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Ore no Dungeon ULJM05167
#1
Title: Ore no Dungeon
Disc ID: ULJM05167
Genre: RPG, Dungeon crawler
Region: JPN
Format: ISO
Version: PPSSPP 0.9.9.1 - 541 x64
OS: Windows 7 x64
Compatibility: Playable
Notes: Apart from some minor GFX glitches, this seems to be completely playable.

[Image: uljm05167_00000zvjm7.png] [Image: uljm05167_00001skk8y.png] [Image: uljm05167_000028yje1.png] [Image: uljm05167_00004v8jbe.png] [Image: uljm05167_00005omkql.png] [Image: uljm05167_00007sjk7c.png]

OUTDATED Log file x64 :
.zip   OreNoDungeonx64.zip (Size: 4.85 KB / Downloads: 911)
I'm sorry, but I can't constantly keep an eye on all the game compatibility threads I started.
Please send a Private Message if you need some more information.
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#2
ppsspp-v0.9.1-2065

Maybe need code codec parameters for stream 0
Code:
56:06:190 streamReadTh I[ME]: HW\MediaEngine.cpp:101 FF: Header missing 56:06:190 streamReadTh I[ME]: HW\MediaEngine.cpp:101 FF: Could not find codec parameters for stream 0 (Audio: mp3, 0 channels, s16p): unspecified frame size Consider increasing the value for the 'analyzeduration' and 'probesize' options


Attached Files
.txt   ppsspp-v0.9.1-2065.log.txt (Size: 29.91 KB / Downloads: 936)
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#3
hm, mp3 in MediaEngine? That's unusual.
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#4
Anyone can test it in latest buildbot? And confirm whether there is a video before title screen
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#5
v0.9.6-689
video fixed
some graphic problem
Can move to in-game
   


Attached Files
.zip   ppsspplog.zip (Size: 12.31 KB / Downloads: 888)
I want to be a crash fixer
PM me if you want to me look a game
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#6
Moved.
♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing
♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing
♦ PSP-3004 | 6.60 PRO-C2
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#7
Does this still have graphic problems?

-[Unknown]
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#8
Yes,still have graphic problems v1.2.2-759-ge0845b8
(05-29-2016, 07:35 PM)[Unknown] Wrote: Does this still have graphic problems?

-[Unknown]
I want to be a crash fixer
PM me if you want to me look a game
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#9
This glitch is kind of weird. The game tries to draw red background where empty HP and POW bars are, however UV is getting outside of the texture ~ U is 0xFFB0:
   
Subtracting 0xFF00 kind of fixes it, however it also has messed up X and draws it in incorrect places:
   

The interesting part is the fact that on screenshots from PSP there is no red background at all neither on HP nor pow bars. So this whole thing seems to be a game bug and real hardware just skips it, possibly due to UV being outside of the texture?

Edit:
I tried to make it work for HP background, but realized when maxing out POW the glitch turns into POW bar background so maybe it's not a game bug, but planned(althrough weird) way of hiding it before it's needed.

Made a cwcheat workaround to deal with it:
Code:
_S ULJM-05167 _G Ore no Dungeon _C0 Hide Glitch _L 0xE0070010 0x0004317C _L 0x2004317C 0x0A200400 _L 0x20001000 0x3407FF00 _L 0x20001004 0x00E4382A _L 0x20001008 0x54E00001 _L 0x2000100C 0x34040000 _L 0x20001010 0x0A210C61 _L 0x20001014 0x94A70010 _C0 Hide Glitch [Disable] _L 0x2004317C 0x94A70010
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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#10
Maybe clipping/scissor is somehow not working? Are there any interesting settings in the GE debugger?

-[Unknown]
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#11
Don't thinks so, it uses the texture with lots of different elements treated with same settings and they work fine.
   
