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Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
05-29-2016, 09:48 AM
Post: #16
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
(05-29-2016 09:23 AM)Accel Wrote:  Have you tried switching Rendering Backend/Rendering Mode around?

Yes.
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05-29-2016, 11:44 AM
Post: #17
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
Duplicate of this and this one as well ~ should all be merged.

You can pass the blackscreen by simply pressing buttons in correct order as you would if menus had graphics so it actually goes in-game.

Either way this is a known depth problem ~ replicating psp depth on modern gpu's isn't exactly easy, so bothersome games which depend on exact depth might not get a fix for a while.
It's totally different story when it comes to cpu, so if you're desperate you might use software rendering(can only be activated before running the game ~ it's on the bottom of graphics settings menu). Expect it to be slow and glitchy in different ways through.

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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05-29-2016, 01:40 PM
Post: #18
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
Moved and merged.

Does it work in D3D9? That handles depth slightly differently.

-[Unknown]
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05-29-2016, 02:40 PM
Post: #19
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
@[Unknown] nah no setting helps.

Althrough I was able to force this game to display all graphics just now, unfortunately using very awful hack which decreases depth accuracy ~ using VertexDepthRounding and Z divided by 10.0 like that:
Code:
(...)
        WRITE(p, "  z = (z - u_depthRange.z) * u_depthRange.w;\n");
        if (gameId == "ULJM05404") {
            WRITE(p, "  z /= 10.0;\n"); // Nasty hack to "fix" Hokuto no Ken: Raoh Gaiden - Ten no Haoh
        }
        WRITE(p, "  return vec4(v.x, v.y, z * v.w, v.w);\n");
(...)
   
   

Similar hack work with Heroes Phantasia(which still has minor flicker issue), however value has to be much bigger there even with PixelDepthRounding(like 2000.0).

Strangely this game doesn't seem affected at all by PixelDepthRounding, either way this might as well work by luck and doesn't seem to point into proper solution, really bad hack.

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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05-29-2016, 02:58 PM
Post: #20
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
That may mean it needs clamping to work, which has been a problem on modern GPUs...

We might be able to handle it in the shader, although it could have a big performance impact and many games enable the flag unnecessarily. I wish the depth range thing had worked...

-[Unknown]
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05-29-2016, 04:44 PM
Post: #21
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
So something like this?
I tested this game with this PR over latest version now and while almost everything is broken even 3D graphics in-game it did show like 2 loading screens which does not show in OGL without the hack.
So maybe not much or possibly hidden by other issues which you mentioned closing the PR, but still it was at least showing something new without hacks ~ Vulkan<3.

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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05-29-2016, 05:01 PM
Post: #22
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
Well, I'm talking about this:
https://github.com/hrydgard/ppsspp/pull/8558

But it's mostly still enabled on D3D9, so I guess it may not be working here. But I remember there being other issues on D3D9 too..

-[Unknown]
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05-29-2016, 06:22 PM
Post: #23
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
(05-29-2016 11:44 AM)LunaMoo Wrote:  Duplicate of this and this one as well ~ should all be merged.

You can pass the blackscreen by simply pressing buttons in correct order as you would if menus had graphics so it actually goes in-game.

Either way this is a known depth problem ~ replicating psp depth on modern gpu's isn't exactly easy, so bothersome games which depend on exact depth might not get a fix for a while.
It's totally different story when it comes to cpu, so if you're desperate you might use software rendering(can only be activated before running the game ~ it's on the bottom of graphics settings menu). Expect it to be slow and glitchy in different ways through.

I apologize about that. i didn't think it would show because i tried everything i know. cho aniki zero also did this to me.
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05-29-2016, 11:49 PM
Post: #24
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
@HXDastardly32 guess it's your lucky day, as "Cho Aniki" supposedly was fixed just hours ago and Hokuto no Ken while still oficially broken is pretty playable as long as you care enough to build yourself a custom ppsspp with the hackish workaround I described somewhere above.

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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06-05-2016, 07:25 AM
Post: #25
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
(05-29-2016 11:49 PM)LunaMoo Wrote:  @HXDastardly32 guess it's your lucky day, as "Cho Aniki" supposedly was fixed just hours ago and Hokuto no Ken while still oficially broken is pretty playable as long as you care enough to build yourself a custom ppsspp with the hackish workaround I described somewhere above.

