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Emulator Issues #3426

closed

Zelda Four Swords - z-buffer issue

Added by kolano over 13 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
Category:
GFX
% 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

What steps will reproduce the problem?

  1. Play Legend of Zelda: Four Swords Adventure
  2. Walk next to a tree

What is the expected output? What do you see instead?
Expected: Link sprite appears on top of Tree sprite
Instead: Tree sprite appears on top of Link sprite

Dolphin version with the problem? Other Dolphin version without the
problem?
6337

32-bit or 64-bit and any other build parameters?
64b SSE 4.2 Opts

OS version and versions of tools/libraries used?
Windows 7 x64

Please provide any additional information below.
Occurs with both OpenGL and DirectX 9 plug-ins (DX11/software untested)

Actions #2

Updated by frango0010 over 13 years ago

Try disabling DLIST CACHING as it causes many glitches on this game...

Actions #3

Updated by kolano over 13 years ago

Disabling DList caching has no effect on this.

Actions #4

Updated by frango0010 over 13 years ago

Yes I just noticed it now too, I will test some other settings and see if it works...

Actions #5

Updated by frango0010 over 13 years ago

Well I just tried every possible graphics config combinations (including individual game settings) and couldn't make the sprite fit right... It seems lake the border of the top of the tree is supposed to be transparent, but it simply isn't... Only devs can fix it really...

Sorry if I was unable to help, but I had to try, since lots of graphics glitches reported on these issues pages can be fixed by some graphics configs tweaking. Unfortunally that's not the case of this one, anyway, the least I can do is confirm the bug and also tell that it happens in any graphics plugin (dx11, 9, and OGL).

Actions #6

Updated by skidau over 13 years ago

  • Category set to gfx
Actions #7

Updated by psppsn96 about 13 years ago

I think it is the border of the tree that has to be transparent because if it was under the player sprites, when the player walks under or behind the tree, it would appear as an unusual glitch or if the player was on top of the tree. So i guess the devs would have to fix transparency on the program. OOOO OOOO Or unless you don't disable that transparent option in the graphics because i was messing with the settings for the ZELDA: Windwaker thing with the heat from fire not refracting the light the proper way and i came across this transparency option that made the map a solid color instead of a translucent color. Maybe somethings wrong with that option.

Actions #8

Updated by swooshycueb over 12 years ago

Still an issue in 3.0-151.

Actions #9

Updated by Nabil.Boutemeur over 11 years ago

Go to kakariko village, when you get a power bracelet, try to lift a tree.
You won't have the transparency issue.
So it's probably a Z-order issue.

Actions #10

Updated by Nabil.Boutemeur over 11 years ago

*forgot attachment.

Actions #11

Updated by Billiard26 over 11 years ago

  • Status changed from New to Questionable
Actions #12

Updated by Billiard26 over 11 years ago

  • Status changed from Questionable to Accepted

Oh, apparently those trees are supposed to have those ugly square corners of grass.
(not transparency issue)

Actions #13

Updated by NeoBrainX over 11 years ago

Can you record a 2-frame fifo log showing the issue?
http://wiki.dolphin-emu.org/index.php?title=FifoPlayer

Actions #14

Updated by Billiard26 over 11 years ago

2-frame fifo log of issue:
http://ge.tt/5xw6hHV/v/0

Actions #15

Updated by NeoBrainX over 11 years ago

Works fine in Video_Software.
Doesn't seem to be caused by missing zfreeze or zcomploc emulation, however.

Actions #16

Updated by Billiard26 about 11 years ago

  • Issue type set to Bug
Actions #17

Updated by NeoBrainX over 10 years ago

  • Status changed from Accepted to Work started

Apparently the commit "PixelShaderGen: Use integer math for alpha testing and fog calculations." in the tev_fixes_new branch fixes this issue.

Actions #18

Updated by JMC4789 over 10 years ago

That makes too much sense, actually.

Actions #19

Updated by JMC4789 over 10 years ago

This isn't actually fixed. I tried the build, and it requires REAL XFB to show any actual graphics, and it continually flickers even with Real XFB. The Bottom Layer just shows over everything if RealXFB is off.

Actions #20

Updated by JMC4789 over 10 years ago

Ok, I should add, between the flickering of hte bottom layer over the screen, it is actually fixed. I would hate to need RealXFB to play this though, that pretty much kills my chances of doing full speed with VBA-Ms.

Actions #21

Updated by NeoBrainX over 10 years ago

Reported to be fixed in tev_fixes_new.

Actions #22

Updated by NeoBrainX about 10 years ago

  • Status changed from Work started to Fixed

Fixed in commit a9a8c730748b (tev_fixes_new).

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