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Emulator Issues #2197

Harvest Moon texture defect

Added by zolloz8 almost 11 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
Category:
GFX
% 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

Dolphin version 4771 64 bit
Games:Harvest moon a wonderful life and another wonderful life for Game Cube
problem: text in the game.
in a wonderful life the menu is just screwed up you cant just read it...
same in another wonderful life.

The games should be on the US version so NTSC format is it.... by now maybe
you've seen the pictures i attached so the problem speaks for itself... and
btw i have tried all the previous versions of dolphin emu on the dolphin
homepage and it is the same thing there... hope someone would want to try
to solve this would be awesme :)


Related issues

Has duplicate Emulator - Emulator Issues #1054: Harvest Moon A wonderful life text issuesDuplicate

Has duplicate Emulator - Emulator Issues #2984: Please fix graphic on Harvest moon a wonderful lifeDuplicate

Has duplicate Emulator - Emulator Issues #3154: Harvest moon a wonderfull life text problemDuplicate

Has duplicate Emulator - Emulator Issues #4322: text on Harvest Moon: A Wonderful LifeDuplicate

History

#1 Updated by BhaaL almost 11 years ago

Enable "Safe Texture Cache", and remove the images from GC space if possible - use
external image hosting such as Imageshack or Tinypic next time.

#2 Updated by zolloz8 almost 11 years ago

heres the pics again and i must say i allready uses safe texture cache... i am not
tha stupid to not check that but i was stupid to not have it with in the topic start
sry...

http://img715.imageshack.us/i/gywee95.png/
http://img695.imageshack.us/i/gywee91.png/
http://img203.imageshack.us/i/g4gee94.png/
http://img3.imageshack.us/i/g4gee91.png/

#3 Updated by BhaaL almost 11 years ago

Did you try a more recent version already? Also, OpenGL/DirectX/Software Video?

#4 Updated by zolloz8 almost 11 years ago

yeah i tried some minutes ago the 4985 revision but it was the same there... :/...
unfortunatly but when i tried the dirctx version it crashed when i had safe texture on :(

#5 Updated by BhaaL almost 11 years ago

  • Status changed from New to Accepted

Just had this confirmed, it seems that all 3 GFX Plugins show this issue.

Maybe we just stumbled across a new texture format, or found a case where an existing
format is doing something wrong. The Log didn't show any issues or Panics thrown by
the plugins tho.

#6 Updated by zolloz8 almost 11 years ago

yeah maybe it's a new texture format.... but shouldnt you guys have stumbled upon
that texture format maybe in other games? like in magical melody?

#7 Updated by BhaaL almost 11 years ago

I only noticed a viewport-problem around 21xx with MM, which is why it has a
projection hack for that. Other than that, it worked fine.

#8 Updated by zolloz8 almost 11 years ago

ok... but i hope this will be solved :)

#10 Updated by lordreyiss over 10 years ago

Been looking into this (graphical error - jumbled text) just a little bit today well
actually quite a lot mainly because I figured it would be a simple fix. Well the
first thing I did was to get into the actual font texture files on the disc. There
was no problem there the image is crystal clear.

This leaves really only 2 other possible causes that would be an error in the Texture
Decoding, or in the instructions from the game saying which part of the texture is
each letter.

The font in this game is formated as RGB5A3 the rest of the textures other than the
menu's are all CMBR format which is flawlessly decoded. The Menu's look correct
because the image is fully displayed not portions of the image being peiced together.

I am not entirely sure how this information would help anyone fix the issue but I am
looking for other games that have the same issues to see if possibly the decoding of
the RGB5A3 is the cause. I however am not a programmer so my capability to patch the
issue is slim. However hopefully all my digging will help someone else.

For help in finding the cause of text error. Does anyone know what other games have a
similar font bug.

#11 Updated by nash679 over 10 years ago

this is a duplicate of issues 1054 and 820

#12 Updated by Anonymous over 10 years ago

issue 1054 has been merged into this issue.

#13 Updated by mecholade over 10 years ago

I tried Harvest Moon - A Wonderful Life on the latest SVN 5650 all plugins including software with safe mode on DirectX and OpenGL plugins and still not working. Issue still unresolved.

#14 Updated by moonknightus over 10 years ago

Just to point out, the sun textures on the intro (haven't gone any further to check others) have the same problem.

#15 Updated by girafadecafe about 10 years ago

tried newest build, r6156, problem still not resolved.

#16 Updated by skidau about 10 years ago

issue 2984 has been merged into this issue.

#17 Updated by skidau about 10 years ago

issue 3154 has been merged into this issue.

#18 Updated by Anonymous almost 10 years ago

Please respond if this issue is still valid, or it will be closed.

