Emulator Issues #12802
openSSX on Tour
0%
Description
Been scratching my brain on this a few days now. Granted, I'm not the most savvy on these kinds of things. The game is running, the opening intro and credits are fine, even the popup music display shows up at the menu, but nothing else. I'm scrolling through menu options in the dark. Any ideas to help solve the issue?
Running on an M1 Macbook air, already deleted the shader cache and toggled through graphical options. I've attempted this on 5.0 standard, the latest developmental version and a couple beta versions. Only thing that's gotten it to appear is changing the backend to Software Renderer but that's dropping my frame rate to about 9fps.
Files
Updated by JosJuice almost 3 years ago
- Status changed from New to Invalid
Please fill in the issue report template.
Updated by Teej almost 3 years ago
Game Name?
SSX On Tour
Game ID?
GXOP69
MD5 Hash?
733ddb87d8c86f1b85d54286757ae9f7
What's the problem? Describe what went wrong.
The game is running, the opening intro and credits are fine, even the popup music display shows up at the menu, but nothing else. I'm scrolling through menu options in the dark.
What steps will reproduce the problem?
Boot the game. As soon as the game attempts to read the memory card you will see nothing.
Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.
I've attempted this on 5.0 standard, beta version 5.0-15260 and 5.0-15887
Is the issue present in the latest stable version?
Yes, 5.0
If the issue isn't present in the latest stable version, which is the first broken version?
If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: https://wiki.dolphin-emu.org/index.php?title=FifoPlayer
[Attach any fifologs if possible, write a description of fifologs and screenshots here to assist people unfamiliar with the game.]
What are your PC specifications? M1 2020 Macbook air
16GB RAM, 1TB Harddrive
Is there anything else that can help developers narrow down the issue?
Already deleted the shader cache and toggled through graphical options. Only thing that's gotten it to appear is changing the backend to Software Renderer but that's dropping my frame rate to about 9fps.
Updated by OatmealDome almost 3 years ago
Does this build help? https://dl.dolphin-emu.org/prs/42/88/pr-10290-dolphin-latest-universal.dmg
Updated by OatmealDome almost 3 years ago
Could you upload a FIFO log of this issue?
- Go to the screen where the issue occurs.
- Go to Tools (in the menu bar) -> FIFO Player.
- Press the Record button.
- Press Save and save the .dff file to somewhere on your Mac.
- Upload the file. This bug tracker lets you upload files up to 5MB, so if it's larger than that you will need to upload it elsewhere.
Updated by Teej almost 3 years ago
Sure. Haven't had to do this before so I wasn't sure how many frames was necessary. You can't find it with this link: https://www.dropbox.com/s/los1s5p334e15sv/Main%20menu.dff?dl=0
Updated by OatmealDome almost 3 years ago
- Status changed from New to Accepted
- Assignee set to OatmealDome
Thanks! Generally, 3 frames is enough, but there's nothing wrong with your log.
Was able to reproduce the error with the provided FIFO log on an M1 Mac Mini, but not on an Intel MacBook Pro. Trying the FIFO log in a development build reveals some errors thrown by the Vulkan backend (VK_ERROR_INVALID_SHADER_NV), but I can't get them to appear while running Dolphin in Xcode for some reason. Requires more investigation.
Specs:
Mac Mini (2020)
Apple M1
macOS Monterey 12.1
MacBook Pro 16" (2019)
Intel i9-9880H
AMD Radeon Pro 5500M
macOS Monterey 12.1
Updated by Teej almost 3 years ago
Thanks for checking it out. Somewhat reassured that an issue was found.
Updated by TellowKrinkle about 2 years ago
From what I can tell, the game efb clears the depth buffer to UINT24_MAX
It then draws all its stuff with depth LEqual, Z 0x3f7be77, a position matrix that inverts Z, and an orthographic projection matrix that does Z * 0xbf8041ab + 0xbf8020d6 (bit_cast those to floats). If you do that calculation, you get a resulting Z of exactly 0.
On Metal, reversed depth range is not supported, so that translates to a clear to (1 * 2 ^ -24), followed by a bunch of depth GEqual writes with Z 0, all of which fail the depth test on M1 since 0 is not greater than or equal to 0x1p-24 (tbh I don't see why it isn't also failing on Intel, I tried to extract a few draw calls to reproduce and they acted like M1 when I did that).
I'm not familiar with how the GameCube would have treated this, if anyone could fill me in on that.
Side note: Disabling fast depth calculation fixes this for M1, as it ends up clamping the Z coordinate back to 0x1p-24.