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Danganronpa Kibou no Gakuen ro Zetsubou no Koukousei (PSP The Best)
You shouldn't need to use read FB -> mem anymore on Android. Just use buffered rendering + simulate block transfers.

If that still doesn't work, can you describe what kind of device you have?
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux
How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375
I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence.
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(07-13-2014, 05:57 AM)TheDax Wrote: You shouldn't need to use read FB -> mem anymore on Android. Just use buffered rendering + simulate block transfers.

If that still doesn't work, can you describe what kind of device you have?

I have try buffered rendering too and
Simulate block is already on by default

My spec device
GPU : MALI-400
Dual Core 1.3Ghz
Chipset Mediatek
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Maybe this my problem (Not Sure if this mine or not)

I using build 1610 now


Attached Files Thumbnail(s)
   
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Hey guys! I have the same problem.. I can't click on the drawer.. what should I do?

using -1695, Android
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What Android device / GPU do you have? You can find out under settings -> system -> developer tools -> system information. I'm after the Vendor and Model of your GPU.

-[Unknown]
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(07-22-2014, 04:59 AM)[Unknown] Wrote: What Android device / GPU do you have? You can find out under settings -> system -> developer tools -> system information. I'm after the Vendor and Model of your GPU.

-[Unknown]

I have a moto g, Vendor - Qualcomm and Model - Adreno ™ 305
OpenGL ES 3.0

thanks!
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(07-22-2014, 02:37 PM)notuger Wrote:
(07-22-2014, 04:59 AM)[Unknown] Wrote: What Android device / GPU do you have? You can find out under settings -> system -> developer tools -> system information. I'm after the Vendor and Model of your GPU.

-[Unknown]

I have a moto g, Vendor - Qualcomm and Model - Adreno ™ 305
OpenGL ES 3.0

thanks!

Same issue here:

My device is a Nexus 5, Qualcomm MSM8974, Adreno 330, OpenGL ES 3.0
And thanks for the help

BTW, I have used the 0.9.9 version and I still have the same problem...
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(08-04-2014, 05:01 PM)zentx Wrote:
(07-22-2014, 02:37 PM)notuger Wrote:
(07-22-2014, 04:59 AM)[Unknown] Wrote: What Android device / GPU do you have? You can find out under settings -> system -> developer tools -> system information. I'm after the Vendor and Model of your GPU.

-[Unknown]

I have a moto g, Vendor - Qualcomm and Model - Adreno ™ 305
OpenGL ES 3.0

thanks!

Same issue here:

My device is a Nexus 5, Qualcomm MSM8974, Adreno 330, OpenGL ES 3.0
And thanks for the help

BTW, I have used the 0.9.9 version and I still have the same problem...

Same here as well
Using the latest build on my G3, Qualcomm and Adreno 330 for vendor and Model with OpenGL ES 3.0
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So, clearly there is a problem with Adreno 3xx cards (which are the models that support GLES 3.0).

I wonder what different way it could be handling dithering, though. Hmm.

-[Unknown]
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On a Xperia Z1 with a Qualcomm Adreno 330, experiencing the same incorrect item targeting issues as well.
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Is anyone experiencing this issue on an Adreno 3xx device who has a compiler or is willing to try compiling it?

If so, try making the following changes in GPU/GLES/Framebuffer.cpp:

Remove:
Code:
if (hackForce04154000Download_ && vfb->fb_address == 0x00154000) { trueColor = false; }

Replace this:
Code:
// When updating VRAM, it need to be exact format. switch (vfb->format) {

With:
Code:
// When updating VRAM, it needs to be the exact same format. GEBufferFormat fmt = vfb->format; // TODO: Only if using cpu. fmt = GE_FORMAT_8888; switch (vfb->format) {

This may prevent the dithering, but I don't have any affected device to confirm.

-[Unknown]
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(08-24-2014, 11:53 PM)[Unknown] Wrote: Is anyone experiencing this issue on an Adreno 3xx device who has a compiler or is willing to try compiling it?

If so, try making the following changes in GPU/GLES/Framebuffer.cpp:

Remove:
Code:
if (hackForce04154000Download_ && vfb->fb_address == 0x00154000) { trueColor = false; }

Replace this:
Code:
// When updating VRAM, it need to be exact format. switch (vfb->format) {

With:
Code:
// When updating VRAM, it needs to be the exact same format. GEBufferFormat fmt = vfb->format; // TODO: Only if using cpu. fmt = GE_FORMAT_8888; switch (vfb->format) {

This may prevent the dithering, but I don't have any affected device to confirm.

-[Unknown]

I'm also experiencing this issue (incorrect objects getting selected) on my OnePlus One. (Snapdragon 801, Adreno 330)

Not familiar with compiling, but I'd be happy to figure it out if you point me in the right direction.

EDIT: Got it compiled and it has fixed the issue for me. Uploading to Dropbox...

https://www.dropbox.com/s/0pgq2ukloe1w5z...p.apk?dl=0
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I made a dumb mistake (last line should've been switch (fmt) {), but the fact that it worked without that means that what mattered was the framebuffer format being drawn to, even if it blitted to 565 and then downloaded to 8888. So that ended up being more useful than I think I intended.

-[Unknown]
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Anyone having the problem, if you could verify it works on v0.9.9.1-158-g5e07a40 (latest git build), that'd be great. I think it will.

Assuming that works, is there anything left that makes this "in-game" and not "playable"?

-[Unknown]
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(08-30-2014, 01:47 PM)[Unknown] Wrote: Anyone having the problem, if you could verify it works on v0.9.9.1-158-g5e07a40 (latest git build), that'd be great. I think it will.

Assuming that works, is there anything left that makes this "in-game" and not "playable"?

-[Unknown]

Using the latest build, I can confirm the drawer is now selectable, and all objects are correctly selectable.
Thanks m8!
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