Emulator Issues #3313
closedPink Water Highlights in The Legend of Zelda: The Wind Waker
Added by mikegroshans about 14 years ago.
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Description
What steps will reproduce the problem?
- Play The Legend of Zelda: The Wind Waker
- Go to Dragon Roost Island
- Go towards the dungeon
- Look at the water
(NOTE: This is from a save after completing the dragon roost dungeon; you may need to either beat the dungeon or at least fill the space with water before this occurs. The same bug may also affect other areas of the game, but this is the only area I noticed in my playtime.)
What is the expected output? What do you see instead?
The highlights on the water should be light blue, they are pink.
Dolphin version with the problem? Other Dolphin version without the
problem?
The latest build I have tried without the issue is 5991. The next latest build I tried, 6115 has the issue. The latest build I tried, 6262 still has the issue.
32-bit or 64-bit and any other build parameters?
All builds are 64-bit Mamario Builds.
OS version and versions of tools/libraries used?
Windows 7 x64 Professional
Please provide any additional information below.
This problem does not occur with the OpenGL plugin on any of the builds I tried (5991, 6115, 6262), I cannot test the DX11 plugin.
System Specs:
Core i7 920@3.6GHz
ATI Radeon HD 4830
6GB DDR3 RAM
Updated by NeoBrainX about 14 years ago
Could you try to narrow down what revision between r5991 and r6115 broke it?
Updated by mikegroshans about 14 years ago
Yeah those were just two revisions I had on hand. I figured I should post as soon as I noticed it, but I won't have a lot of time until this weekend. I'll try and narrow it down then.
Updated by NeoBrainX about 14 years ago
Fwiw, check whether the issue occurs in r5991 if you enable EFB access.
Updated by mikegroshans about 14 years ago
EFBAccessEnable = True is in both gfx_dx9.ini's but thanks for the thought.
Anyway I tried r6057, r6085, r6095, r6099, r6102 and none of them had the issue, r6103 had the issue, so it would seem that's the culprit, especially since it has to do with lighting calculations.
Updated by NeoBrainX about 14 years ago
Thanks a bunch, check r6267, Tino committed a possible fix for this issue.
Updated by mikegroshans about 14 years ago
Unfortunately the issue remains, though nothing seems worse than before. If there are any dumps or some such that would be helpful in troubleshooting, let me know.
Updated by Lucas.Szczepurek about 14 years ago
r6267 fixes the flicker of purple waves, for the most part (XFB enable)
Before: XFB: flicker of the waves
real XFB: strong flickering of the waves
After: XFB: slight flicker of the waves
real XFB: no flicker of the waves
Updated by Lucas.Szczepurek about 14 years ago
I have test DX11 and it is ok.
I've noticed, if I Enable/disable the "Safe texture cache" of a DX-Plugin, then a pattern in the middle. This changes if again to Enable/disable the "Safe texture cache"of a DX-Plugin.
Updated by Anonymous about 14 years ago
lucas: enabling/disabling the safe texture cache can cause those artifacts if you do it while the game is running.
Also, any luck finding the actual revision at fault?
Updated by mikegroshans about 14 years ago
godisgovernment: as previously mentioned, r6103 is almost certainly the revision which caused this. r6267 was supposed to have a possible fix, but the behavior was unfortunately the same afterwards (though not any worse). I have not checked revisions past maybe r6273, so it may have been fixed somewhere in between as a side effect; I'll check sometime this weekend.
Updated by skidau about 14 years ago
Issue 3474 has been merged into this issue.
Updated by mikegroshans about 14 years ago
Just confirming that the issue is still present in r6430.
Updated by Lucas.Szczepurek about 14 years ago
i have it tested and have not more the problem, i my the update of MS-DX 9.0c (junni 2010) have fix it, but i can not testing it because i can not downgrading or kill DX-Runtime.
Updated by mikegroshans almost 14 years ago
Sorry I didn't respond earlier. I don't have access to a machine that can run dolphin at the moment, so I don't have build numbers. But for the latest builds, as late as the 22nd, I confirmed that the issue is NOT fixed. I even tested this on another machine. Water highlights in this portion of dragon roost remain pink for the DX9 plugin. Opengl still renders correctly. I cannot test DX11.
