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Emulator Issues #9312

Pixel shader error report in Mario Superstar Baseball

Added by theincrediblemastere almost 4 years ago. Updated almost 4 years ago.

Status:
New
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

Game Name?

Mario Superstar Baseball

Game ID? (right click the game in the game list, properties, info tab)

GYQE01

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

3797367d5c0ca1ef0bb522698227f6f1

What's the problem? Describe what went wrong.

Apparently there's some pixel shader issues when selecting characters in Exhibition Mode.

What steps will reproduce the problem?

Unfortunately, I can't reliably seem to reproduce it consistently. The story goes I had just beaten the story campaign and I wanted to check out what Exhibition Mode was. When I moved the character selection cursor the player models stretched out wildly for one frame and this error report was made. I could do it several times on different characters.

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?

4.0-8660

What are your PC specifications? (CPU, GPU, Operating System, more)

Windows 7 x64
Intel i7 4770
nVidia GeForce GTX 760 (GV-N760OC-2GD REV2.0) 2GB GDDR5
8GB G.Skill Sniper Low-Voltage series @ 1600MHz 9-9-9-24

Is there any other relevant information? (e.g. logs, screenshots,
configuration files)

I tried to see if rendering the field and it's players then quitting out and choosing Exhibition Mode did the trick. No dice. I was playing for a while before the bug, however. Take from that what you will.

bad_ps_0000.txt (15.7 KB) bad_ps_0000.txt theincrediblemastere, 02/02/2016 07:01 PM

History

#1 Updated by theincrediblemastere almost 4 years ago

Looking back at it all, I really should have recorded a FIFO log when I first encountered this bug... Sorry guys.

#2 Updated by JMC4789 almost 4 years ago

Does the bug occur in single core?

#3 Updated by theincrediblemastere almost 4 years ago

I was in Dual-Core.

#4 Updated by Lucario almost 4 years ago

He meant if this bug still reproducible on single core.

#5 Updated by theincrediblemastere almost 4 years ago

Well since I haven't been able to reproduce it since, that's that.

#6 Updated by JMC4789 almost 4 years ago

  • Status changed from New to Duplicate

#7 Updated by JMC4789 almost 4 years ago

#8 Updated by phire almost 4 years ago

This is caused by xfmem.numTexGen.numTexGens not matching bpmem.genMode.numtexgens

Possibly caused by Dual Core, but we should probably still generate a valid shader in this case.

I assume the reporter has panic alerts off because we have a panic alert to catch this case in vertex shadergen.

#9 Updated by JosJuice almost 4 years ago

  • Status changed from Duplicate to New

#10 Updated by JosJuice almost 4 years ago

#11 Updated by theincrediblemastere almost 4 years ago

phire wrote:

I assume the reporter has panic alerts off because we have a panic alert to catch this case in vertex shadergen.
Oh, I had them on. They were going nuts. Every frame until the model went back to normal. Upwards of 5 or 6 frames IIRC.

#12 Updated by theincrediblemastere almost 4 years ago

phire wrote:
I assume the reporter has panic alerts off because we have a panic alert to catch this case in vertex shadergen.

Oh, I had them on. They were going nuts. Every frame until the model went back to normal. Upwards of 5 or 6 frames IIRC.

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