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SOCOM - U.S. Navy SEALS - Fireteam Bravo 3 lighting problem #6963

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ppsspp-gamer opened this issue Sep 30, 2014 · 28 comments
Open

SOCOM - U.S. Navy SEALS - Fireteam Bravo 3 lighting problem #6963

ppsspp-gamer opened this issue Sep 30, 2014 · 28 comments
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GE emulation Backend-independent GPU issues
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@ppsspp-gamer
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Tested "U.S. Navy SEALS - Fireteam Bravo 3" (UCuS-98716) with build v0.9.9.1-558-gfeada0e x64, OpenGL backend, at mission 4 there are lighting problems as picture below. (The lighting problems only happened at mission 4).

real time save state: http://www.mediafire.com/download/7h5dsau5ya5g18p/UCUS98716_1.01_0.zip

ppssppwindows64 2014-09-30 12-50-56-87

screen shot with jpcsp software render for reference:
fireteam bravo 3

@daniel229
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some logs after loading the savestate.
01

@daniel229
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hook this func,not black now,but missing bloom effect.
https://cloud.githubusercontent.com/assets/3481559/4454749/f749fb8e-4874-11e4-8b10-babc63c2af4a.png
02

PSP
201101032339_001

replace function missing some effect.
201101032339_002

@ppsspp-gamer
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@daniel229
I wish I can provide more information when I report a bug. If it won't take too much of your time, would you mind to show me how did you debug this bug? There are things I don't understand:
(1) how to find the possible error from console log
(2) how to find the possible error location from ppsspp debugger
(3) how to hook a function

@daniel229
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I am not a developer, not sure what I do here and not sure how to find possible error location the debuglog and debug.
About the hooking a function,I can tell you how to get the function hash
Open PPSSPP.ini and set FuncHashMap = True
Open PPSSPP disassembly(Ctrl + D),Breakpont on address 0x04088000 size 0x88000,or any other address and size(e. g. address 0x04000000 size 0x200000) you want,if it hit any function near the problem screen that may be the function you want to find. Rename function,then you can find the hash in \memstick\PSP\SYSTEM\knownfuncs.ini

@ppsspp-gamer
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@daniel229 hook this func,not black now,but missing bloom effect.

I have played through this game with PPSSPP and didn't see bloom effect at other levels. Do you think think the bloom effect is another rendering issue? Will you make a pull request for this bug?

@daniel229
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I don't think hooking function is a good idea,I would not make a pull request.By the way,there is a demo here.and it just havs the same stage.The bloom effect and other problems Let @unknownbrackets check it out.
https://onedrive.live.com/redir?resid=46301D80532F136C!108&authkey=!ABcGX_37t7ik7Kg&ithint=file%2crar

The retail version has several problems and same as the demo.
1.dark sceen on mission 4
2.flickering grass.
3.right bottom of the screen has a circle artifact.
4,fire,smoke artifact.

@ppsspp-gamer
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@daniel229 thank you for the explanation.

I also find two bugs for the demo version you provided and retail version with latest build v0.9.9.1-602-g2feae8d x64.

  1. BGM will cutoff at armory screen (weapon selection screen), to reproduce this bug, you need to stay on army screen a little longer about 3-5 minutes and switch different team members.
  2. PPSSPP will suddenly crash if you continue play two missions or die several times at the same mission.

These two bugs won't happen at version v0.9.1 or other old version with Mai's atrac3+ plugin.

real time save state when BGM cutoff: http://www.mediafire.com/download/0533fse735mrucs/NPJG90068_1.00_0.zip

ppssppwindows64 2014-10-08 02-38-56-97

@unknownbrackets
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Well, this is probably missing bloom because of the 4/8 bit clut thing. Does it look correct in software renderer?

Does it still have the music problems?

-[Unknown]

@daniel229
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Yes,look correct in software renderer.Still missing BGM.

There is a demo.
https://onedrive.live.com/?cid=46301d80532f136c&id=46301D80532F136C!108&ithint=file,rar&authkey=!ABcGX_37t7ik7Kg

@unknownbrackets
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The game for some reason seems very quiet, but there is music. I had to jack up the volume to hear it...

These FBOs get created:

Creating FBO for 04000000 : 480 x 272 x 1
Creating FBO for 04044000 : 480 x 272 x 1
Creating FBO for 040cc000 : 128 x 272 x 0
Creating FBO for 040dc000 : 128 x 272 x 3

It does a render-from-texture for 0x04000000 and 0x040001e0 (that's +480 bytes) for the left and right sides of the screen.

When it does the render-from-texture, it asks for 1024x512, but the display is 492x272. It's also using it as a 8 bit texture. The draw happens with:

  • CLUT8 with simple black-to-white
  • nearest/nearest and wrap/wrap
  • color doubling
  • 1024x512 with 1024 stride
  • alpha blend src.a + fixed 1.0

The actual framebuf is 5551, so it's effectively reading 5/3 2/5/1 for this effect. Unfortunate. Even if I allow 8-bit, right now we just brighten the right side of the screen.

I think we could implement this via a shader, at least roughly.

-[Unknown]

@ghost
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ghost commented Sep 11, 2019

PPSSPP_2019-09-11-19-12-41

ppsspp-v1.8.0-615-gedcd5e1c7-android.apk
The problem persists.

Samsung Galaxy Note 8 Oreo 8.0.0 Exynos.
Vulkan and OPENGL.

