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Emulator Issues #4089

Rumble Falls stage in SSBB has graphical bug with OGL plugin

Added by jayork42 over 9 years ago.

Status:
Fixed
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

What's the problem?
The green spikes in the Rumble Falls stage of Super Smash Bros. Brawl NTSC appear completely black using the OpenGL plugin. They normally have a greenish pink texture and a shiny scrolling highlight. With OGL they appear black and the highlight is also of the wrong color. The spikes are fine with DX9.

Dolphin version with the problem (as it appears in the title bar, Ex.: "R
4779" or "R 6403M"):

R7149

(optional) Dolphin version that does not have the problem:

Operating system and version:
32-bit or 64-bit:

WinXP Pro MCE x86

Game ID (as it appears in game properties, Ex.: "GZ2P01" or "RSBE01"):

RSBE01

Build command-line (not on Windows):

Was the ISO a plain dump from disc, compressed and/or scrubbed?

Plain dump

Please provide any additional information below.

The issue is persistent, and the only setting I found to correct it is using XFB, either real or virtual. Disabling XFB by changing the EFB upscale method breaks the spikes again. Also, the sword powerup lacks transparency. To me this looks like a texture decoding issue, as if the texture is being called from an invalid location in memory. This could explain why the scrolling highlight looks like upscaled "static" pixels as a result of improper pixel decoding. The image compares the bug to the DX9 plugin.

http://i56.tinypic.com/2qx6np5.png

History

#1 Updated by florian98.rg over 9 years ago

"The issue is persistent, and the only setting I found to correct it is using XFB, either real or virtual. Disabling XFB by changing the EFB upscale method breaks the spikes again. Also, the sword powerup lacks transparency. To me this looks like a texture decoding issue, as if the texture is being called from an invalid location in memory. This could explain why the scrolling highlight looks like upscaled "static" pixels as a result of improper pixel decoding. The image compares the bug to the DX9 plugin."

The Sword was fixed a while ago.
Also some games need XFB but in SSBB it issues a constant shaking, at least in the PAL Version.

#2 Updated by jayork42 over 9 years ago

So it seems the OpenGL plugin is losing interest. Should everyone just be testing DX then? If so then disregard this issue.

#3 Updated by NeoBrainX over 8 years ago

Is this still an issue? If it is, do both D3D and OGL need to have XFB enabled for stuff to be fixed?

#4 Updated by Billiard26 over 7 years ago

  • Status changed from New to Fixed

No response to comment 3, assuming fixed.

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