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Play! is a PlayStation2 emulator for Windows, macOS, UNIX, Android, iOS & web browser platforms. For more information about this project please visit the "About" section of this site.

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Development Log

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-21 00:00:00
Well, I'm pretty sure right now that the problem lies in the collision detection functions. It's obvious when you walk around the shop that there's some things that are wrong... I'm still working on debugging and learning more about the program hoping to find a solution soon.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-18 00:00:00
Humm... If I patch a branch that tests the return value of a specific function in the function that's responsible for moving the shop NPC to the wrong place, I can get the NPC to move by itself. But his movement is "laggy" and lasts only 3 frames and he will still end up getting stuck at the same place. But that means some other function is playing with the NPC's position memory locations... Gonna check this one out tomorrow.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-17 00:00:00
Another interesting observation:

- Upon entering the shop, the NPC seems to begin at a valid position, but the frame after, his position jumps to where he gets stuck.

I modified the implentation of BLEZ to take in consideration the higher 32-bits of a register, just in case... But that didn't change anything.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-16 00:00:00
No good news today. Here's some random observations about the problem:

- It probably affects more than the "teleporting" of the shop NPC... I checked on a real PS2 and the NPC moves around behind his counter while he's not busy with you. In the emulator, he's stuck behind his counter doing nothing.

- If I move the NPC out of his original place (by changing the memory locations) and talk to him when he's adjacent to the player, the chatter scene and menu sequence will work normally. But it crashes as soon as you select the "Item Creation" menu item (probably unrelated though).

- If I make him teleport, when you talk to him, in a place where he got a lot of space, his walking animation will start playing, but he won't be moving one bit, and you'll be stuck waiting for him to reach you.

I'm not giving up yet... I'll continue looking for the solution tomorrow.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-14 00:00:00
Couldn't find anything yet... I know which memory location holds the position of the NPC character, but I don't know why it doesn't change correctly yet. I'll keep looking for the explanation.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-12 00:00:00
I did some reasearch today to find the cause of the shop NPC problem. I found some memory locations that were changing only when the NPC is being talked to, so it shouldn't be too hard to find who's responsible for changing these values.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-11 00:00:00
I decided to forget about the z-buffering problems in the battle mode for the moment because the z order of everything in the field mode was fixed with the tweaks I did. It's also possible that there's a bug too with the computation of the z values of the ground vertices since there's a problem with the computation of the texture coordinates for them.

I added support for the clamp texture wrap mode of the CLAMP register in the OpenGL GS handler. This fixes some texture mapping artifacts that were visible in the title screen for example.

Tomorrow, I'd like to fix a problem that occurs when you talk to a shop NPC in the game. When talking to a shop NPC, the shop NPC itself or another NPC will teleport besides you and you'll be stuck there and forced to abandon your game.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-10 00:00:00
The numbers were invisible at most places because thier vertices have Z values that are greater than the Z value for the far clipping plane. So, I added a little fix to make sure that any Z value wouldn't bust the maximum Z value anymore and this made the numbers appear:


Screenshot #000120


But it breaks a whole lot of other things. In the battles for instance, the shadow is overlapping the character sprite (slightly visible on that screenshot). The visibility of things is also screwed up in the field modes. That means I'll need to recheck the z-buffering stuff.

If I figure out a way to sort everything out about z-buffering tomorrow and if I have more time, I'd like to add handling of the CLAMP register in the GS handler.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-09 00:00:00
Fixed the shadows in battle. It was just a matter of using the right vertex colors which I wasn't doing before.

Added support for the PSMT4 texture storage format and added support for the PSMT4 texture format in the OpenGL GS handler.


Screenshot #000119


Tomorrow, I'm going to try fixing the number display that's broken at more than one place.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-08 00:00:00
The backdrop invisibility was caused by a really stupid bug... The alpha value for the vertices making up the backdrop is 0x80 and this 8-bit value was multiplied by 2 which would it go back to 0x00 hence making it invisible while alpha blending was enabled.


Screenshot #000116 Screenshot #000117 Screenshot #000118


While there's some problems visible with the ground's texture when the point of view changes, most of the background displays correctly now. Next, I gotta figure why the shadows aren't black.

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