@hrydgard hrydgard mentioned this issue Oct 10, 2019
@hrydgard hrydgard added this to the v1.10.0 milestone Oct 10, 2019
@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Oct 10, 2019
@ghost
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ghost commented May 12, 2020

Blackscreen issue still present in the latest ppsspp git build v1.9.3-761
Screenshot_20200513-075014
Click start will show the menu
Screenshot_20200513-075017

@ghost
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ghost commented May 26, 2020

Just tried and tested the demo version from the link above and also the savedata on mediafire link.

Here's the results using ppsspp v1.9.3-960 git build

Hardware

Hardware_20200526-110824

Software

Software_20200526-111141

GE Dump

NPJG90068.zip

@ghost
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ghost commented May 26, 2020

Compatibility reports of this game is most likely
in-game and buggy to finish 😔
https://report.ppsspp.org/game/UCUS98716_1.01

@ghost
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ghost commented May 28, 2020

Post processing shader color correction is useful for this game nice :)
Screenshot_20200528-200658

@hrydgard hrydgard modified the milestones: v1.10.0, v1.11.0 May 31, 2020
@Saramagrean
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Saramagrean commented Sep 2, 2020

Try v1.10.3 build 547, Light problem It seem like fixed. (on both OpenGL & Vulkan)

but I see other graphics glitch : grass flickering / smoke square / len flares through wall.

Screenshot_2020-09-02-17-14-29-421_org ppsspp ppsspp
Screenshot_2020-09-02-15-32-37-605_org ppsspp ppsspp
Screenshot_2020-09-02-15-42-46-290_org ppsspp ppsspp

@hrydgard hrydgard modified the milestones: v1.11.0, v1.12.0 Dec 26, 2020
@hrydgard hrydgard modified the milestones: v1.12.0, Future-Prio Aug 29, 2021
@ghost
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ghost commented Sep 29, 2021

Even on software rendering the graphics still glitch look at the leaves.
ezgif com-gif-maker

@unknownbrackets
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I thought that was #9802.

-[Unknown]

@ghost
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ghost commented Sep 29, 2021

I thought that was #9802.

-[Unknown]

Yes that was it but i don't know that i can reproduce that issue on my redmi note 9 and not on my ancient phone 🤔😅

@ghost
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ghost commented Sep 29, 2021

Try v1.10.3 build 547, Light problem It seem like fixed. (on both OpenGL & Vulkan)

Not on my phone still dark during cut scenes

Screenrecorder-2021-09-29-23-34-58-711.mp4

Correct graphics
https://youtu.be/ftz6nuUAJgs

but I see other graphics glitch : grass flickering / smoke square / len flares through wall.

Screenshot_2020-09-02-17-14-29-421_org ppsspp ppsspp Screenshot_2020-09-02-15-32-37-605_org ppsspp ppsspp Screenshot_2020-09-02-15-42-46-290_org ppsspp ppsspp

Related to #9802

@ghost
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ghost commented Aug 15, 2022

Using software rendering and then savestate switch to hardware then this what happen.
Screenshot_2022-08-15-22-32-52-567_org ppsspp ppsspp
UCES01242.ppdmp.zip

@hrydgard hrydgard modified the milestones: Future-Prio, v1.15.0 Nov 29, 2022
@hrydgard hrydgard modified the milestones: v1.15.0, v1.16.0 Feb 15, 2023
@hrydgard
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I believe many of the problems here are related to the fixed #16210 , at least all the full frame overlay issues.

Flickering grass and stuff are probably unrelated. Could be helpful to get some new frame dumps with a recent build.

@unknownbrackets
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Well, the leaves at least are #9802.

-[Unknown]

@hrydgard
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Yeah. @Saramagrean reports lens flares thorough the wall and squares around smoke, too, above, though.

Wouldn't be surprised if the lens flares are something similar to Syphon Filter, ugh.

@Saramagrean
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Saramagrean commented Apr 24, 2023

It was my misconception. 😅 It still so dark in game play with Hardware mode, sometime light is coming normal when u shoot by enemy. (not sure...)

and here new frame dump from v1.14.4-1404.

SC3-1

So Dark - Dump From HW Mode.zip

Len Flare - Dump From HW Mode.zip

20230424_103551.mp4

Grass Flickering - Dump From SW Mode.zip

@hrydgard
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@Saramagrean It's unclear to me what the "So Dark" dump should really look like - for some reason it doesn't render correctly in software (just shows a loading screen). I don't think it looks wrong necessarily, maybe you're meant to use night vision there? What does it look like on the real PSP?

As for lens flare ones, I don't think I can solve those from just the frame dump. But I actually have the same version of the game that you have - can you upload a save sate?

@Saramagrean
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Saramagrean commented Apr 24, 2023

PSP look like.
SC3-2 JPG

PPSSPP in HW mode.
UCES01242_00000

PPSSPP in SW mode.
SC3-3 JPG

PPSSPP after load state from save state created by HW Mode.
UCES01242_00002

PPSSPP after load state from save state created by SW Mode.
UCES01242_00003

Save state files.

SaveState-SWMode.zip

SaveState-HWMode.zip

Above states re-hosted on github:

UCES01242_1.00_3-HW.zip
UCES01242_1.00_4-SW.zip

@hrydgard
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Interesting! Wonder if it might be another case where we load a CLUT from a framebuffer by mistake..

@hrydgard hrydgard modified the milestones: v1.16.0, v1.17.0 Aug 30, 2023
@hrydgard hrydgard modified the milestones: v1.17.0, v1.18.0 Dec 20, 2023
@hrydgard hrydgard modified the milestones: v1.18.0, v1.19.0 Jul 20, 2024
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