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Emulator Issues #6294

closed

The Legend of Zelda - Twilight Princess (GameCube) - Black map texture.

Added by shawnchalfant almost 12 years ago.

Status:
Invalid
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

Do not attach files to this issue. Upload them to another site and
link here. Use imgur.com for images.

Have you searched the issue tracker for a similar issue? Yes, None

Game Name? The Legend of Zelda - Twilight Princess (GameCube)

Game ID? GZ2E01

What went wrong? Texture transparency issue with map located on left side of the screen.

What did you expect to happen? Correct transparency to be displaced, not a black texture box.

What steps will reproduce the problem? Start the game.

What version of Dolphin were you using (please test the latest version
from http://dolphin-emu.org/download first, 3.5 or 3.5-367 are not valid
tests!)?
3.5-1321
64 or 32 bit Dolphin?

What version of Dolphin used to work? Unsure.

What Operating System were you using and what are your hardware
specifications?
Windows 8
Core i5 3337U
Intel HD 4000
6 GB RAM 1600

64 or 32 bit Operating system?
x64
Any other relevant information or links to logs:
Image -->> http://imgur.com/YGY38M6
Ok with DX9, But DX11 has a solid frame rate. Other settings have no effect.

Actions #1

Updated by shawnchalfant almost 12 years ago

64 bit Dolphin, sorry missed that.

Actions #2

Updated by MayImilae almost 12 years ago

Use EFB to Ram for the map to appear properly. Also you'll need a higher texture cache accuracy.

http://wiki.dolphin-emu.org/index.php?title=The_Legend_of_Zelda:_Twilight_Princess_(GC)

Actions #3

Updated by shawnchalfant almost 12 years ago

Just tried no luck.

Actions #4

Updated by MayImilae almost 12 years ago

Try a version around 3.5-1200, and use EFB to Ram with safe texcache accuracy. I know it works there. How about for you?

Actions #5

Updated by shawnchalfant almost 12 years ago

Need to download an older version. Do it when I wake up. Thank you very
much. I'll follow up later with you.

Actions #6

Updated by kostamarino almost 12 years ago

It doesn't happen with an Nvidia card and Direct 3d11. Probably Intel IGP related?

Actions #7

Updated by shawnchalfant almost 12 years ago

With DX9 it does not happen. Also that igp will do 60 fps in most games.
Not bad.

Actions #8

Updated by JMC4789 almost 12 years ago

I tested on Intel HD4000 and a GTX 280, and it only happens on the Intel HD4000. That is the source of the problem, likely because it doesn't fully support D3D10/11. Stick to a different graphics backend, or use a computer that has an actual graphics card.

Actions #9

Updated by shawnchalfant almost 12 years ago

Everything else in the game seems fine, so I doubt that someone could not
step through it in a debugger set a break point as the layer is draw then
overlaid onto the textures behind it. Seems like an alpha channel or FB
effect is not blended or clipped all together. This is something DX
supports on HD 4000. If you look the map is correct, the area around is
blended incorrect. Maybe a muti texture issue. I'm not sure just
speculation. Thanks. Remember Double Dash intro for the longest time, now
it's there.

Actions #10

Updated by JMC4789 almost 12 years ago

That's true as well, I was just thinking on the grounds of it being an intel bug. I don't know how keen they'd be to put a work-around. I guess that's why I'm not working on the emulator. At least we know it's something to do with the Intel Graphics Accelerator. The best thing you can do is go through older builds and see if any of them worked, and then narrow down to the build that started this issue. If it's always happened, and it only happens on one back-end with a graphics card that isn't fully supported, the chances of it being fixed are definitely lessened.

Actions #11

Updated by shawnchalfant almost 12 years ago

Also most graphic cards even igp's share the same MFC api's to achieve the desired effects it's how each implements these effects that differs.

Actions #12

Updated by shawnchalfant almost 12 years ago

Here's an example. With Project64 2.1 using Jabos DX8 1.7-57, playing Mario 64 I lose shadow effect under Mario's feet and under the 2d billboard trees. Looks like Zbuffer issue. Now when I use Glide64 pluggin that came with the emu all is ok, and Mario has the desolve effect. So one could say there is a bug with the drivers and HD 4000 or you could say it's a function handle differently.

Actions #13

Updated by JMC4789 almost 12 years ago

No, your driver just doesn't properly handle what the plugin does. The plugin isn't wrong, your graphics card is. Because Glide 64 is older, it uses older, likely slower or even less accurate methods (I think just older/slower, I love that plugin) where as the newer plugs probably use features that only semi-functional graphics cards.

Intel's integrated chipsets are notoriously bad at handling things.

Actions #14

Updated by shawnchalfant almost 12 years ago

Off to the races then.

Actions #15

Updated by skidau almost 12 years ago

  • Status changed from New to Invalid

Configuration issue.

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