I have no idea what to do to fix that game to make it run either. i need help on that because i'm confused.
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06-05-2016, 07:57 AM
Post: #26
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
Well, if you can compile your own ppsspp version, you can change the code I mentioned to hack around the problem.

That's pretty easy and we have a guide for that here however does require downloading few gb's which might not be worth doing just for the sake of one game when you aren't into programming.

If you want you can get my build from here instead ~ also includes source of the hack if you plan on building your own version anyway. Note this is just for win x86_64 platform and also slightly outdated as I made it just for testing few posts earlier and not really plan on updating.
Best if you keep that build in separate folder as part of the hack is activated by compat.ini stored in the assets folder and that file get's updated from time to time.

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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06-05-2016, 08:01 AM
Post: #27
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
(06-05-2016 07:57 AM)LunaMoo Wrote:  Well, if you can compile your own ppsspp version, you can change the code I mentioned to hack around the problem.

That's pretty easy and we have a guide for that here however does require downloading few gb's which might not be worth doing just for the sake of one game when you aren't into programming.

If you want you can get my build from here instead ~ also includes source of the hack if you plan on building your own version anyway. Note this is just for win x86_64 platform and also slightly outdated as I made it just for testing few posts earlier and not really plan on updating.
Best if you keep that build in separate folder as part of the hack is activated by compat.ini stored in the assets folder and that file get's updated from time to time.

Ok I'll see what i can do. i may compile a hack to work with retroarch also since its also usable on there.
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07-27-2016, 07:27 AM
Post: #28
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
Decided to make a cwcheat workaround out of this, it's not exactly same as I don't like following vfpu instructions, but should have similar effect:
Code:
_S ULJM-05404
_G Hokuto no Ken: Raoh Gaiden - Ten no Haoh
_C0 Depth Workaround
_L 0xE0040054 0x0001164C
_L 0x2001164C 0x0A200800
_L 0x20002000 0x3C1B3F78
_L 0x20002004 0x0A204595
_L 0x20002008 0x449B6800
_C0 Depth Workaround [Disable]
_L 0x2001164C 0xC48D0054
For people that are new to using cheats:
- follow guide from this post,
- make sure you activate the cheat inside cheat menu(should be a tick near the cheat name),
- also make sure you leave [Disable] code deactivated or even avoid copying it, it's there mostly to revert the changes made by this instantly without having to restart, chances are someone who just want to play will never need it.

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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07-27-2016, 04:07 PM
Post: #29
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
THANKS!
Can confirm, it works, 100%
Thanks again.
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07-28-2016, 07:39 PM
Post: #30
RE: Hokuto no Ken: Raoh Gaiden - Ten no Haoh - ULJM05404
(07-27-2016 07:27 AM)LunaMoo Wrote:  Decided to make a cwcheat workaround out of this, it's not exactly same as I don't like following vfpu instructions, but should have similar effect:
Code:
_S ULJM-05404
_G Hokuto no Ken: Raoh Gaiden - Ten no Haoh
_C0 Depth Workaround
_L 0xE0040054 0x0001164C
_L 0x2001164C 0x0A200800
_L 0x20002000 0x3C1B3F78
_L 0x20002004 0x0A204595
_L 0x20002008 0x449B6800
_C0 Depth Workaround [Disable]
_L 0x2001164C 0xC48D0054
For people that are new to using cheats:
- follow guide from this post,
- make sure you activate the cheat inside cheat menu(should be a tick near the cheat name),
- also make sure you leave [Disable] code deactivated or even avoid copying it, it's there mostly to revert the changes made by this instantly without having to restart, chances are someone who just want to play will never need it.

Since this is about depth I guess, can a similar workaround be possible for The Red Star? That is also a game that has a blackscreen problem (but you can tell that the game runs in the background, as you can hear your character, moving and responding to your control ), but a bit different than this game as you can normally navigate the menus yet the gameplay itself is in blacksreen. It just seems to me that the problems are similar so I wonder could the solution be as well? Of course I approach this like a complete layman since I don't know anything about coding.
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