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What is Play! ? |
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 2006-05-14 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:
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. 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.
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. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-07 00:00:00 |
Did some debugging to find out how to make the backdrops appear, but I didn't find anything yet. But I came across some unhandled instructions that I implemented: VMAXbc, VMINIbc, PCEQW and PPACH.
I'll keep looking for the solution tomorrow. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-06 00:00:00 |
The slowness seems to be caused by some useless 24-bits image transfers that contain only black pixels. I disabled these transfers for now and I'll be checking about this later.
I added support for the triangle fan primitive in the OpenGL GS handler and implemented the VSUBbc instruction in the VU COP module. The character status and the players/enemies are now visible at the same time, but the backdrops are still invisible. The game sends some display lists that have triangles sharing all the same point on the screen and I think that's why the backdrops aren't visible. I'll be investigating on this tomorrow. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-05 00:00:00 |
Fixed the behavior of DIV.S when dividing by zero (the correct behavior was to return MAX_FLT instead of returning an indeterminate result). This fixes the flickering in the scenes where we can see the large character art talking to each other.
Next: Gotta figure out about the slowness in some scenes and gotta fix the battles. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-04 00:00:00 |
Made the Q register of the VU context accessible through CFC2 as it should have been done. This fixes the problem with the field in the first scene (and others) not being visible. It also fixes the scrolling jerkyness problem in other scenes.
The scenes which had thier field invisible still aren't perfect though as the field keeps flickering. I'll try to see what's wrong with this and I also want to check if there's a way to improve the speed by improving the texture caching. |
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