Game-compatibility: 58410955 - Banjo-Tooie

Created on 10 Oct 2015  路  15Comments  路  Source: xenia-project/game-compatibility

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Tested on xenia-project/xenia@ee92f75a84

Issues:

  • Frames are not being rendered at all. Believed to be a similar issue to that of Banjo-Kazooie. (#206)

    Notes:

  • Sound and controls work (as expected).

  • Performance seems a bit slow (possibly caused by rendering issues).

Attached:

The log file and trace frame were taken before my proof of concept modification (see screenshots below).

  • Xenia Log File Link
  • Trace Frame (for the "stalled" frame - see last attached picture) Link

Screenshots

I did not include a screenshot of game running without my modification due it being just a black screen.

Modified ColorRenderTargetFormat (to use GL_RGB8)

I did this to see if the game would load and how it ran.
tooie-forced1
Note the missing alpha channel and water texture (caused by my modification most likely).
tooie-forced2

gpu-drawing-missing state-gameplay

All 15 comments

Alpha issue with the fence here (looks like a regression):

Weird repeating problem during this cutscene (the bottom portion should be black):

This game also creates corrupt saves (same as https://github.com/xenia-project/game-compatibility/issues/206#issuecomment-202002754): image | save file

Yeah - I've noticed that. Alpha test was mistakenly enabled before and coincidentally made this game work better.

Maybe our blend constants are wrong or something? Alpha test should be correct now, as it helps other games.

New issues since June 26 - 2016:
No pad effects:
1

Puzzle Challenge - GFX Glitch:
4

Waiting...
Full unlocked game option and load/save via ".bin" file.

This game only gives a black screen with sound for me in the latest nightly build dated 13-07-2016

Tested the version from August 03.
1) Much better in performance.
2) Error - RGB color - incorrect.
3) No fix (keep an issue) - Pad effects/Jiggysaw game.

Still black screen issue on AMD cards.

xenia_2017-02-28_20-45-03

There appears to be an issue in the JIT causing the game to leave alpha tests disabled.

Callstack:

  • 0x822D0F38: Sets up the alpha test @ 0x168(r31) (low 2 bits)
  • 0x822CF15C: If comparison nonzero, sets the alpha ref and enables alpha testing.

Tested with the build of 17th - May 2017.

Random black parts.
Pad without effect persists.
Jigsaw Temple Game - glitch on the game - Black part.
34
35

Tested on (https://github.com/benvanik/xenia/commit/4e6a51472dee7704d6fb4bd02ea4d9cfe883324a)

Issues:

Fixed many troubles and globally this game works perfectly now
Stable ingame with full speed performance

Logs:

BanjoTooie_Vulkan_small_log.txt
BanjoTooie_Vulkan_big_log.txt

Video:

YouTube_BanjoTooie_Vulkan

Screenshots:

desktop 05 18 2017 - 22 40 50 02 mp4_snapshot_00 47_ 2017 05 18_23 41 45
desktop 05 18 2017 - 22 40 50 02 mp4_snapshot_01 23_ 2017 05 18_23 41 54
desktop 05 18 2017 - 22 40 50 02 mp4_snapshot_01 55_ 2017 05 18_23 42 07
desktop 05 18 2017 - 22 40 50 02 mp4_snapshot_02 23_ 2017 05 18_23 42 20
desktop 05 18 2017 - 22 40 50 02 mp4_snapshot_02 40_ 2017 05 18_23 42 37

Specs:

CPU Intel i5-3570K @ 3.6 GHz
GPU GTX 1050ti 4GB
RAM 8GB DDR3 (DC)
Windows 10 x64

Labels

state-playable

Alpha or Camera problem with the 1.0.728-master:
34

So just curious if anyone has an update on Texture Blending, since this game is near playable, outside of Textures overlapping making sneaking areas really hard and stuff.

Bridge displaylist:

0000 uc2_geom_mode
0008 uc2_geom_mode
0010 uc0_texture
0018 rdp_setcolorimage
0020 rdp_settile
0028 rdp_loadtlut
0030 uc0_setothermode_h
0038 rdp_setcolorimage
0040 rdp_settile
0048 rdp_loadsync
0050 rdp_loadblock
0058 rdp_pipesync
0060 rdp_setcombine
0068 uc0_setothermode_l: flags = (flags & ~(0x3)) | 0x1; // (00000001, 0x1)
0070 uc0_displaylist
0078 uc8_vertex
0080 uc2_quad
0088 uc2_quad
0090 uc2_quad
0098 uc2_quad
00a0 uc2_quad
00a8 uc2_quad
00b0 uc2_quad
00b8 uc2_quad
00c0 uc2_quad
00c8 uc2_quad
00d0 uc2_quad
00d8 uc2_quad
00e0 rdp_setcolorimage
00e8 rdp_loadtlut
00f0 rdp_setcolorimage
00f8 rdp_settile
0100 rdp_loadsync
0108 rdp_loadblock
0110 uc8_vertex
0118 uc2_quad
0120 uc2_quad
0128 uc2_quad
0130 uc2_quad
0138 uc2_quad
0140 uc2_quad
0148 uc2_quad
0150 uc2_quad
0158 uc8_vertex
0160 uc2_quad
0168 uc2_quad
0170 uc2_quad
0178 uc2_quad
0180 uc2_quad
0188 uc2_quad
0190 uc2_quad
0198 uc2_quad
01a0 uc8_vertex
01a8 uc2_quad
01b0 uc2_quad
01b8 uc2_quad
01c0 uc2_quad
01c8 uc0_setothermode_h
01d0 uc0_setothermode_l
01d8 uc0_enddl

Report from Hydro who can't post right now:



Issues:

  1. no lights on silo
  2. no tank treads
  3. no paths

~Despite the low FPS on parts like Jinjo Village~ (this was due to the debug build), silo lights, tank treads, paths and other alpha textures seems to be fixed on the latest DirectX 12 commit (005e590c/Sep 25 2018).


Banjo

Banjo


Game shows up some incorrect alpha correction, however. Nothing major and is the only problem of the emulation from what I've tested thus far.

From the game's intro:
Banjo

Specs

CPU: AMD Ryzen 5 1600x 3.60GHz
GPU: nVidia GeForce GTX 1070ti 8GB
RAM: 16GB DDR4 3200MHz
Windows 10 x64

I bring tidings of good news! 馃槃 It appears the alpha correction has now been fixed in the d3d12 build.
tooie1

Along with fixed layering issues on the fly and jump pads. 馃榾
tooie2
tooie3
Shadows still aren't quite perfect yet. 馃槙 (As you can see in the image below the player's shadow can get cut off if the player is standing on 2 different planes in this case Banjo's nose is cut off.)
tooie4
If you were to somehow get d3d12 version of the emulator with an unlimited trial it looks like the game would run near perfectly all the way through with the exception of shadows I mentioned earlier.
Edit:All the issues Larxian mentioned in his previous post are fixed now!
tooie5

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