Code:
Flags: Name Value Lighting enable 0 Light 0 enable 0 Light 1 enable 0 Light 2 enable 0 Light 3 enable 0 Clip enable 1 Cullface enable 1 Texture map enable 1 Fog enable 0 Dither enable 1 Alpha blend enable 1 Alpha test enable 1 Depth test enable 0 Stencil test enable 0 Antialias enable 0 Patch cull enable 1 Color test enable 0 Logic op enable 0 Depth write disable 1 Lightning: Name Value Ambient color 808080 Ambient alpha 0000ff Material update ambient, diffuse, specular Material emissive 000000 Material ambient 0000ff Material diffuse 0000ff Material alpha 0000ff Material specular 0000ff Mat. specular coef 0.000000 Reverse normals 0 Shade model gouraud Light mode separate specular (disabled) Light type 0 type: directional, comp: diffuse + spec (disabled) Light type 1 type: directional, comp: diffuse (disabled) Light type 2 type: directional, comp: diffuse (disabled) Light type 3 type: directional, comp: diffuse (disabled) Light pos 0 0.000000, 1.000000, 0.000000 (disabled) Light pos 1 0.000000, 0.000000, 0.000000 (disabled) Light pos 2 0.000000, 0.000000, 0.000000 (disabled) Light pos 3 0.000000, 0.000000, 0.000000 (disabled) Light dir 0 0.000000, 0.000000, 0.000000 (disabled) Light dir 1 0.000000, 0.000000, 0.000000 (disabled) Light dir 2 0.000000, 0.000000, 0.000000 (disabled) Light dir 3 0.000000, 0.000000, 0.000000 (disabled) Light att 0 0.000000, 0.000000, 0.000000 (disabled) Light att 1 0.000000, 0.000000, 0.000000 (disabled) Light att 2 0.000000, 0.000000, 0.000000 (disabled) Light att 3 0.000000, 0.000000, 0.000000 (disabled) Lightspot coef 0 0.000000 (disabled) Lightspot coef 1 0.000000 (disabled) Lightspot coef 2 0.000000 (disabled) Lightspot coef 3 0.000000 (disabled) Light angle 0 0.000000 (disabled) Light angle 1 0.000000 (disabled) Light angle 2 0.000000 (disabled) Light angle 3 0.000000 (disabled) Light ambient 0 404040 (disabled) Light diffuse 0 ffffff (disabled) Light specular 0 ffffff (disabled) Light ambient 1 000000 (disabled) Light diffuse 1 000000 (disabled) Light specular 1 000000 (disabled) Light ambient 2 000000 (disabled) Light diffuse 2 000000 (disabled) Light specular 2 000000 (disabled) Light ambient 3 000000 (disabled) Light diffuse 3 000000 (disabled) Light specular 3 000000 (disabled) Texture: Name Value Tex U scale 1.000000 Tex V scale 1.000000 Tex U offset 0.000000 Tex V offset 0.000000 Tex mapping mode gen: tex coords, proj: pos Tex shade srcs s: 0, t: 0 Tex mode swizzled, 1 levels Tex format CLUT8 Tex filtering min: nearest, mag: nearest Tex wrapping wrap s, wrap t Tex level/bias auto Tex lod slope 0.000000 Tex func modulate, RGBA Tex env color 000000 CLUT 08a2e080, w=0 CLUT format ABGR 8888 ind & ff Texture L0 addr 08a1e080, w=256 Texture L1 addr 00000000, w=0 Texture L2 addr 00000000, w=0 Texture L3 addr 00000000, w=0 Texture L4 addr 00000000, w=0 Texture L5 addr 00000000, w=0 Texture L6 addr 00000000, w=0 Texture L7 addr 00000000, w=0 Texture L0 size 256x256 Texture L1 size 1x1 Texture L2 size 1x1 Texture L3 size 1x1 Texture L4 size 1x1 Texture L5 size 1x1 Texture L6 size 1x1 Texture L7 size 1x1 Settings: Name Value Clear mode 0 Framebuffer 00000000, w=512 Framebuffer format 5551 Depthbuffer 00088000, w=512 Vertex type through, u16 texcoords, s16 positions Offset addr 08000000 Vertex addr 0897ce40 Index addr 0948fa38 Region 0,0 - 479,271 Scissor 0,0 - 479,271 Min Z 000000 Max Z 00ffff Viewport Scale 288.000000, -176.000000, -32768.000000 Viewport Offset 2144.000000, 2072.000000, 32767.000000 Offset 1904.000000x1936.000000 Cull mode front (CW) Color test pass if (c & 000000) NEVER (000000 & 000000) (disabled) Alpha test pass if (a & ff) > (00 & ff) Stencil test pass if (00 & 00) NEVER (a & 00) (disabled) Stencil test op fail=KEEP, pass/depthfail=KEEP, pass=KEEP (disabled) Depth test pass if src ALWAYS dst (disabled) Alpha blend mode add: src.a, 1.0 - src.a Blend color A 000000 Blend color B 000000 Logic Op clear (disabled) Fog 1 800.000000 (disabled) Fog 2 0.002000 (disabled) Fog color 000000 (disabled) RGB mask 000000 Stencil/alpha mask 000000 Morph Weight 0 0.000000 Morph Weight 1 0.000000 Morph Weight 2 0.000000 Morph Weight 3 0.000000 Morph Weight 4 0.000000 Morph Weight 5 0.000000 Morph Weight 6 0.000000 Morph Weight 7 0.000000 Patch division 000404 Patch primitive triangles Patch facing 000001 Dither 0 001d0c Dither 1 00f3e2 Dither 2 000c1d Dither 3 00e2f3 Transfer src 00000000, w=0 Transfer src pos 0,0 Transfer dst 00000000, w=0 Transfer dst pos 0,0 Transfer size 0,0

