Game-compatibility: TY the Tasmanian Tiger [EA-041] [1.03]

Created on 20 Jan 2018  Â·  5Comments  Â·  Source: Cxbx-Reloaded/game-compatibility

Description


Booting, but when goto title screen has crash.


Received Exception Code C0000005 @ EIP := 67FB7139

Dumps


Xbe.txt
KrnlDebug.txt

Status

Previous behavior:

None reported

Current behavior:

state-booting

Screenshots

intro

Additional Information


Tested with 8a63e009

issue-audio region-us-canada state-working type-retail xdk-4831

Most helpful comment

Update since it's been a significant amount of time since I've tested:

  • Intro cutscenes now render as close to console as I have seen with no stuttering or notable audios issues
  • No notable issues in menus - all items appear properly, all sound effects work as intended, and there are no lag times between switching menus
  • After the intro cutscene and loading screen, the following message shows up:
    image
  • In-game cutscenes are still a bit laggy, but there are no rendering issues in them anymore. The black bars show up properly and all in-game menus show up as intended
  • Relatively low framerate during gameplay, but there are now no issues with the dust effects, footprints, or boomerang effects.

I can add more pictures later, but this is a significant improvement from when this was last tested.

All 5 comments

This game needs fresh testing on the current Master branch to confirm if it does get in-game.

Shows black screen where there could be intro splash screens.
In-game graphics performed very well in the video below. It may be slightly dark and there's a constant blue-ish smoke filter covering the screen during gameplay. Occasional opaque black bars flickering at the top & bottom of screen in some cutscenes.
Epilespy warning: Black screen flickering early in the video.

Tested with 587fc9da, it is getting in-game. Can confirm that nearly all opening screens are black as well as pre-rendered cutscenes. Attached is a full log of a successful run (load game, play a single level, save and quit)

KrnlDebug.txt

Notes:

  • Speech, pickup sounds, and the music that plays when a Bilby is saved are all comically sped up, possibly just pitched up(?)
  • Cog pickup music is slowed down to nearly half-speed, possibly just pitched down(?)
  • In-game music plays at what sounds like the correct speed, though I have not confirmed a 1:1 match on the console.
  • No pickups or UI can be seen at all in-game, only occasionally shadows. This includes the Opal collectors on each level, the opals themselves, portals, mushrooms, doors, and other "movable" things

image

  • Thunder Eggs, Golden Cogs, enemies, NPCs, and static objects render correctly

image

  • When idle animations or jumping happen, the screen flickers, usually with an overlay texture that can be found in the loaded level. e.g. in the hub world, the water texture floats over the screen most of the time. When the screen goes black, I think it's actually the shadows that are filling the screen.
  • Everything plays at 100% speed otherwise, though I will note that I have "Run Xbox thread on all cores" enabled, so I am unsure how this impacts it
  • Regular in-game music seems unaffected by the speech issue I mentioned earlier
  • Menus are also completely devoid of text and most sprites, but there is no flickering or stuttering

image

  • When standing in water, the camera angle goes strange and the entire background goes black, possibly related to the water texture being visible on screen at most times. I will note that there is no flickering at all when standing in water and all animations are clearly visible. No animation issues can be seen.

image

  • All auto-save points (outhouses) work properly, and show up as saves in the debug log
  • During challenges, such as killing 7 Frills after getting the second boomerang, the completion number can be faintly seen on the bottom of the screen

Tested again with 15335306. Things that haven't changed are menus not showing items, the speech and music being either sped up or pitched up (now occasionally pickup jingles are pitched down?) (okay, seems like the longer the clip, the slower it is to "speed up"; one longer dialog started with the correct pitch then just... kept going), prerendered cutscenes not playing properly, savepoints working. Very little flickering, only a couple of model issues (slightly disconnected at very rare moments, can't confirm that it's not the same on console), and the camera finally feels as... chaotic as the real thing.

KrnlDebug.txt

"Water overlay" no longer present and the first hints of dust trails from walking are appearing. (The dust trails probably account for the random black flickering during jumps and animations earlier).

image

More items are appearing, but "movable" stuff is still missing.

image

Shadows exist, but go a bit technicolor.

image

Opals, crates, and pickups now render correctly, as do "NPC" creatures like wallabies and butterflies.

image

Water does not seem to render at all now, but the entire screen doesn't go dark and the camera remains normal when stepping in it.

image

Finally captured the "faint outline" of the mission UI elements. (Couldn't capture it, but near NPCs, you also get the flickering, black outline of the exclamation point above your head which should be yellow.)

image

As of 2b8ba74a, I have a couple new things:

Opening credits screen has this weird texture over everything (with a similar texture over the demo):

image
image

The "Press Start" text finally appears (over a black background) as does the main menu text and save images (this also extends to all in-game menus):

image
image
image

Prerendered cutscenes now play!

image

Other things that would be too much of a pain to get pictures of:

  • Did loading screens render before? I can't remember. But they load now.
    KrnlDebug.txt
  • Sun glare is working but Ty's shadow now pulses from white to black
  • Dust and leaves no longer look like broken textures (they actually puff up). Additionally, the death "ghost" of enemies now renders and particle effects around portals (though not the portals themselves) do too
  • Pawprints in the dust now stay for the right amount of time
  • Some additional UI elements can be seen on level load and on collection (like Rainbow Scales, Thunder Eggs, Opals, and Cogs) as well as "objective" elements, like killing the 7 frills now show up with proper opacity.
  • In-game cutscene masking is now working (black bars on top and bottom) but with that odd texture, as seen before (Edit: It appears that it's taking the texture from whatever it can, in the case of cutscenes, it's using the texture of a Rainbow Scale... oddly. In a level, it appears whatever is the closest thing to you is what's used for shadows and the like)
  • In-game cutscenes now partially render missing objects like the Talisman Machine (but only in the cutscenes)
  • In-game text, such as level names on portals and subtitles, now render correctly
  • Music and in-game grunts are all playing properly now. Otherwise in-game cutscenes still have high-pitched and slightly fast dialog
  • Thunder egg pickup jingle seems to always play slow, Bilby uncaging always seems to play fast, and getting cogs always seems proper... it's a very strange mix (Edit: After playing through a full level, I'm wrong, all of them play at variable speeds, the pattern was just early in the level).

TL;DR - The game has never been more playable, and I honestly just kept going for longer than the KrnlDebug seems to suggest.

Attached is the KrnlDebug, as always:
KrnlDebug.txt

Update since it's been a significant amount of time since I've tested:

  • Intro cutscenes now render as close to console as I have seen with no stuttering or notable audios issues
  • No notable issues in menus - all items appear properly, all sound effects work as intended, and there are no lag times between switching menus
  • After the intro cutscene and loading screen, the following message shows up:
    image
  • In-game cutscenes are still a bit laggy, but there are no rendering issues in them anymore. The black bars show up properly and all in-game menus show up as intended
  • Relatively low framerate during gameplay, but there are now no issues with the dust effects, footprints, or boomerang effects.

I can add more pictures later, but this is a significant improvement from when this was last tested.

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