Emulator Issues #9312
closedPixel shader error report in Mario Superstar Baseball
0%
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.
Files
Updated by theincrediblemastere almost 9 years ago
Looking back at it all, I really should have recorded a FIFO log when I first encountered this bug... Sorry guys.
Updated by Lucario almost 9 years ago
He meant if this bug still reproducible on single core.
Updated by theincrediblemastere almost 9 years ago
Well since I haven't been able to reproduce it since, that's that.
Updated by JMC4789 almost 9 years ago
- Is duplicate of Emulator Issues #7143: DualCore Timing Mega Issue added
Updated by phire almost 9 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.
Updated by JosJuice almost 9 years ago
- Is duplicate of deleted (Emulator Issues #7143: DualCore Timing Mega Issue)
Updated by theincrediblemastere almost 9 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.
Updated by theincrediblemastere almost 9 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.
Updated by JMC4789 about 4 years ago
- Status changed from New to Duplicate
Possibly Dualcore. Any issue report of a random issue not in-single core is meh.
Updated by JMC4789 about 4 years ago
- Is duplicate of Emulator Issues #7143: DualCore Timing Mega Issue added