![]() ![]() To fix this is not straight forward at all The logic to compute generic offsets in pixel from the tex in rt PR ( #3895) is required to mark the correct region of the buffer as dirty Hopefully then the target update function will upload the correct data to the buffer. Advanced A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Downloads in the PS2 Vault will be unavailable from June 1 - June 8. ![]() ![]() This obviously makes the further draws wrong, and causes ultimately the red fog and the see though lights.īefore it worked because the old surfaces cached in the surface cache were not cleared, and so the depth buffer was deleted, its surface recycled in the surface cache, a new depth buffer created using the most recent surface from the cache which, obviously, contained the correct data (aside from the top left 16x16 rectangle)!!! But you cannot rely on a generic surface cache to provide you the correct data as it was happening here. Instead, our texture cache, especially in GSTextureCache::InvalidateVideoMem, is unable to map the color format draw to the depth texture format coordinates, so what it does is instead getting rid completely of the depth buffer at 0x01c00. So a little part in the top left of the depth buffer should now be marked dirty, as the EE "drawn" there the CLUT. Problem: the depth buffer is also set a 0x01c00, where the depth of the current frame is stored up to draw 434. Destruction Derby Arenas PS2 Iso free download For PCSX2 Pc and mobile Destruction Derby Arenas apk android ppsspp,Destruction Derby Arenas ps2 iso Sony Playstation 2,Throughout three explosive PSone titles, Destruction Derby strapped you into powerful cars and encouraged you to dash and smash your way to the chequered. The upload is most likely a CLUT, given the fact that 0x01c00 is used as CBP for the draw. What happens is that at draw 434 in your dump, the game does an EE write to address 0x01c00 of a 16x16 rectangle. Confirmed the fact that before 2e6c5cd the game was working by chance. ![]()
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