#19 Updated by N.K.Donnelly almost 10 years ago

This issue is still valid, the text is still jumbled using r6364 on an Intel Mac.

I have Safe Texture cache enabled.

http://img254.imageshack.us/img254/6762/hmawlv.png
http://img254.imageshack.us/img254/9732/hmawlii0.png

#20 Updated by danialhorton almost 10 years ago

it looks to be a texture decoding issue with RGB5A3 textures.

#21 Updated by shifty66 almost 10 years ago

Is that fixable? I would really love it if I could play this game, especially with proper text

#22 Updated by danialhorton almost 10 years ago

"RGB5A3 is technically two different graphic formats in 1... RGB555 and RGB4A3. If the MSB (most significant bit) is set (=1), then the 16 bits equate to RGB4A3 (4 bits for each colour and a 3 bit alpha), otherwise there are 5 bits for each colour and no alpha channel. At least, that's what all the documentation I've read says, but my colours are coming a little off..."

#23 Updated by josh.jpenguin almost 10 years ago

Isn't it strange that "Magic Melody" works fine...

Could we dump textures from that and use Dolphins hi-res texture feature to insert good font textures into " A Wonderful Life"

#25 Updated by aboomar11111 almost 10 years ago

saxc

#26 Updated by NeoBrainX almost 10 years ago

fwiw, decoding rgb5a3 textures in Dolphin is correct as long as the explanation above is correct as well.

#27 Updated by smpbastos67 almost 10 years ago

Pls fix it :(

#28 Updated by NeoBrainX almost 10 years ago

Okay.

#29 Updated by BhaaL almost 10 years ago

The problem is not RGB5A3, but I4 (and possibly I8) textures - at least the dumped ones have format 0, which should be I4.
However, the decoder seems to be correct for other stuff, so something must be off for this one...

#30 Updated by jnewrick almost 10 years ago

Same issue here. Tried Harvest Moon : A Wonderful Life & Another Wonderful Life with multiple versions of Dolphin including the newest version. Checked for solutions on the net without any luck :(

#31 Updated by smpbastos almost 10 years ago

The problem was corrected?

#32 Updated by mecholade almost 10 years ago

The problem still exists as far as I can tell but lately the devs have been concentrating a bit on emulation accuracy coupled with the fact that devs have posted some recent comments on the issue seems they might be actively looking into the problem now or at least were recently. As for if/when they will fix the issue is anyone's guess just have to keep checking latest builds and/or checking issue comments/status to find out.

#33 Updated by Metzelmaennchen almost 10 years ago

Haven't tried if its displayed correctly with it but there is an open source image loader library which can also load tpl :)
http://openil.sourceforge.net/

Having a look at the loader code it seems to be the basically the same, but there are some pad bits skipped?

#34 Updated by skidau over 9 years ago

issue 4322 has been merged into this issue.

#35 Updated by danmartinfilms over 9 years ago

the text issue really needs to get fixed :/

#36 Updated by calebjmatthews over 9 years ago

Really, if someone could it would be more appreciated than you know. This was one of my favorite games from my childhood, being able to play it on a laptop would be beyond fun.

#37 Updated by danmartinfilms over 9 years ago

This video shows the game fixed but the person wont really show how to fix it. it links you to a video that saids it can fix the emu but show an older emu and I don't really understand it. http://www.youtube.com/watch?v=SEG3fBBNq3Q

#38 Updated by smpbastos over 9 years ago

This vídeo not fix the problem in game. Is fake!

#39 Updated by danmartinfilms over 9 years ago

I know that its fake

#40 Updated by kosterkont over 9 years ago

I still have this problem, and I think that the devs are COMPLETELY ignoring it!

#41 Updated by BhaaL over 9 years ago

We are not ignoring it, we just don't know what is causing it yet.
The textures are fine when we extract them thru various methods and decode them thru various methods (both ours and external ones). In-game, however, they are broken.
I got some ideas (like some sort of bswap failing or the game trying to directly access the disk instead of using fs operations) of what might cause the problems, but I havent got around to check any of those yet.

#42 Updated by N.K.Donnelly over 9 years ago

For anyone DYING to play a Harvest Moon game, HM: Magical Melody works in the 2.0 Beta, as long as you have the HM:MM hack enabled and the audio set to 100% with the audio throttle disabled. Just a thought while the devs are working on the problem.

#43 Updated by kerlows over 9 years ago

news about the problem?

