Emulator Issues #5094
Kirby's Return to Dream Land - OpenGL - shadow bug
1) Game Name and ID (as it appears in right click > properties: "GZ2P01",
"RSBE01", etc): SUKE01
2) Shadow is black and it's vertical instead of normal shadow.
3) Did the game ever work correctly (i.e. not have this problem) on an
earlier version of dolphin? Please specify the exact revision when the
Not on any known revision that runs this game.
4) What steps will reproduce the problem?
Just run the game with OpenGL backend.
5) What version of dolphin are you using (32bit/64bit along with the
version as it appears in the title bar, etc)?
On what operating system, drivers, and hardware? Be sure to list OS,
graphics driver information, and video card model if you are having
graphics problems, for example.
Kubuntu 11.10 32-bit. GeForce GT440 video card. 290.10 drivers (doesn't matter, same bug with earlier drivers)
#5 Updated by tommyhl2.SS over 7 years ago
- Status changed from New to Accepted
This is still an issue with OGL.
Dolphin 3.5-290 - 64-Bit (cae8bb33c334)
Asus Laptop: K53TA
OS: Windows 7 Home Premium, 64-Bit - SP1
CPU: AMD Llano A6-3400M, Quad-Core, 2.4GHz (Overclocked)
GPU: AMD Radeon HD6650M, 1GB GDDR3 (Catalyst 12.4)
RAM: Samsung 4GB DDR3-1333
#7 Updated by NeoBrainX over 7 years ago
Upload a two-frame fifo log and a reference screenshot showing the same scene, please.
#10 Updated by MayImilae almost 7 years ago
A forum user mentioned that it still occurs even after the GLSL OpenGL rewrite in 3.5-1064. https://forums.dolphin-emu.org/Thread-wii-kirby-s-return-to-dream-land?pid=285711#pid285711
#12 Updated by tommyhl2.SS almost 7 years ago
Replacing the broken mediafire FIFO log download from comment 8.
#13 Updated by degasus almost 7 years ago
Better fifo log which also shows the shadow in working backends:
Some hours of debugging later: This game renders with logicOp=Noop and DstAlpha=1 the alpha channel, but dstAlpha + logicOp isn't supported by OpenGL nor Direct3D.
But it's working on D3D11 because this backend doesn't have logicOp support implemented at all. It just use the same based on blending hack as the D3D9 backend. But as blending support dstAlpha, this hack also does.
#18 Updated by degasus over 5 years ago
idan345 This issue is hard to fix. We could add a check if the logicOp is Noop and emulate this with color masking, but other games may still be broken because of this issue.
But good luck, at least on some mobile GPUs, there will be an extension to use custom blending. This would allow us to emulate this feature there. But bad luck, this feature isn't possible on current gen desktop GPUs at all.
#21 Updated by JosJuice almost 4 years ago
- Status changed from Accepted to Fixed
- Fixed in set to 5.0-730