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#1 Re: General » Video capture unit » 2009-04-30 04:05:38

lbalbalba wrote:
zeromus wrote:

3d renders in both screens on 1000 different games. If it fails in one game, it is due to a subtle bug.

Which raises the question: In which game and version, and where in this game does this behaviour occur ?

Not to flood with you with the same information all over the place Dragon Ball: Origins US version.
3dproblem3.th.jpg

It occurs as soon as 3D rendering starts just after the publisher and game developer logos are shown. About to post a bug report in the bug tracker.

#2 Re: General » Video capture unit » 2009-04-30 03:57:00

zeromus wrote:

3d renders in both screens on 1000 different games. If it fails in one game, it is due to a subtle bug. There is another thing which can cause this to fail which has nothing to do with the capture unit but rather the timing of the emulator confusing the game and making it swap screens at the wrong time.

If i knew what was lacking i wouldve fixed it already.

Sorry, wrong assumption on my part. All the other games I've tested only use 3D in one screen and they work properly. Shortly after I posted this I decided to add a little debug output (scanline number) to DispCapture that did seem to make timing worse. Also uncommenting the debug output in set_DISPCAPCNT showed that the capture parameters changed at l < 191, often around 138 or so which is probably responsible for the flicker.

#3 General » Video capture unit » 2009-04-29 12:56:19

dilettante
Replies: 6

I've been going through the nocash technical reference and the code in GPU.cpp trying to understand what needs to be done to get 3D rendering in both screens. As far as I can tell, GPU_set_DISPCAPCNT already implements what is written in the nocash page, with the exception of the offset wrap around to 0x0 if it exceeds 128kb. However, even adding simple and probably inefficient checks if offset + scanline * 512 exceeds 128kb doesn't make 3d rendering in both screens work.

What else needs to be done for proper video capture emulation? I can help write a patch if someone explains what's lacking.

#4 Support II (decommissioned) » Dragonball origins problem 3D in both screens » 2009-04-29 07:18:47

dilettante
Replies: 1

I think DeSmuME may still have problems rendering 3D graphics in both screens as in Dragonball Origins. There is excessive flicker and the 3D graphics for only one screen is rendered in both screens (instead of for the intended screen), but they may render different frames of the same screen.

The problem can be seen with both the SoftRasterizer and the OpenGL renderer. I'm not that familiar with your codebase but since the problem is shared by the renderers, is it an issue in your GPU implementation?

AFAIK, only the ideas emulator has an official release that does this correctly. The so called 2.7 nocash release also renders it correctly but it's not an official release.

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