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58410954 - Banjo-Kazooie #206

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TranzRail opened this issue Oct 9, 2015 · 15 comments
Open

58410954 - Banjo-Kazooie #206

TranzRail opened this issue Oct 9, 2015 · 15 comments
Labels
kernel-save-file-errors Title has issues saving or loading save games. state-gameplay Title has functional gameplay. supports-1080p Title supports 1080p. vsync-off-speedup Game speed changes when vsync is disabled or vsync interval is changed.

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@TranzRail
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TranzRail commented Oct 9, 2015

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:

  • Some frames don't render, specifically the opening (intro) frames. Requires clearing clearing cache and and pressing Start to skip the demo and jump to the main menu. FIXED
  • Red and blue colour channels are switched (as previously reported). Game uses 8_8_8_8 colour format. FIXED
  • When loaded into the game (to the point where you can interact with the characters), some frames "stall" at random. This can be observed when starting a new game and watching the in-game intro, as well as when the character can move around and interact with objects. Suspect certain textures aren't rendering correctly (or at all). FIXED

Notes:

  • Sound and game performance seem fine (as expected).

Attached:

  • Xenia Log File Link
  • Trace Frame (for the "stalled" frame - see half rendered screenshot at the bottom) Link

Screenshots

Main Menu

kazooie1

In-game Intro (see issue 3 above)

kazooie2

Pause Menu

kazooie3

Bottles Cutscene
kazooie5

Frame Render Issue (see issue 3)

Screenshot taken just before trace frame was saved.
kazooie6_framegrab

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.
kazooie-forced1
This frame "seemed" to be perfect, until the character moved.
kazooie-forced2
Note the missing alpha channel.
kazooie-forced3

@Razzile Razzile added state-playable Title can be reasonably played from start to finish with little to no issues. gpu-drawing-missing Graphics objects are missing or not drawn. gpu-drawing-corrupt Graphics objects are garbled, glitchy, or corrupted in some way. labels Oct 10, 2015
@raven02
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raven02 commented Nov 21, 2015

it works all good now in-game though still need hit F5 clear caches when pass the 1st logo

@zeroZshadow
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It seems the UI Jiggy has depth comparison with the world, I don't remember this being the case.

Image of bug

@raven02
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raven02 commented Dec 8, 2015

F5 clear cache is no longer need now when tested with latest commit

@TranzRail
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@zeroZshadow I can confirm the issue you describe with the Jiggy (as of 826ea60).

@TranzRail
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Updated issue with results of latest build (as of 14 Dec 2015).

@SonofUgly
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SonofUgly commented Mar 27, 2016

The Jinjo icon is messed up: image
Save file that gets created is corrupt: image | save file

@mcdgray129
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Blackscreen on AMD cards.

@Jaksy
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Jaksy commented Aug 6, 2016

Trying either the 20160804 build from emucr which uses the Vulkan renderer by default, or the flag --gpu=vulkan on 20160728 (pre default Vulkan) build brings us back to the old issue with color channels being swapped.
Remember Banjo Kabluie?
vulkan

@SonofUgly
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SonofUgly commented May 14, 2017

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.

@relu419
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relu419 commented May 18, 2017

Tested with the build of 17th - May 2017.

Random black parts.

@Parovozik
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Parovozik commented May 18, 2017

Tested on (xenia-project/xenia@4e6a514)

Issues:

Fixed many troubles and globally this game works perfectly now
Stable ingame with full speed performance.

Logs:

BanjoKazooie_Vulkan_small_log.txt
BanjoKazooie_Vulkan_big_log.txt

Video

YouTube_BanjoKazooie_Vulkan

Screeshots:

desktop 05 18 2017 - 22 36 02 01 mp4_snapshot_00 40_ 2017 05 18_23 34 34
desktop 05 18 2017 - 22 36 02 01 mp4_snapshot_01 33_ 2017 05 18_23 35 27
desktop 05 18 2017 - 22 36 02 01 mp4_snapshot_01 48_ 2017 05 18_23 34 51
desktop 05 18 2017 - 22 36 02 01 mp4_snapshot_02 44_ 2017 05 18_23 34 58
desktop 05 18 2017 - 22 36 02 01 mp4_snapshot_03 31_ 2017 05 18_23 35 13

Specs:

CPU Intel i5-3570K @ 3.6 GHz
GPU GTX 1050ti 4GB
RAM 8GB DDR3 (DC)
Windows 10 x64

Labels:

state-playable

@DrChat DrChat removed gpu-drawing-corrupt Graphics objects are garbled, glitchy, or corrupted in some way. gpu-drawing-missing Graphics objects are missing or not drawn. labels Dec 26, 2017
@Ulquiorr4-Cifer Ulquiorr4-Cifer added kernel-save-file-errors Title has issues saving or loading save games. state-gameplay Title has functional gameplay. and removed state-playable Title can be reasonably played from start to finish with little to no issues. labels Jun 19, 2019
@emoose
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emoose commented May 24, 2021

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 XamContentAggregateCreateEnumerator via XexGetProcedureAddress, and loops through the enumerator returned by it, checking for XCONTENT_AGGREGATE_DATA::title_id == 0x4D5307ED (nuts and bolts) or 0x58410955 (banjo-tooie).

I didn't see anything that actually loads up saves from those though, but looking at our XamContentAggregateCreateEnumerator impl, it uses ContentManager::ListContent which atm is limited to only listing content for the running title ID, so right now the game wouldn't even know there's content to try loading up...

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 XamContentCreateInternal via XexGetProcedureAddress, and passes over the XCONTENT_AGGREGATE_DATA to it, which includes Kazooie's title_id inside - so I guess XamContentCreateInternal is used for loading content from another title, maybe all the XamContent*Internal funcs are for working with other titles content?

ContentManager is pretty geared toward only working with ContentData/XCONTENT_DATA structs though... maybe could merge ContentData/ContentAggregateData together and let it construct from both XCONTENT_DATA & XCONTENT_AGGREGATE_DATA structs?

@Fishapproved
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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

@Margen67 Margen67 added vsync-off-speedup Game speed changes when vsync is disabled or vsync interval is changed. supports-1080p Title supports 1080p. labels Jan 23, 2022
@wfowler1
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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.

@silbinarywolf
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I hit an issue where my entire save file just got wiped on the July 27th 2023 build.

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Labels
kernel-save-file-errors Title has issues saving or loading save games. state-gameplay Title has functional gameplay. supports-1080p Title supports 1080p. vsync-off-speedup Game speed changes when vsync is disabled or vsync interval is changed.
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