Ore no Dungeon ULJM05167
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09-14-2013, 10:46 AM
(This post was last modified: 09-28-2014 05:35 PM by Tabman.)
Post: #1
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Ore no Dungeon ULJM05167
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. OUTDATED Log file x64 : OreNoDungeonx64.zip (Size: 4.85 KB / Downloads: 678) I'm sorry, but I can't constantly keep an eye on all the game compatibility threads I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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10-21-2013, 01:31 PM
Post: #2
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RE: Ore no Dungeon ULJM05167
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 |
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10-22-2013, 08:31 PM
Post: #3
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RE: Ore no Dungeon ULJM05167
hm, mp3 in MediaEngine? That's unusual.
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01-30-2014, 09:49 AM
(This post was last modified: 01-30-2014 09:49 AM by jacky400.)
Post: #4
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RE: Ore no Dungeon ULJM05167
Anyone can test it in latest buildbot? And confirm whether there is a video before title screen
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01-30-2014, 10:47 AM
(This post was last modified: 01-30-2014 10:47 AM by sum2012.)
Post: #5
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RE: Ore no Dungeon ULJM05167
I want to be a crash fixer PM me if you want to me look a game |
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01-30-2014, 09:39 PM
Post: #6
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RE: Ore no Dungeon ULJM05167
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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05-29-2016, 07:35 PM
Post: #7
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RE: Ore no Dungeon ULJM05167
Does this still have graphic problems?
-[Unknown] |
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07-09-2016, 02:18 PM
Post: #8
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RE: Ore no Dungeon ULJM05167
Yes,still have graphic problems v1.2.2-759-ge0845b8
(05-29-2016 07:35 PM)[Unknown] Wrote: Does this still have graphic problems? I want to be a crash fixer PM me if you want to me look a game |
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07-09-2016, 07:17 PM
(This post was last modified: 07-09-2016 08:58 PM by LunaMoo.)
Post: #9
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RE: Ore no Dungeon ULJM05167
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 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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07-10-2016, 12:50 AM
Post: #10
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RE: Ore no Dungeon ULJM05167
Maybe clipping/scissor is somehow not working? Are there any interesting settings in the GE debugger?
-[Unknown] |
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07-10-2016, 01:06 AM
(This post was last modified: 07-10-2016 02:03 AM by LunaMoo.)
Post: #11
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RE: Ore no Dungeon ULJM05167
Don't thinks so, it uses the texture with lots of different elements treated with same settings and they work fine.
Code: Flags: 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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07-10-2016, 01:19 PM
Post: #12
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RE: Ore no Dungeon ULJM05167
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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07-10-2016, 04:59 PM
Post: #13
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RE: Ore no Dungeon ULJM05167
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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07-11-2016, 12:50 AM
Post: #14
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RE: Ore no Dungeon ULJM05167
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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07-11-2016, 01:38 AM
(This post was last modified: 07-11-2016 04:02 AM by LunaMoo.)
Post: #15
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RE: Ore no Dungeon ULJM05167
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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