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Street Fighter 3: TS heavy 2D gfx drawing issue #292

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hooby3dfx opened this issue Feb 16, 2014 · 18 comments
Closed

Street Fighter 3: TS heavy 2D gfx drawing issue #292

hooby3dfx opened this issue Feb 16, 2014 · 18 comments
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@hooby3dfx
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Reported by a few people.
unnamed

@Legendkiller236
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Marvel vs capcom 2 has a similar problem, I see it happening when there are a lot of sprites onscreen, I see this happen to this aswell but for me it crashes on CHD, but CDI and GDI formats don't crash.

@hooby3dfx
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Possible dup of #49

@skmp
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skmp commented Apr 29, 2014

Yes, this is a dupplicate of #49

@skmp skmp closed this as completed Apr 29, 2014
@skmp skmp added the duplicate label Apr 29, 2014
@skmp
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skmp commented Dec 30, 2014

Turns out that even after mt-sync fix for mvsc, this is still an issue. Re-openning

@skmp
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skmp commented Dec 30, 2014

"Anndd fixed. Turns out it wasn't sync related, but locking related. SF3TS uses VQ as PAL, updates VQ LUTs to do the animations, I only locked the actual pixel data, and not the vq index data per texture (was a side effect of how I calculate the effective pixels)." << Fix didn't actually work, but glitches did somehow go away on my computer for a while.

Rebuilding the texture cache on every frame fixes this, so it really feels like a texcache-out-of-sync-somehow issue.

@skmp
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skmp commented Dec 30, 2014

Other possible gotchas: Locking on mirrored ram mirrors?

@skmp skmp removed the specific game label Mar 5, 2015
@hooby3dfx hooby3dfx added this to the r8 milestone Mar 31, 2015
@calexil
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calexil commented Dec 3, 2015

same issue, linux 64, sf3 third strike. textures all jacked up

screenshot-2
screenshot-1
screenshot

@inactive123
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This issue should be fixed now as of this commit -

ccfb6b6

@gannon345
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gannon345 commented Mar 8, 2017

This issue is not fixed. Still a problem in ccfb6b6 and in the latest builds. It impacts Fire Pro Wrestling D, Street Fighter 3, Marvel Vs. Capcom, and presumably others.

screenshot_20170307-203458

Issue is occurring on Shield K1 tablet on update 5.1 (Android 7 / Nougat).

@RaduNastase
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Are these issues finally fixed?

@gannon345
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gannon345 commented Nov 24, 2017

Still broken. Just tested build 8a68020 from 2017-06-17 (the latest Android build) and Fire Pro Wrestling D looks the same as above. Shield K1 tablet on the latest OS (Android 7) and security patches if the device matters.

Is there even any development still ongoing with this emulator? There's been maybe one major update in the last year and it's no longer available as part of Retroarch unless you build it in yourself, which leads me to assume it wasn't ready for primetime.

I've been wary of calling this a dead project, but that's what it looks like at this point.

@RaduNastase
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Hey gannon, can you test Capcom VS Snk 1 (not 2, that one is fine)? At some point the messy characters graphics were kinda fixed, but still was left with glitches in the form of >lines< around characters.

@skmp
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skmp commented Nov 24, 2017 via email

@gannon345
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gannon345 commented Nov 24, 2017 via email

@RaduNastase
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We had a similar conversation before, on the subject of Reicast rendering at higher resolutions and messing some assets. Implementing some features would probably require root and some other non-orthodox tweaks.

I really do understand you man. It's a passion project and we are so very grateful for everything that's been accomplished ^_^ You made so many moments special thanks to your work ... i mean, who would have thought 15 years ago we'd have these games literally in our pocket to play while heading home from work. Thanks a lot for that!

@RaduNastase
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thanks gannon!

@gannon345
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Okay, I tested CapVsSNK. There's some weird lines through the characters and some kind of sprite splitting. It was a bit hard to capture in motion, because it's not every frame, but it's very obvious during play. It looks like this:

screenshot_20171125-214300
screenshot_20171125-214306
screenshot_20171125-214520

CapVsSNK2 doesn't have this issue at all.

@RaduNastase
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Thanks bro. It's just like before (like skmp said). CVS 2 is 99% ok. CVS1 does have those scaling artifacts. Maybe if/when the Reicast core for android will be available in Retroarch, some improvements will be made.

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