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58410954 - Banjo-Kazooie #206
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it works all good now in-game though still need hit F5 clear caches when pass the 1st logo |
F5 clear cache is no longer need now when tested with latest commit |
@zeroZshadow I can confirm the issue you describe with the Jiggy (as of 826ea60). |
Updated issue with results of latest build (as of 14 Dec 2015). |
Blackscreen on AMD cards. |
Colors are correct now on Vulkan. Jingo icons are fixed. Saving also works now. And the jiggy icon clipping seems to be fixed as well. |
Tested with the build of 17th - May 2017.
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Tested on (xenia-project/xenia@4e6a514) Issues:Fixed many troubles and globally this game works perfectly now Logs:BanjoKazooie_Vulkan_small_log.txt VideoScreeshots:Specs:CPU Intel i5-3570K @ 3.6 GHz Labels:state-playable |
E: if anyone knows this game well and wants to help figure out cross-title saving, please see emoose/xenia#31 ! Quick look at how the stop-n-swop stuff works, seems to import I didn't see anything that actually loads up saves from those though, but looking at our XamContentAggregateCreateEnumerator impl, it uses The XEX header for Kazooie does include an AlternateTitleIds header (0x407FF), which also lists the two IDs that it checks for. I guess ContentManager should be updated so it can use that header and return content for any IDs listed there too (but should probably only do that for XamContentAggregate though, maybe need to add an is_aggregate parameter to ListContent, or maybe make it a flag that all the ContentManager funcs can take) E: looking into Banjo-Tooie, seems that imports
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Having issues with controller on gobi dessert level when i run into the hand enemy Banjo Kazooie will go into the other direction |
Played through the entire game, including the S&S items. The game seemed to work very well, if not flawlessly. Banjo-Tooie and Nuts 'n' Bolts both worked properly with S&S items in the save file. |
I hit an issue where my entire save file just got wiped on the July 27th 2023 build. |
Marketplace
Tested with: xenia-project/xenia@ee92f75
UPDATE - 14 Dec 2015
Tested with xenia-project/xenia@826ea60
Game runs smoothly with no major issues, with the exception of a minor depth issue with the Jiggy that shows when approaching a puzzle picture (easily repeated when starting a new game and doing the first Jiggy puzzle).
Issues:
Notes:
Attached:
Screenshots
Main Menu
In-game Intro (see issue 3 above)
Pause Menu
Bottles Cutscene
Frame Render Issue (see issue 3)
Screenshot taken just before trace frame was saved.
Modified ColorRenderTargetFormat (to use GL_RGB8) and Modified ColorFormat (to use GL_BGRA)
I did this to see if the game would load and how it ran. Colours show correctly here.
This frame "seemed" to be perfect, until the character moved.
Note the missing alpha channel.
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