a dev build already?)

@endrift endrift added this to the mGBA 0.9.0 milestone Aug 4, 2020
@renecatharsis
Copy link
Author

@renecatharsis renecatharsis commented Aug 4, 2020

Yes, tested it on previous dev builds and just now on build 6385-453791d.
Glitches still occur. Unfortunately I couldn't use my save states on the dev build. Loading it fails with:
Jumped to invalid address: E3A03300

Memory address displayed is consistent on every attempt to load it.

@endrift
Copy link
Member

@endrift endrift commented Aug 4, 2020

Savestates can be flaky like that. I'll look into it, and if possible I'd appreciate making a new savestate. Otherwise I'll try grabbing the savegame out of the state and using that (assuming there is one in there; there isn't always).

@renecatharsis
Copy link
Author

@renecatharsis renecatharsis commented Aug 4, 2020

Gimme a sec, I'll attach new save states plus a save file for the dev build.

@renecatharsis
Copy link
Author

@renecatharsis renecatharsis commented Aug 4, 2020

There you go, save file and save state showing the permanent glitch.
Flickering can still be reproduced by talking to NPCs and skipping through their dialog.
mgba-1711-dev.zip

@endrift
Copy link
Member

@endrift endrift commented Aug 5, 2020

I can't reproduce this on Linux/Intel GPU, but I CAN reproduce this on Windows/Nvidia GPU. It may be a driver bug. Will continue to investigate.

@endrift
Copy link
Member

@endrift endrift commented Aug 5, 2020

I think I figured out why I can't reproduce it; it's not an OpenGL bug, it's a bug that doesn't happen if using the official BIOS. This appears to be another manifestation of the same bug in #1823.

@renecatharsis
Copy link
Author

@renecatharsis renecatharsis commented Aug 5, 2020

If there's any more testing I can do or just driver information I can provide feel free to let me know.
Will keep testing on newer dev build every now and then.

@endrift endrift removed the hardware:2D label Aug 7, 2020
@endrift endrift closed this in 38613b5 Aug 7, 2020
RetroEdit added a commit to TASVideos/mgba that referenced this issue Aug 29, 2020
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Linked pull requests

Successfully merging a pull request may close this issue.

None yet
2 participants
You can’t perform that action at this time.