#44 Updated by SCPH1911 over 9 years ago

Yes, the news is, Its still broken. Tried several different configs and settings but no matter what, It won't work. BTW i tried it on r7594 32-Bit (Will jump over to 7 later and check 64-Bit too)

#45 Updated by SCPH1911 over 9 years ago

Tried it on 7, Still no dice. However I had an idea though while trying it. Is there some way to perhaps modify the ISO? Maybe change the texture format? Or is there some way with the emulator to say "When the game asks for the texture, point it to this one instead." I'm not a programmer but I AM a Texture Artist and 3d Modeler. So I do have a bit of experience in these things. but I doubt I could fix the problem. I could do a new texture from scratch but since thats not what we need, its not much help. Hope the idea is useful in some way as I'd love to play this game again.

#46 Updated by SCPH1911 over 9 years ago

Tried it on 7, Still no dice. However I had an idea though while trying it. Is there some way to perhaps modify the ISO? Maybe change the texture format? Or is there some way with the emulator to say "When the game asks for the texture, point it to this one instead." I'm not a programmer but I AM a Texture Artist and 3d Modeler. So I do have a bit of experience in these things. but I doubt I could fix the problem. I could do a new texture from scratch but since thats not what we need, its not much help. Hope the idea is useful in some way as I'd love to play this game again.

#47 Updated by BhaaL over 9 years ago

I dumped the images and tried to replace them with correctly decoded "hi-res" images, but apparently I failed somewhere down the path.
But in general, that'd be the way to go, if I had the time or the knowledge (thats the "tell the emulator to use this and that texture"; check "Dump Textures" to get them and "Load Hi-Res textures" to load the modified ones; take a look at the forums for a more detailed description).

#48 Updated by miseru99 over 9 years ago

@j4ck.fr0st that's a way I did it, but it's crappy way, depending on how texture cache is set there can be a few files(speed) or a hell lot(from 80 to over 200) of them(safe) and that's for each different scene where it shows. Soo if you feel like doing it this way make sure to do it in speed texture cache settings. The font texture is made from 4 files of different size, maybe the reason you fail is couse main menu uses different font file. Also the dump/load doesn't work on every rev, for example newest I tested had it broken.

The texture of the font is I4, but it doesn't seem to be caused by texture type(at least not only), I packed the texture inside my game in lots of different formats, even CMP which is used for most other(working correctly) textures and the problem was exactly same. I'm not sure yet how to debug the game in dolphin, but it somewhat looks for me kind of like the font was drawn on some invisible 3D objects with broken UV maps. Also the font corrupts in different way for menu and ingame text, but that's couse font.tpl has 4 different textures inside. Some other things I learnt by looking at it is that the game uses for example second font texture, but still the output when I dump the texture with dolphin is always the size of 1008x648 even if I change first texture to different size. I find this error interesting, but my knowledge about dolphin is limited to what anyone can see.

Just while posting this I tries one more thing - I put some red square texture as a font.tpl inside my disk image, run the game and I still had normal while corrupted font inside dolphin and the dump was dumping exactly same graphic as before any modification =_=;... does the dolphin caches the files somewhere in the system(nothing in temp)? Or there is an other texture file keeping font in this game except font.tpl? I even tested that modified iso on latest build, bleah, now I feel like most of my tests gone to waste... >.< gonna leave it.

#49 Updated by NeoBrainX over 9 years ago

For reference, Dolphin doesn't cache anything but compiled shaders on the disk...

#50 Updated by N.K.Donnelly over 9 years ago

Just wanted to say thank you to everyone who is still working on this problem!

#51 Updated by Anonymous over 9 years ago

  • Status changed from Accepted to New

Ignore this...Status:GameIssue was removed, moving to New

#52 Updated by delroth about 9 years ago

  • Status changed from New to Work started
  • Category set to gfx

I've fixed this problem in the tex-preload branch. Could people test this and confirm that this does not cause other bugs to appear?

http://code.google.com/p/dolphin-emu/source/detail?r=56ccfc5d9d4defb308e02a71d201aee9eef0a76e

#53 Updated by N.K.Donnelly about 9 years ago

OK, so j4ck.fr0st seems to think this solves the problem and I defer to his judgment since I can't code to save my life. First off, thanks so much for working on this! Secondly, how would I go about implementing this change in a version of Dolphin?

#54 Updated by mraowl about 9 years ago

will it automatically get incorporated into a new build of dolphin?

#55 Updated by nash679 about 9 years ago

this is fixed

#56 Updated by NeoBrainX about 9 years ago

man, while it's appreciated that you tell us when a certain issue is fixed, you really should be more verbose about it.
The issue clearly is NOT fixed in master but just in a local branch. You should mention that kind of stuff, as well as which commit actually fixed it, if you know that.

#57 Updated by Anonymous about 9 years ago

Not sure if neobrain is serious...if so: just start ignoring comments by non-contributors*.

*Not that I do this...I swear.

