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Emulator Issues #5058

closed

Zelda Skyward Sword Map Rendering issues

Added by bilsen about 13 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

  1. The Legend Of Zelda Skyward Sword SOUE01

  2. There are 2 (possibly related) issues with maps:

a. Maps are rendered with horizontal lines/bands (see http://minus.com/mblKSAalDi#1 and http://minus.com/mblKSAalDi#2). In these screen shots you see dark green horizontal bands. These don't exist when playing on the Wii.

b. Maps containing multiple floors/levels are "blended" together. http://minus.com/mblKSAalDi#3 contains the 1st floor at the Knight Academy. This floor is rendered correctly (except for some banding). http://minus.com/mblKSAalDi#4 contains the 2nd floor. This map appears "blended" with the 1st floor. It looks almost the same as the 1st floor, while it looks very different on the Wii. The problem gets worse as dungeons contain more floors.

  1. Never got the maps to work correctly. Tried revisions r7719 and 3.0-204 and tested all graphics backends, enhancements and "hacks".

  2. To reproduce, visit Skyloft and open the map screen (+). For b., enter the Knight Academy, go to the 2nd floor and open the map screen.

  3. r7719M and 3.0-204 (both 64-bit). On Windows 7 Ultimate, SP1, 64 bit. Intel Core i7 32.GHz, 6 GB RAM. NVidia Geforce GTX 470 (driver version 8.17.12.8562, 10/15/2011).

  4. See above

  5. See http://minus.com/mblKSAalDi for screen shots.

Actions #1

Updated by nop_jne about 13 years ago

There are two issues here:

  1. Depth buffer precision issue, this makes your floors draw ontop of eachother.
    This only manifests itself on DX11, and not DX9. Also should not be visible on TCR builds.
    This is similar to what MasterG posted in this issue:
    http://code.google.com/p/dolphin-emu/issues/detail?id=5056#c34
    Where the blue lines have an incorrect depth offset.

  2. The lines on the map are probably a texture decode error.

Actions #2

Updated by bilsen about 13 years ago

Thanks for the quick response.
Just to clarify: the lines/bands issue occurs on DX9, DX11 and OpenGL.

Actions #3

Updated by developers about 13 years ago

What is a TCR build plz?

Actions #4

Updated by Nintendo.Wii.DS about 13 years ago

Texcache rewrite I suppose

Actions #5

Updated by ryansworld10 almost 13 years ago

I also have this same issue.

I'm using DX11, Dolphin 3.0 - 377 - dirty.

Actions #6

Updated by scientificraver almost 13 years ago

In DX9 there are also problems with misplaced black map borders (Build 424), in DX11 this is fine. The black lines indicating walls are placed outside of the actual map instead of being placed correctly aligned.

Actions #7

Updated by Billiard26 almost 12 years ago

  • Issue type set to Bug
  • Category set to gfx
Actions #8

Updated by MayImilae over 11 years ago

  • Status changed from New to Accepted

Still around in 3.5-1720. Odd little bug. Does not appear in software (but it had other problems).

Here's a FIFO log - http://www.mediafire.com/download/10sp6ym1lk9c6r9/Skywardsword-MapLines-FIFOlog.7z

Actions #9

Updated by JMC4789 almost 11 years ago

This is fixed in the Tev_Fixes_New branch. Congrats Neobrain

Actions #10

Updated by Autoran1 almost 11 years ago

Wow, indeed fixed

Actions #11

Updated by phire almost 11 years ago

on Master or Tev_fixes_new?

Actions #12

Updated by Autoran1 almost 11 years ago

Tev_fixes_new

Actions #13

Updated by delroth almost 11 years ago

  • Status changed from Accepted to Fixed

Fixed in commit a9a8c730748b (tev_fixes_new).

Actions #14

Updated by zhaoyiyuzky over 10 years ago

4.0-1422 still has some glitch on map Rendering. Almost all the map are seperated into two parts with different color shades.
And Time-shift backgroud still vanish in this develop vesion.

Actions #15

Updated by JMC4789 over 10 years ago

If you want anyone to pay attention to this, please verify what build stopped it from working as well as provide screenshots.

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