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Emulator Issues #8231

closed

Dead space extraction graphical regression

Added by mac1202 almost 10 years ago.

Status:
Duplicate
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

Hi the following commit introduce regression in dead space extraction
0d3343d093faa31f4884c51cb2e88254dbefc51b is the first bad commit
commit 0d3343d093faa31f4884c51cb2e88254dbefc51b
Author: mimimi085181 <>
Date: Mon Jan 19 00:10:27 2015 +0100

Make efb to texture less broken for paletted textures that are efb copies

Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have an entry in the cache for texID ^ tlut_hash. This 

makes those textures less broken when using efb to texture.

This is not really fixing those textures, but it's a step forward. The mini map in Twilight Princess for example is in grayscales with this and is more or 

less usable.

some screenshots
-before http://i.imgur.com/JMUzgf4.png
-after http://i.imgur.com/skZuy4u.png

Actions #1

Updated by JMC4789 almost 10 years ago

How does the game look in EFB2RAM?

Actions #2

Updated by mac1202 almost 10 years ago

It render correctly with EFB2RAM but lot slower.

Actions #3

Updated by JMC4789 almost 10 years ago

  • Status changed from New to Duplicate

We partially support palleted textures on EFB2Texture now instead of completely failing.

Until a full solution is finished, this is intended.

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