Kingdom Hearts Birth By Sleep
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04-11-2013, 09:34 PM
Post: #31
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
It works on Windows but quits on Android.
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04-11-2013, 09:53 PM
(This post was last modified: 04-11-2013 09:54 PM by EvilKingStan.)
Post: #32
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep | |||
04-15-2013, 02:53 AM
Post: #33
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
Here's the video I mentioned earlier about savestates break and the character displaying with unmodified textures.
Watch case 2- time stamp is in the description http://www.youtube.com/watch?v=4Qp8m1wZlsU Can't really explain why the texture renders in the second case except that the character is spawned behind a wall Windows 7 64bit, AMD Phenom II 840T 4 cores @ 2.9GHZ, 6 GB Ram Graphics card-ATI Radeon HD 4200 Yuandao N101 (Jelly Bean)-RK3066, Dual core A9 @ 1.6 GHz, Mali-400 GPU, 1GB Ram, 10.1" |
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04-15-2013, 04:58 AM
Post: #34
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
I never use savestates for exactly the same reasons on every game. I believe that those bugs are because savestates just load the sate of the RAM as it was before, not CPU's state too which will never work correctly.
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04-15-2013, 06:02 AM
Post: #35
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
I don't really see how cpu state can determine or cause a savestate to work or not.
This break is caused by pgd decryption according to [Unknown] Wrote:PGD doesn't properly save state, so unfortunately that's expected right now. I only mentioned the video because it shows two thing interesting. the break happens in a different room than the save state. And the 2nd one you spawn out of bounds and rendered correctly Windows 7 64bit, AMD Phenom II 840T 4 cores @ 2.9GHZ, 6 GB Ram Graphics card-ATI Radeon HD 4200 Yuandao N101 (Jelly Bean)-RK3066, Dual core A9 @ 1.6 GHz, Mali-400 GPU, 1GB Ram, 10.1" |
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04-15-2013, 03:03 PM
(This post was last modified: 04-15-2013 03:05 PM by VIRGIN KLM.)
Post: #36
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
(04-15-2013 06:02 AM)c0nK3R Wrote: I don't really see how cpu state can determine or cause a savestate to work or not. It's because more than half of the data of the nearest rooms is cached on the RAM to speed up Loading times. When it will reach something that it will need to read more data like collisions, textures etc, the CPU has no clue what has been loaded already and what not and it fails to call it again. It's the same story on all Kingdom Hearts games across all emulators and I'm pretty possitive it belongs actualy to a majority of games that do that and have simmilar bugs easily covered up by missleading signs. |
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04-17-2013, 06:57 AM
Post: #37
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
Lol so thats why I can see the next room whenever a wall disappears .
Windows 7 64bit, AMD Phenom II 840T 4 cores @ 2.9GHZ, 6 GB Ram Graphics card-ATI Radeon HD 4200 Yuandao N101 (Jelly Bean)-RK3066, Dual core A9 @ 1.6 GHz, Mali-400 GPU, 1GB Ram, 10.1" |
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04-17-2013, 07:48 AM
(This post was last modified: 04-17-2013 07:50 AM by VIRGIN KLM.)
Post: #38
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
I'm puzzled with those texture bugs. Like light sources work exactly the opposite way as they should work. When there is a light source reaching your model it will be black. When that light source gets obstructured by something it will appear with the negative amount of lighting it should normaly appear (like if the object that obstructs your model should hide 40% of it, it will obstruct 60% of it) or if there is no light source at all your model will appear fully. Now there are occasions that textures are invisible too, like in Mirage Arena, you model will not appear at all, you are invisible. Oh and all that only on cutscenes, I don't those conditions can be met during actual gameplay. Another weird fact is that the textures are a bit confused, like, the shadow texture is actualy the texture of the map.
Intresting screenshots: Case of light being obstructed by something: http://img69.imageshack.us/img69/8122/pp...041710.png http://img571.imageshack.us/img571/8122/...041710.png No light source: http://img835.imageshack.us/img835/8122/...041710.png http://img843.imageshack.us/img843/8418/...41710q.png http://img823.imageshack.us/img823/8122/...041710.png http://img580.imageshack.us/img580/8122/...041710.png http://img812.imageshack.us/img812/8122/...041710.png No idea what this is, it doesn't look like a result of a single visual bug to understand what that is. It's a combination of more that one bugs. http://img195.imageshack.us/img195/8122/...041710.png |
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04-17-2013, 07:59 AM
Post: #39
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
Quite honestly I believe that this game might not have standard lighting, and instead the stock texture is full brightness and it implements overlays to represent shadow. But that's just my conclusion.
Here's a video I shot of the texture being destroyed over 4 frames (~0.05 seconds) http://www.youtube.com/watch?v=CLhkjm1uTvw Windows 7 64bit, AMD Phenom II 840T 4 cores @ 2.9GHZ, 6 GB Ram Graphics card-ATI Radeon HD 4200 Yuandao N101 (Jelly Bean)-RK3066, Dual core A9 @ 1.6 GHz, Mali-400 GPU, 1GB Ram, 10.1" |
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04-17-2013, 02:12 PM
Post: #40
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
OK, here's what I did. I put JPCSP, PPSSPP and a real PSP and I watched the same cutscene at the same moment side by side to compare and understand what's wrong. So apparently objects that emmit light or light gets applied to them will appear black unless something that obstructs light will appear. Also there is a bloom effect that may get affected by it. For example, Ventus heart (that white circular thing that is missing a part and gets joined after, normally has a bloom/light emmiting effect. On PPSSPP it's completely absent/black, same applies to Ven's model that the bloom effect is emmiting gets applied on him. Also there is a weird blue tint on all models, not present on PSP and JPCSP, like light effects consist out of RGB and B channel stuck at a low level.
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04-17-2013, 02:28 PM
Post: #41
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
VIRGIN KLM, I'm no expert on OpenGL/shaders/lighting (by far), but what you're describing sounds like a clamping issue to me. Like, whenever a light source is applied it goes outside 0-1 and shows as black or something.
-[Unknown] |
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04-17-2013, 02:33 PM
Post: #42
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
Things seldom wrap in the shader world, so that doesn't seem so obvious to me...
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04-17-2013, 02:33 PM
(This post was last modified: 04-17-2013 02:48 PM by VIRGIN KLM.)
Post: #43
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
Would there be a way to increase clamping possibilities (atleast on one commit for testing)? It seems that it gives direct negative result to what it supposed to do and it results to a NaN/qNaN/sNaN (not sure which sounds more near to the bug and my understanding/knowledge to clamping and what could cause is really limmited to a point I could be embarrassing myself by trying to suggest stuff by wild guessing).
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04-18-2013, 01:46 PM
(This post was last modified: 04-18-2013 01:47 PM by VIRGIN KLM.)
Post: #44
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
Looks like I found a way to have somewhat of control when the models are going to appear and not. By force-loading stages that have non solid boundaries (non solid by collision means) I found out that when you reach places that are out of boundaries, at the momment you'll start to fall the model will gradualy get back it's lighting. Atleast I found a way to create the conditions to trigger that effect.
Here's a stop motion of what's happening: |
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04-19-2013, 11:13 AM
Post: #45
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RE: [pre-0.8]-Kingdom Hearts Birth By Sleep
someone also test this
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