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Some Games have FMV's Flickers #1049
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Hey @Triticum0 can you test whether PR #1146 also fixes these games when you have a chance? |
Looking at Dragon Ball Z Sagas, I see that the FMV is rendered entirely via PVIDEO with no pgraph activity (so similar to but distinct from #1165). In renderdoc, I see that pvideo_tex looks reasonable, and that the primary framebuffer texture is stale data (in my test case, it's the boot logo screen). The issue is that If I set a breakpoint in UPDATE: Confirmed, if I set breakpoints in |
I wrote a test and was able to confirm that xemu's handling of the |
Interprets the value written to the `NV_PVIDEO_STOP` register in a manner more consistent with hardware. Specifically, if the low bit of the value is not set, the PVIDEO overlay should remain active. Fixes xemu-project#1049 [Test](https://github.com/abaire/nxdk_pgraph_tests/blob/main/src/tests/pvideo_tests.cpp) Note that, as this is testing video behavior, this test is interactive and the value passed to the final SetPvideoStop call needs to be mutated and the behavior observed.
@Triticum0 can you test #1168 to see if it fixes all of these games when you have a chance? I've confirmed it with Dragon Ball Z Sagas. |
I tested it with Dragon Ball Z Sagas and it did do anything It only affects the In-game FMV so you won't see any flicker on the Intro FMV even on masters properly should have made a note in the pr, 2022-07-07.13-26-17.mp4 |
On my machine it definitely affects the attract mode FMV (let it sit on the "Press start" screen and it starts playing a movie after a minute or so). This game and that video is what I used to debug the issue and to verify the patch. @Triticum0 Can you double check that you're using the correct PR artifact? Maybe take a screenshot that captures the titlebar so we can verify the commit hash? DBZS_master.mp4DBZS_with_1168.mp4 |
@abaire Yeah sorry, must of tested the wrong build. It fixed most of the games except for Broken-Sword-The-Sleeping-Dragon and Disney-s-The-Haunted-Mansion |
I will make another Issue for those games as there is a separate issue and you can close this issue once the pr has been merged |
Sounds good, thanks for double checking! |
Interprets the value written to the `NV_PVIDEO_STOP` register in a manner more consistent with hardware. Specifically, if the low bit of the value is not set, the PVIDEO overlay should remain active. Fixes #1049 [Test](https://github.com/abaire/nxdk_pgraph_tests/blob/main/src/tests/pvideo_tests.cpp) Note that, as this is testing video behavior, this test is interactive and the value passed to the final SetPvideoStop call needs to be mutated and the behavior observed.
Interprets the value written to the `NV_PVIDEO_STOP` register in a manner more consistent with hardware. Specifically, if the low bit of the value is not set, the PVIDEO overlay should remain active. Fixes xemu-project#1049 [Test](https://github.com/abaire/nxdk_pgraph_tests/blob/main/src/tests/pvideo_tests.cpp) Note that, as this is testing video behavior, this test is interactive and the value passed to the final SetPvideoStop call needs to be mutated and the behavior observed.
Bug Description
Some games have FMVs that flicker
Example:
2022-06-09.20-24-25.mp4
Games Affected:
https://xemu.app/titles/5451001d/#Broken-Sword-The-Sleeping-Dragon
https://xemu.app/titles/42560002/#Disney-s-Chicken-Little
https://xemu.app/titles/4947007a/#Dragon-Ball-Z-Sagas
https://xemu.app/titles/544d000d/#Disney-s-The-Haunted-Mansion
https://xemu.app/titles/55530060/#Far-Cry-Instincts-Evolution
https://xemu.app/titles/545100f4/#Nickelodeon-Tak-The-Great-Juju-Challenge
Expected Behavior
Should not flicker
xemu Version
Version: 0.7.29
Branch: master
Commit: 69dcbe9
Date: Wed Jun 8 05:09:16 UTC 2022
System Information
Additional Context
No response
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