#58 Updated by admwiggin about 9 years ago

Seriously NeoBrain, a little respect. I hate that this has to be reiterated on open source projects so often, but they're doing this FOR FREE, without pay of any kind. Also, the information you claim was not provided was actually provided in detail in comment 53 (and I quote, directly from delroth):

I've fixed this problem in the tex-preload branch. Could people test this and confirm that this does not cause other bugs to appear?

http://code.google.com/p/dolphin-emu/source/detail?r=56ccfc5d9d4defb308e02a71d201aee9eef0a76e

#59 Updated by pandacat17 about 9 years ago

i hate to ask this after somebody already did, but how would someone go about testing those changes? do we have to build dolphin but with those lines of code instead of the standard ones?

#60 Updated by NeoBrainX about 9 years ago

@ admwiggin: "a little respect" - you should probably notice that I started my comment with "while it's appreciated" ...

About the comment which provided the information, I know. I was referring to his other posts, since he has been commenting on MANY issues without providing any information (he also didn't say if he actually meant "fixed" or just "invalid", etc). It's nice to have user feedback, but it's pointless if we mark issues which are actually NOT fixed as fixed.

But yeah, should prolly just start ignoring comments like godisgovernment suggested...

#61 Updated by Anonymous about 9 years ago

I am so confused. admwiggin, you do realize that neobrain is one of the people you're talking about, who is "doing the work for free, without pay of any kind"?

pandaca...: You can switch to the branch and then compile it, or grab a build someone else has made...

#62 Updated by pandacat17 about 9 years ago

thanks for the response godisgov...
does anyone happen to have a build they could email me / post a link to? i couldn't quite figure out how to get visual C++ set up, but i'm eager to help test the changes

#63 Updated by alexandra.alexandra.m about 9 years ago

I'd like to test it to, but I have no idea how to change the code.
The last post was October... Is anyone still here?

#64 Updated by BhaaL about 9 years ago

Its still just in a branch because delroth has other plans for the texture cache that may obsolete the changes. I uploaded builds to http://www.mediafire.com/?j72n7t36t4673, in case anyone wants to give it a try.

#65 Updated by N.K.Donnelly about 9 years ago

Thanks for the builds!

#66 Updated by alexandra.alexandra.m about 9 years ago

It works perfectly, thank you so much!
Honestly, I think this made my week.

#67 Updated by sypomouse40 almost 9 years ago

Works amazingly, the audio is off though, But I don't know if thats a different issue entirely

#68 Updated by Collin.Deister almost 9 years ago

well how do you put these into the code so that it will actually work?

#69 Updated by 1984.GW almost 9 years ago

Wow thanks all for this work! People like me who dont understand these codes and all would be lost otherwise. Im trying to run this on a mac - can anyone tell me which one to download (32 or 64 bit) and how to get it to work on the emulator??

#70 Updated by BhaaL almost 9 years ago

I added a Mac Build to the Mediafire link, but I cannot test it since its only a VM atm.

#71 Updated by nguyenhuynhtk almost 9 years ago

I am trying the Mac Build but when I open the game iso file, a grey window pops up and just says "Clearing Code Cache" and freezes there for half an hour. If I try to close it, I end up having to Force Quit ...

#72 Updated by BhaaL almost 9 years ago

I merely built the branch, I cannot confirm whether it works on a Mac right now. Looks like it doesnt, sorry...

#73 Updated by NeoBrainX almost 9 years ago

There's nothing in the branch which would keep OS X builds from working, it's either the build itself or master builds don't work either for him.

#74 Updated by delroth almost 9 years ago

Probably because the branch is still based on an old rev without all of mth's Mac fixes.

#75 Updated by NeoBrainX almost 9 years ago

  • Status changed from Work started to Fixed

Fixed in master since revision 0bbb112298eb.

#76 Updated by 1984.GW almost 9 years ago

Is this fixed for the mac version of dolphin as well?

#77 Updated by NeoBrainX almost 9 years ago

yes.

#78 Updated by ebna_d1q over 8 years ago

there are still many bug in every cutscene

#79 Updated by DissaHantra over 8 years ago

i've downloaded the newest build. but it's even worst than before.
i'm using Win7 32-bit and have downloaded Dolphin vers 2.0 until 3.0-720 but none works. vers 2.0 can display the game graphic but error in displaying text (exactly the same like the video above). the later version (including this newest build)couldn't display the game at all..just black screen-white screen-black screen-white screen for several seconds each. it's as if the game is running but no graphical display at all.

the attachment shows the white screen like the one when the "Natsume" logo is display for few seconds then turn black then turns white again untuil i pres some button then turn black-white again.
help please..

#80 Updated by delroth over 8 years ago

Probably a bad dump. Check the MD5 of your dump against valid checksums on redump.org.

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