Emulator Issues #6013
closedMario Super Sluggers needs Disable Per-Pixel Depth for Neon Sign Minigame
0%
Description
Mario Super Sluggers - RMBE01
When you go into Challenge mode, you can pick many stadiums to go to, rescue characters from strangely baseball scenarios. Wario's City area, right at the start, has a Goomba who wants you to trace his Neon Sign. When you click the game, it zooms into the sign but the screen slowly white's out, as if it's being obstructed.
This doesn't make the Minigame impossible, but tracing the signs from memory would be an impressive feat.
I was using Dolphin 3.5-402(rd994e56b60aa0f6fc2f1da333d0b320fcfbda018)
Did this ever work? Yes, yes it did. Any build that has the option to disable per-pixel depth can play through it normally. It seems to have been removed by 3.5-147 r80f6e8b84cd98120ad55a6830a68039ab6a2a48
Any other relevant information or links to logs:
Any build with per-pixel depth enabled - http://i.imgur.com/L6nb1Ym.png
3.5 with per-pixel depth disabled - http://i.imgur.com/l72aGzo.png
fifo log showing the zoom in as it whites (yellows) out: http://www.mediafire.com/download.php?449ojco9874fb15
Updated by Autoran1 about 11 years ago
Confirm this stuff, Okami suffers the same way in menu
Updated by JMC4789 about 11 years ago
I should add, that the game does work properly in Software renderer, It's only OpenGL, D3D9 and D3D11 that need the disable per-pixel depth.
Updated by Autoran1 about 11 years ago
Many games work properly on Software, but no one actually uses it to play
Updated by JMC4789 about 11 years ago
I know, but I like to mention whether or not a glitch exists in software rendering, and I somehow forgot when writing the original post.
Updated by degasus almost 11 years ago
So, this option is created again and called "Fast Depth Calculation" in 3.5-1344.
Can you please recheck it both with this option enabled/disabled?
Updated by JMC4789 almost 11 years ago
Fast Depth Calculation has no effect on the glitch. I went back to 3.5 and confirmed disabling per-pixel depth fixed it. Using a fifo-log from 3.5 in 3.5-1344 still gets the whiteout.
Updated by degasus almost 11 years ago
Copyed from IRC:
but loading a fifo-log recorded in 3.5 into d3d9 on latest has the whiteout
As the fast depth calculation in d3d9 is exactly the same as in 3.5, there might be another bug hided by ppd.
So who wants to check from 3.5-146 to 3.5-549 with reverted 3.5-146?
Updated by JMC4789 almost 11 years ago
I'm on it. Sorry I didn't see this sooner.
Updated by JMC4789 over 10 years ago
- Status changed from New to Accepted
- Category set to dx9
This issue is fixed in the back-ends that it's possible to be fixed in (aka not D3D9)
It was fixed by zcomploc merges, respectively for D3D11 and OpenGL.
Updated by rodolfoosvaldobogado over 10 years ago
this issue show lbe fixed in branch dx9-early-depth can you please test it?
Updated by JMC4789 over 10 years ago
Sorry for the huge delay. Yes this is fixed in your dx9-early-depth branch.
Updated by rodolfoosvaldobogado over 10 years ago
please can you test if the final version of dx9 plugin keeps the fixes for this issue
Updated by MayImilae over 10 years ago
- Status changed from Accepted to Fixed
D3D9 is gone, and it's fixed in D3D11 and OpenGL.