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SOCOM - U.S. Navy SEALS - Fireteam Bravo 3 lighting problem #6963
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hook this func,not black now,but missing bloom effect. |
@daniel229 |
I am not a developer, not sure what I do here and not sure how to find possible error location the debuglog and debug. |
@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? |
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. The retail version has several problems and same as the demo. |
@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.
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 |
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] |
Yes,look correct in software renderer.Still missing BGM. There is a demo. |
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 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:
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] |
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 HardwareSoftwareGE Dump |
Compatibility reports of this game is most likely |
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 🤔😅 |
Not on my phone still dark during cut scenes Screenrecorder-2021-09-29-23-34-58-711.mp4Correct graphics
Related to #9802 |
Using software rendering and then savestate switch to hardware then this what happen. |
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. |
Well, the leaves at least are #9802. -[Unknown] |
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. |
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. So Dark - Dump From HW Mode.zip Len Flare - Dump From HW Mode.zip 20230424_103551.mp4 |
@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? |
Interesting! Wonder if it might be another case where we load a CLUT from a framebuffer by mistake.. |
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
screen shot with jpcsp software render for reference:
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