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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 2006-05-03 00:00:00 |
Finalized the handling for the correct pixel storage methods for the pixel formats that were supported beforehand.
Most of the stuff is displaying fine now. The memory card menu is still a bit buggy and I'll try to see what's wrong with it later on. There's some places where we can see some clamping artifacts, but this is minor and will also be fixed later. The next things I wanna fix are the places where the field is not shown (like in the first scene in the introduction). The last screen shot shows the battle mode which doesn't display quite right. The backdrops are invisible, the shadows aren't black for some reason, and when the HUD appears all the characters become invisible too. But I'm not going to touch this right away. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-02 00:00:00 |
Almost finished converting the image transmission and texture uploading routines. I need to finish the ones that use PSMT8 and I should be done. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-01 00:00:00 |
I was working on some classes that would make my life easier about converting the pixels (X, Y) position to an address pretty easily and making so using the most constants possible, but I broke it a little bit and couldn't complete it today. I'll keep working on that tomorrow. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-30 00:00:00 |
Well, after thinking this throught, I think that the lack of "swizzling" is definitively what's causing the problem here. So I'll need to implement that... it's going to add extra overhead though, but we have no choice if we want to be accurate.
I started rewriting the image transfering code to be able to support the new storage methods and added support for the PSMCT16 storage method. It fixed the problem in the Lobotomia demo where I had to hardcode a texture buffer width to make the fonts appear correctly. I'll need to tweak the texture caching mechanism again then I'll be working on the other 32-bits pixel storage formats. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-29 00:00:00 |
After further inspection of the code, there doesn't seem to be anything wrong or suspicous.
The last thing I think it could be is that the way the GS "swizzles" its memory could make it possible to have 2 CLUTs living that near to each other... But implementing that could be kind of risky, so I'll have to think about it a bit more to convince myself that's the way to go. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-28 00:00:00 |
I did some debugging today and found out the function that's responsible for allocating VRAM memory. I'll be checking tomorrow why's the function returning a pointer to a 0x200 bytes memory area instead of a 0x800 big one. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-25 00:00:00 |
Ok, the problem is apparently caused by the amount of space allocated by the program for the CLUTs in VRAM that's too small. Right now, the program provides CLUT addresses that are separated by 0x200 bytes while they should be separated by 0x800 bytes in theory. Then, what happens is that the colors in a CLUT that's nearer from the beginning are getting corrupted by a subsequent CLUT transfer.
I'm still not sure where might lie the source of this problem, so I'll keep investigating on this tomorrow. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-23 00:00:00 |
Did some more work to try to get the colors to display correctly today. The CLUT handling seems to be alright since we can see the elements with the right colors during one frame. So I've been trying to figure out why they're being screwed the frames after, but I didn't find anything yet... |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-22 00:00:00 |
Played with the texturing stuff, but didn't fix everything. The menus seem to be a bit better now, but they might be broken to accomodate something else, so it's hard to tell if it's the right solution. The problem lies on the way I read the color information from the CLUT stored in the GS memory.
I'll keep working on that tomorrow. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-21 00:00:00 |
Fixed a bug with QMFC2 and QMTC2. This fixed the jerky movement of the sprites in the title screen.
Implemented instructions VFTOI0, VFTOI4, PADDSW, ADD and ABS.S. We only see the field in the first scene for a second, but we can see it "correctly" in subsequent scenes though. It might be invisible because the colors aren't quite right, so I think I'll be working on this now. The game continues to work even after this, but I didn't bother taking screen shots since it didn't look any better. |
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