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Emulator Issues #10203

mario galaxy flower render error

Added by legomeaker101 almost 3 years ago. Updated almost 3 years ago.

Status:
New
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Game Name?

Super Mario Galaxy

Game ID?

RMGE01

MD5 Hash?

115329800dc820449b5c0ba034b00966

What's the problem? Describe what went wrong.

all flowers in honeyhive galaxy are see thru making some parts unplayably hard

What steps will reproduce the problem?

get to the second galaxyy and go to the closest flower

Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?

5.0/4.0/3.5
no

What are your PC specifications? (CPU, GPU, Operating System, more)

mac osx 10.11.6
cpu: 2.7 GHz Intel Core i5
gpu: intel iris pro 1536 mb

Is there any other relevant information? (e.g. logs, screenshots,
configuration files)

[Anything else here]

mario galaxy flower render bug.dtm (62 KB) mario galaxy flower render bug.dtm recording of glitch legomeaker101, 04/12/2017 04:50 AM
RMGE01-1.png (1.19 MB) RMGE01-1.png sorry wrong button legomeaker101, 04/12/2017 05:35 AM
RMGE01-3.png (1.12 MB) RMGE01-3.png legomeaker101, 04/12/2017 03:23 PM
Screen Shot 2017-04-12 at 5.44.01 PM.png (2.48 MB) Screen Shot 2017-04-12 at 5.44.01 PM.png ligfx, 04/13/2017 12:45 AM
6004
6008
6012

History

#1 Updated by MayImilae almost 3 years ago

No images? :(

EDIT: Oh it's probably because you are on a mac. Can you show us the error please?

#3 Updated by legomeaker101 almost 3 years ago

MayImilae wrote:

No images? :(

EDIT: Oh it's probably because you are on a mac. Can you show us the error please?

no error just glitchy

#4 Updated by kanepyork almost 3 years ago

Note also the odd rectangles in the screenshot.

@lego Just in case, can you check one of the recent master builds for this issue?

#5 Updated by legomeaker101 almost 3 years ago

kanepyork wrote:

Note also the odd rectangles in the screenshot.

@lego Just in case, can you check one of the recent master builds for this issue?

I already did same problem

#6 Updated by legomeaker101 almost 3 years ago

6008

same problem with these grates

#7 Updated by ligfx almost 3 years ago

legomeaker101 Could you upload a save file or a FIFO log, if you don't mind? Dolphin refuses to play the uploaded input movie for me (the IsDiscInside() assertion in DVDInterface is failing, for whatever reason).

#8 Updated by legomeaker101 almost 3 years ago

ligfx wrote:

legomeaker101 Could you upload a save file or a FIFO log, if you don't mind? Dolphin refuses to play the uploaded input movie for me (the IsDiscInside() assertion in DVDInterface is failing, for whatever reason).

here:https://drive.google.com/drive/folders/0B8B-zbKq59eVWEtkV3F0UGNHeUU?usp=sharing

#9 Updated by ligfx almost 3 years ago

6012

That's great, thanks. I can reproduce this issue on macOS 10.12.4 with an Intel Iris 1536MB. Also of possible interest is that turning off Fast Depth Calculation breaks this game completely (screenshot attached).

#10 Updated by ligfx almost 3 years ago

Based on HdkR's hunch about the alpha test, I played around with the code and found that the problem can be fixed by commenting out discard; in PixelShaderGen's alpha test, or by removing the bpmem.UseEarlyDepthTest() requirement for the ZCOMPLOC hack (so you'd have uid_data->alpha_test_use_zcomploc_hack = bpmem.zmode.updateenable && !g_ActiveConfig.backend_info.bSupportsEarlyZ && !bpmem.genMode.zfreeze;). I don't really understand what the consequences of these are though.

#11 Updated by legomeaker101 almost 3 years ago

ligfx wrote:

Based on HdkR's hunch about the alpha test, I played around with the code and found that the problem can be fixed by commenting out discard; in PixelShaderGen's alpha test, or by removing the bpmem.UseEarlyDepthTest() requirement for the ZCOMPLOC hack (so you'd have uid_data->alpha_test_use_zcomploc_hack = bpmem.zmode.updateenable && !g_ActiveConfig.backend_info.bSupportsEarlyZ && !bpmem.genMode.zfreeze;). I don't really understand what the consequences of these are though.

How do I do this (I know very little about code)

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