Updated by Lucas.Szczepurek almost 14 years ago
Because this open against I'd write what I know now ..
This problem was solved with the Nvidia update XXXXX for Nvidia users.
I think an update from ATI or a workaround can help right now in Dolphin for DX9. As I got to test only a GeForce GTX 260 for, I can not say if this applies to all Nvidia users, but I'm assuming.
I think a workaround in Dolphin would have to figure out which revision caused this problem because I know that it's not used to this problem has been. But probably will soon be a patch from ATI. Tests on other graphics hardware would certainly make sense.
So I hope I could help here.
Updated by mikegroshans almost 14 years ago
A brief summary of the current state of this issue, as the issue has now extended to the OpenGL plugin
DX9 Plugin: r6103 made the water highlights in this area pink instead of light blue. This has not been fixed as of r7311.
OpenGL Plugin: Water highlights remained blue until r6954. By r6960 the water highlights were pink. Mamario doesn't have builds between r6954 and r6960 so I don't know exactly which commit extended this issue. This has not been fixed as of r7311
DX11 Plugin: No idea, don't have a DX11 card.
Just to reiterate I am running on Windows x64 builds, I don't know if the issue extends to Linux or OSX OpenGL plugins, but I would suspect that it does.
Hopefully these build numbers can narrow down what causes the issue, and maybe we can see a fix for both the DX9 and OpenGL plugin. And if possible, the title of this issue should probably change to reflect that this is no longer DX9 specific.
Updated by mikegroshans over 13 years ago
Well I just got a new graphics card (Radeon HD 6870) and the issue has disappeared for the DX9 plugin (and is not present with the DX11 plugin) even for older revisions, such as r7311. The status of the issue remains the same for OpenGL (present in revisions r6960 and newer).
So clearly it's some combination of hardware/drivers and revisions that cause this issue. The only hardware I have is ATI/AMD, but as mentioned previously I did test this on a friend's machine last December, and the issue was present in DX9 with his nvidia 8800GTX.
Updated by Autoran1 over 12 years ago
Confirm this issue is still exist with DX9 backend
Updated by skidau over 12 years ago
Autoran, can you zip up a memory card save game and instructions to reproduce?
Updated by Autoran1 over 12 years ago
skidau, save №1
move back, away from Dragon Roost Cavern, and you will be in the room with pink water
Updated by tommyhl2.SS over 12 years ago
Looks fine here. Windows 7 64-Bit. 3.0-496. HD6650M
Updated by NeoBrainX over 12 years ago
- Status changed from New to Accepted
Glitch shows up with my ATI 3850. Thanks for the save!
Updated by Autoran1 over 12 years ago
r6103 PixelShaderGen.cpp
partial revert patch fix
Updated by NeoBrainX over 12 years ago
Yo, unfortunately that fix isn't valid - the overflow checks very much belong there.
Updated by Autoran1 over 12 years ago
Well, it's just a revert, you're a coder not me
Updated by NeoBrainX over 12 years ago
Yeah, of course. I was just mentioning it for reference ;)
Updated by OMEGA345 over 12 years ago
Dragon Roost, has a lot of environmental problems, i don't think they will ever fix it. There is that wind and fire that dolphin isn't working well with.
Updated by Autoran1 almost 12 years ago
Tev_fixes branch has a few problems here and there, but it actually fixes this issue
Updated by degasus over 11 years ago
Updated by Quinn.Bigbird over 11 years ago
I've been playing this game all week and tried all backends and I couldn't reproduce the pink water, I think it's been fixed unless someone else wants to verify.
Updated by Autoran1 about 11 years ago
- Status changed from Accepted to Won't fix
The issue occurs only on DX9, no longer relevant
Updated by JMC4789 about 11 years ago
- Status changed from Won't fix to Work started
...It's occuring in OpenGL in latest master for me.
Tev_Fixes_New fixes the issue, and that's started.
Updated by NeoBrainX almost 11 years ago
- Status changed from Work started to Fixed
Fixed in commit a9a8c730748b (tev_fixes_new).