Emulator Issues #6147
closedFortune Street Memory Match Graphical Glitches
0%
Description
Game - Fortune Street, ST7E01
During the memory match minigame, I noticed a very big problem with the graphics. Rather than it showing up properly, there were huge blurred edges to the screen. I immediately changed EFB2Ram to EFB2Tex, figuring it may be the stupid DoF effect in this game. No dice, but what I did find was that disabling fog "fixed" it! This appears to be improper fog calculation in an effect used to dull/blur the background a bit.
This is very simple to reproduce, just land on the arcade square twice (first time is a different minigame) to trigger this minigame. The fog glitch happens on DX9, DX11, and OpenGL, but no on Software Renderer.
As a second issue, I noticed a weird block of "light" on the lower left-hand of the screen. This is out of the way and doesn't look horrible, but doesn't happen on the Wii. I only found it when getting a screenshot from the Wii.
This glitch goes from 3.5-1068 all the way back to 3.0 as well, and likely further. Both the block of light and fog issues. Somehow I missed it the first time I tested this game.
Screenshot - http://i.imgur.com/LrTRSpn.jpg
Fifo-log - http://www.mediafire.com/download.php?u9bats9h4imo1i5
Updated by JMC4789 about 11 years ago
Just looking at the screenshot, the line of light may be from my stupid capture card culling part of the screen. I'll see if I can't confirm for 100% that the beam of light isn't on the console.
Updated by tommyhl2.SS about 11 years ago
- Category set to gfx
I was able to reproduce this with all backends.
With "disable fog" not checked: http://i.imgur.com/6SyTprV.jpg
With "disable fog" checked: http://i.imgur.com/hU1hCTh.jpg
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 13.1)
RAM: Samsung 4GB DDR3-1333
Updated by NeoBrainX about 11 years ago
- Status changed from Accepted to Work started
Seems to be caused by our incorrect fog range adjustment emulation. The game passes a single value for each of the "k" values, which anything but what our hack expects.
Updated by NeoBrainX about 11 years ago
- Status changed from Work started to Accepted
VideoSoftware support added in revision ae146e8bc7b4, I'm not sure if I can be motivated to port the fix to the hw renderers.
Should be easy enough, if someone else feels like doing it. Just needs to add the "K" coefficients as shader constants and use the correct algorithm in PixelShaderGen.cpp.
Updated by JosJuice about 6 years ago
- Status changed from Accepted to Fixed
- Fixed in set to 5.0-6335