Emulator Issues #12713
closedMicro Machines for GameCube: Shadows are missing
0%
Description
Game Name?
Micro Machines
Game ID?
GMOP70
MD5 Hash?
a3842e886346497ad83c66915111821d
What's the problem? Describe what went wrong.
Game is completely missing shadows for the player vehicles in either OpenGL or Vulkan renderer. (Unable to test DX11/12 on Win 7)
What steps will reproduce the problem?
Simply start a race and observe that no shadows exist beneath the player cars.
Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.
Yes, 5.0-15360
Is the issue present in the latest stable version?
Yes
What are your PC specifications?
Windows 7 Ultimate X64
Intel I7 4790K
Radeon R9 290X
8GB DDR3 RAM
Files
Updated by Miksel12 about 3 years ago
That sounds a bit like this issue: https://bugs.dolphin-emu.org/issues/11800
Could you try OpgenGL or Vulkan with fast depth on (if you haven't done so already)?
Updated by Alopex about 3 years ago
Miksel12 wrote:
That sounds a bit like this issue: https://bugs.dolphin-emu.org/issues/11800
Could you try OpgenGL or Vulkan with fast depth on (if you haven't done so already)?
Fast depth is already on by default, but on or off, there is no change.
Updated by ZephyrSurfer almost 3 years ago
- File micro_machines_shadow.zip micro_machines_shadow.zip added
- File micro_machines_no_shadow.png micro_machines_no_shadow.png added
- File micro_machines_shadow.png micro_machines_shadow.png added
Broken in 5.0-1473 -> https://dolphin-emu.org/download/dev/c505ce83984a2d20b99b8940c07dab9b50868765/
Updated by Miksel12 over 2 years ago
This has been fixed by: https://nl.dolphin-emu.org/download/dev/30a9777c5afa1e8cb32d4cf919ce30d240372efb/
Updated by JosJuice over 2 years ago
- Status changed from New to Fixed
- Fixed in set to 5.0-16012
Updated by pokechu22 over 2 years ago
- Subject changed from Micro Machines for GameCube: Shadows are missing to Micro Machines for GameCube: Shadows are missing
- Regression changed from No to Yes
- Regression start set to 5.0-1473
Looking at the fifolog, the game does shadows by drawing an object with only alpha writing enabled (colors aren't written), and then it performs an EFB copy of the alpha channel and uses that for drawing the shadows. In object 84, the TEV "b" entry for alpha is a constant alpha value of 255, and the "c" entry is the rasterized color which comes out to an alpha value of 4. With the TEV alpha lerp change to fix #5197 (which disabled/invertex the special rounding logic for lerping for alpha), those were multiplied as 4*(255/256), which rounded down to 3; now, they are multiplied out as 4*(256/256), which comes out as 4. (The EFB can only store 6 bits of alpha, so 4 is the lowest nonzero value it can store.) The important point here is that this game directly cares about the way the multiplication works.
Updated by pokechu22 over 2 years ago
- Related to Emulator Issues #5197: Fortune Street: White box in the center of the screen during gameplay added