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Virtua Tennis 2 graphical issues #57

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Senryoku opened this issue Sep 9, 2024 · 2 comments
Open

Virtua Tennis 2 graphical issues #57

Senryoku opened this issue Sep 9, 2024 · 2 comments
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bug Something isn't working graphics

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@Senryoku
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Senryoku commented Sep 9, 2024

This game has many issues.

Graphical:

  • Flickering during the "Hitmaker" intro
  • error: [zgpu] Validation: Texture copy range (origin: [Origin3D x:0, y:448, z:10], copySize: [Extent3D width:640, height:64, depthOrArrayLayers:1]) touches outside of [Texture] mip level 0 size ([Extent3D width:64, height:64, depthOrArrayLayers:512]). While [Failed to format error: "calling %s.WriteTexture(%s, (%s bytes), %s, %s)"]
  • Blank screen intro (direct write to framebuffer?)
  • Crash during demo (Invalid u_size for vq_compressed mip mapped texture)
  • Flickering during replays
  • Player shadows are broken Fixed by ce18ce7
    image
@Senryoku Senryoku added bug Something isn't working graphics labels Sep 9, 2024
@Senryoku Senryoku changed the title Virtual Tennis 2 Virtual Tennis 2 graphical issues Sep 10, 2024
@Senryoku Senryoku changed the title Virtual Tennis 2 graphical issues Virtua Tennis 2 graphical issues Sep 10, 2024
@Senryoku
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zgpu validation error is due to a bogus stride texture (silenced in fca2897):

error(renderer): Texture U size (640) is greater than the allocated size (8)
  TEXT_CONTROL:    holly.TEXT_CONTROL{ .stride = 20, ._r0 = 0, .bank_bit = 0, ._r1 = 0, .index_endian_reg = 0, .code_book_endian_reg = 0, ._r2 = 0 }
  TSP Instruction: holly.TSPInstructionWord{ .texture_v_size = 3, .texture_u_size = 0, .texture_shading_instruction = holly.TextureShadingInstruction.Modulate, .mipmap_d_adjust = 6, .supersample_texture = 0, .filter_mode = 0, .clamp_uv = 2, .flip_uv = 1, .ignore_texture_alpha = 0, .use_alpha = 0, .color_clamp = 0, .fog_control = holly.FogControl.Vertex, .dst_select = 0, .src_select = 1, .dst_alpha_instr = holly.AlphaInstruction.One, .src_alpha_instr = holly.AlphaInstruction.Zero }
  Texture Control: holly.TextureControlWord{ .address = 198211, ._ = 2, .stride_select = 1, .scan_order = 1, .pixel_format = holly.TexturePixelFormat.ARGB1555, .vq_compressed = 0, .mip_mapped = 0 })

@Senryoku
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Senryoku commented Nov 6, 2024

Also crashes at the end of a match, probably because of the Bump Map:

error(renderer): Unsupported pixel format holly.TexturePixelFormat.BumpMap
thread 13764 panic: index out of bounds: index 10000520, len 8388608
H:\Source\Deecy\src\renderer.zig:1678:127: 0xe35854 in upload_texture (Deecy.exe.lto.obj)
                    @memcpy(tex_source[1][4 * u_size * v ..][0 .. 4 * u_size], tex_source[0][4 * u_size * (v_size - v - 1) ..][0 .. 4 * u_size]);
                                                                                                                              ^
H:\Source\Deecy\src\renderer.zig:2028:35: 0xc7709c in update (Deecy.exe.lto.obj)
        try self.update_background(gpu);

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