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Quake 64 missing enemy triangles #3

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cxd4 opened this issue Jan 22, 2015 · 5 comments
Closed

Quake 64 missing enemy triangles #3

cxd4 opened this issue Jan 22, 2015 · 5 comments

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@cxd4
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cxd4 commented Jan 22, 2015

First reported by angrylion to be a (albeit entirely different, and unrelated to this) bug with my RSP plugin.
The RSP interpreter/recompiler plugin with Project64 also has a different LLE graphics bug here.

With the Project64 RSP plugin, it is missing some triangles in the enemy's body:
nqke0004

With my RSP plugin (also ziggy's port of MAME LLE), the result is correct:
nqke0000

To the best of our knowledge this is not a CPU core/VR4300 issue and is only a RSP issue.
I am self-assigning myself this one and plan to investigate it myself.

Here is the Project64 saved state that angrylion sent me via e-mail all those months ago just in case somebody else feels like looking at it:
https://dl.dropboxusercontent.com/u/16494013/n64/Quake%2064%20%28U%29.pj.zip

@project64
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is this comparing the rsp plugin with a different one?
just trying to understand if it is a RSP/RDP/r4300 issue

also making sure it is a recompiler/interepter issue if it is RSP

@cxd4
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cxd4 commented Jan 22, 2015

The comparison is Project64's RSP plugin to my own (also ziggy's MAME RSP).

The issue happens only on Project64 RSP 1.7.0.9 Interpreter, or RSP 1.7.0.9 Recompiler. It does not happen with other RSP plugins.

@cxd4
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cxd4 commented Jan 22, 2015

This is now fixed in the interpreter side.

Interestingly enough, the recompiler part of RSP 1.7.0.9 still has some similar (although slightly more extreme variation) graphics bugs in the exact spot of the game. There may be one or more [un-]related defects in the recompiler code, so technically I think I should leave this issue open rather than close it right away.

@project64
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should be fixed in the recompiler now to.

Comparing MFC2 A1, $v2 2
to LLV $v1 [0], 0x0000 (A1) (A6C)
Swapped A68 and A6C

which was wrong

fixed in 1e12499

@cxd4
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cxd4 commented Jan 24, 2015

yep beat me to it

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