Previous Thread
Next Thread
Print Thread
Page 2 of 4 1 2 3 4
Re: N64 WIP: Lost In Translation [Re: angrylion] #56413 11/17/09 06:25 PM
Joined: May 2009
Posts: 1,876
J
Just Desserts Offline OP
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 1,876
By the way, I'm having a little trouble figuring out how to get Bio F.R.E.A.K.S.'s "no controller pak" text to live harmoniously with the legal-screen text and the menu text. I can't seem to get the pointer arithmetic right when porting over your version of rdp_load_tlut. Could I impose upon you to maybe take a crack at it? smile

Re: N64 WIP: Lost In Translation [Re: Just Desserts] #56414 11/17/09 06:32 PM
Joined: Sep 2007
Posts: 40
A
angrylion Offline
Member
Offline
Member
A
Joined: Sep 2007
Posts: 40
Why not, but first we should liquidate a separate array for TLUTs, make TMEM exactly 4-kbyte wide and maybe change FETCH_TEXEL accordingly. These things are there in my code. Could you do this?

Last edited by angrylion; 11/17/09 06:36 PM.
Re: N64 WIP: Lost In Translation [Re: angrylion] #56415 11/17/09 07:05 PM
Joined: May 2009
Posts: 1,876
J
Just Desserts Offline OP
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 1,876
I just submitted corrections for both of the issues you mentioned, plus the core fixes to allow Goldeneye to boot. Unfortunately, the menu text is still f'd in Bio F.R.E.A.K.S., and I can't figure out why.

If I XOR i with 2 on line 5150, it fixes the boot text at the cost of really breaking the menus. frown

Re: N64 WIP: Lost In Translation [Re: Just Desserts] #56416 11/17/09 07:17 PM
Joined: May 2009
Posts: 1,876
J
Just Desserts Offline OP
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 1,876
Incidentally, Goldeneye still suffers from some sort of horrific core bug, resulting in a lottery of results each time you try to go in-game. Out of the four times I've tried to do so, I've gotten four different results:

- MESS hung on a black screen with the overall speed hovering at 120%, indicating that almost no CPU tasks were running anymore
- MESS hung on the first frame of the initial fade-in with the overall speed hovering at 40%, indicating that some primary CPU tasks were still running, but it was still otherwise hung
- MESS hung on a black screen with the overall speed hovering at 40%, indicating that some primary CPU tasks were still running, but it was still otherwise hung
- MESS fatalerrored with "Label FF0038BF never defined!"

There's a chance that it's not a CPU core bug, but it's about the only thing I can think of that would produce such wildly disparate results each time it crashes.

Re: N64 WIP: Lost In Translation [Re: Just Desserts] #56417 11/17/09 07:30 PM
Joined: Mar 2001
Posts: 16,594
R
R. Belmont Offline
Very Senior Member
Offline
Very Senior Member
R
Joined: Mar 2001
Posts: 16,594
If you back out all the video code to 0.135 stable does it help? I'm fairly convinced the new stuff is stomping memory, but I can't Valgrind it until after work.

Re: N64 WIP: Lost In Translation [Re: R. Belmont] #56418 11/17/09 07:44 PM
Joined: May 2009
Posts: 1,876
J
Just Desserts Offline OP
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 1,876
Originally Posted By R. Belmont
If you back out all the video code to 0.135 stable does it help? I'm fairly convinced the new stuff is stomping memory, but I can't Valgrind it until after work.


No, it doesn't, and I'm fairly convinced that the new stuff is less likely to stomp memory now that the issues have been gotten rid of.

Re: N64 WIP: Lost In Translation [Re: Just Desserts] #56419 11/17/09 08:16 PM
Joined: Sep 2007
Posts: 40
A
angrylion Offline
Member
Offline
Member
A
Joined: Sep 2007
Posts: 40
^2 in my code is the same endianness thing as ^WORD_ADDR_XOR, but for bytes.
So with your implementation on line 5150 you should XOR i with WORD_ADDR_XOR.
That's just for correspondence with my code (if you'd like to preserve it), I don't think it will magically fix Bio FREAKS.
I'm also sure that your implementation will break StarCraft 64. StarCraft 64 issues LoadTluts with ti_address that's only 16-bit aligned. So, in order not to break endianness, we should load words starting from the rdram address that's lower than ti_address, which is impossible if you XOR with an array index into your current src. Instead, make rdram the base of your array.

Last edited by angrylion; 11/17/09 08:26 PM.
Re: N64 WIP: Lost In Translation [Re: angrylion] #56421 11/17/09 08:23 PM
Joined: May 2009
Posts: 1,876
J
Just Desserts Offline OP
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 1,876
Originally Posted By angrylion
^2 in my code is the same endianness thing as ^WORD_ADDR_XOR, but for bytes.
So with your implementation on line 5150 you should XOR i with WORD_ADDR_XOR.
That's just for correspondence with my code, I don't think it will magically fix Bio FREAKS.


Putting that XOR in there completely breaks Bio F.R.E.A.K.S.'s menus, though. frown

Re: N64 WIP: Lost In Translation [Re: Just Desserts] #56438 11/18/09 02:55 PM
Joined: Sep 2007
Posts: 40
A
angrylion Offline
Member
Offline
Member
A
Joined: Sep 2007
Posts: 40
Originally Posted By Just Desserts
Putting that XOR in there completely breaks Bio F.R.E.A.K.S.'s menus, though. frown


That's because, contrary to my implementation, you double-XORed: first you XORed in rdp_load_tlut, then you XORed in FETCH_TEXEL.
Try this: it fixes both Bio FREAKS and StarCraft 64 (race selection menu) on my system. Please report the results.
http://slil.ru/28221405
EDIT: I'm sure that another approach can be applied here (e.g., to XOR (i*4) as well, thus XORing three times). So take my advice only if you'd like to preserve correspondence with my code.

Last edited by angrylion; 11/18/09 03:27 PM.
Re: N64 WIP: Lost In Translation [Re: angrylion] #56439 11/18/09 03:26 PM
Joined: May 2009
Posts: 1,876
J
Just Desserts Offline OP
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 1,876
I'll give it a try when I come home for lunch, thank you!

Page 2 of 4 1 2 3 4

Who's Online Now
1 registered members (1 invisible), 44 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
ShoutChat Box
Comment Guidelines: Do post respectful and insightful comments. Don't flame, hate, spam.
Forum Statistics
Forums9
Topics8,818
Posts116,113
Members4,921
Most Online890
Jan 17th, 2020
Powered by UBB.threads™ PHP Forum Software 7.7.3