The only weird thing I see is that U is getting increased by huge offset and maybe also that X starts from bigger number followed by smaller when usually it's the opposite.

Edit: I think animation will show why I think this is intentional, but doesn't show on psp:
   
(click to see)
the glitch disappears completely when powering up into red bar, this is also when coordinates get inside the 256x256 texture. /Might not be clear due to gif compression, but when the red bar shows up, everything looks fine.
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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#12
Hmm:

Tex wrapping wrap s, wrap t
Vertex type through, u16 texcoords, s16 positions
Region 0,0 - 479,271
Scissor 0,0 - 479,271
Alpha test pass if (a & ff) > (00 & ff)
Texture L0 size 256x256

This should mean that 0xFFB0 wraps around - it should be the same as 0x00B0. I doubt the alpha test is meant to be doing anything here, and there's no scissor. Hmm...

-[Unknown]
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#13
Well it definitely doesn't look same in here, when I change it to 0xB0 it has a solid red gradient - draws correct texture(but still not really since it shows it when it should not), with 0xFFB0 it looks like it was going through the whole 256 width of the texture like 255 times and having parts of other things placed in this line including empty space and the gray sprite on the left of it which makes it appear as stripes.

I wonder about X coordinate as well, when games draws a rectangle I always see a pair of smaller X, followed by pair of larger X, with this element it behaves that way from the moment it should show up, but all the time earlier when the glitch appears it starts from pair of larger X followed by pair of smaller X, so maybe on real hardware such inverted coordinates results in texture being drawn from the other side/not visible from the front?
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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#14
Oh, yes, maybe that should be culled.

Cullface enable 1
Cull mode front (CW)

Is it drawing rectangle type prims? I'm not sure I've ever considered how they're culled. We might be rotating them or something.

-[Unknown]
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#15
Well if that's the type - "patch primitive" as noted above says "triangles", but looks like rectangle and uses 4 vertices through.

Settings doesn't change at all when secondary pair of X coordinates changes from being lower to higher than primary pair of that rectangle, so if culling should cause it to be only visible from the front, yeah it doesn't work here.

Edit: ~ removing "!gstate.isModeThrough() &&" fixes this, but since it shows vertex type as "through", I assume that's wrong. Oh well going back to nothing. At least the cwcheat hack was easy to make.

Another edit: Followed the through mode this time, game sets 00800102 for all vertices(lui a1,0x80 followed by addiu a1,a1,0x102 for everything) where as I understand 0x00800000 means through mode, however I followed that and later it sets it to 12800102 right before saving it somewhere around 0x48900920, not even sure what that high address means(google says uncached space:3), but maybe 0x12800000 is some "non-through" mode? ~ GE debugger still shows 00800102 through, even after manually trying to set it to 12800102
   
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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