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Emulator Issues #8896

GoldenEye Rogue Agent : Invisible menu/system text (NTSC-J)

Added by danbsky about 4 years ago. Updated almost 3 years ago.

Status:
New
Priority:
High
Assignee:
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Current
Regression:
Yes
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Game Name?
GoldenEye: Rogue Agent a.k.a GoldenEye: "Dark" Agent in Japan

Game ID?
GGIJ13

What's the problem? Describe what went wrong in few words.

Menu and system text are invisible in D3D/OGL expect in-game text.
I think maybe it visible in Software Renderer.
Because software renderer shown copyright text but the game stuck there, so I can't check other text.

on 4.0.2
Title Screen (OGL): http://imgur.com/5PHc6QDs
Name Entry (OGL): http://imgur.com/DfVY5D7

on 5.0-RC-19
Title Screen (OGL): http://imgur.com/rMZkTdY
Title Screen (D3D): http://imgur.com/HWn55Fps
Title Screen (Software): http://imgur.com/gLULRg7
Name Entry(OGL) : http://imgur.com/iZfEyCD
In-game text normally shows(D3D): http://imgur.com/Ovky9En

Which versions of Dolphin did you test on?
Does using an older version of Dolphin solve your issue? If yes, which
versions of Dolphin used to work?

5.0-RC-19 - Broken
4.0-7409 - Broken
4.0-6597 - Broken
4.0-6585 - Works
4.0.2 - Works

What are your PC specifications?
Win7 x64 / i5-2500K / GTX570 / 12GB RAM

Is there any other relevant information?

Already Tried Settings
- Change Video API - D3D/OGL/Software Render
- Store EBF copies to Texture Only - Enable/Disable
- Safe Cache (change to left/middle of slider)
- Change XFB - Virtual/Real/Disable
- Force console as NTSC-J - Enable/Disable
- Override language on NTSC games - Enable/Disable

goldeneye_fifo.zip (327 KB) goldeneye_fifo.zip danbsky, 09/05/2015 09:28 AM

History

#1 Updated by danbsky about 4 years ago

Oops, fix image links.

on 4.0.2
Title Screen (OGL): http://imgur.com/5PHc6QD

on 5.0-RC-19
Title Screen (D3D): http://imgur.com/HWn55Fp

#2 Updated by PEmu about 4 years ago

Can you find the version where it stops working?

#3 Updated by JMC4789 about 4 years ago

  • Regression changed from No to Yes

Can we get a 3 frame fifolog please?

https://wiki.dolphin-emu.org/index.php?title=Fifoplayer

#4 Updated by danbsky about 4 years ago

Here you are. recorded on 5.0-rc-25
title: http://imgur.com/4X78DUS
name_entry: http://imgur.com/yt9wn5l

p.s. "Request Entity Too Large" message is shown when I tried attach fifo logs directly. (these logs are less than 2MB)
check client_max_body_size or other server settings please.

#5 Updated by hk.konpie about 4 years ago

Try set 'Fast Depth Calulation' to diable both D3D & OGL.
I tested your fifolog. probably works.
Sorry, my bad English.

#6 Updated by danbsky about 4 years ago

Hmm...
Still an issue with 4.0-7636 using default settings + disable Fast Depth Calculation.
Do I need any other settings?

#7 Updated by JMC4789 about 4 years ago

  • Assignee set to Armada
  • Priority changed from Normal to High

Upping priority because you provided the fifolog necessary for debugging.

#8 Updated by Armada almost 4 years ago

#9 Updated by JosJuice almost 4 years ago

  • Status changed from New to Fix pending
  • Milestone set to Current

#12 Updated by JosJuice almost 4 years ago

  • Status changed from Fix pending to Fixed

#13 Updated by mathieui almost 3 years ago

  • Status changed from Fixed to New

That bug is again visible with fast depth.

Bisecting gives me:

commit 65b5765858e67e12f6648839a49e5cb996ef84fd
Author: Jules Blok <jules.blok@gmail.com>
Date:   Tue Dec 27 20:25:40 2016 +0100

    VideoBackends: Clamp the range to the maximum depth value supported in the z buffer.

Oh, and I’m on PAL, unlike the original reporter, but that should not matter too much.

#14 Updated by Armada almost 3 years ago

Looks like this slipped through FIFOCI as the Intel Mesa driver never rendered this FIFO log correctly.

That change was only made because it made sense, we could just revert the commit and take 224 as the maximum depth range value. Even though that is technically larger than what the GX depth buffer allows, in the end unlike GX we're not storing integers in the buffer.

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