Gliden64: Finishing HLE - Help needed

Created on 20 Nov 2018  路  83Comments  路  Source: gonetz/GLideN64

Hi Guys!

I am about to quench all HLE known bugs. Is there any bug which you may be aware of?

For that you need to compare HLE and LLE with GlideN64 and see if there is difference.

HVQM and SDEX issues does not need to be reported.

If nothing comes up, I will stop my work on HLE deciphering. So please help to find any remaining bugs!

See ya!

Most helpful comment

CBFD lighting is so nice

gliden64_conker_bfd_002

Any other bugs?

All 83 comments

I've noticed this for a while, but thought it was really minor so I didn't report it.

HLE
conkerhle

LLE
conkerlle

LLE has dimmer (and much more accurate) lightning.

Ok CBFD looks a candidate for decoding.

maybe this? #1509

Reported from someone on Reddit:

Turok 64, the sun has no lens flare with GlideN64 but does when using angrylion rdp plus.

where are the lens flare?

Is it the same in LLE with GlideN64?

maybe this? #1509

Nope

To add to the reported Turok bug on reddit - here is the link to the post so you can ask the person reporting directly as they don't use Github.

https://www.reddit.com/r/emulation/comments/9z166z/gliden64_dev_asking_for_hle_bugs_to_fix/

1731 Is this a possible candidate?

Here is one for HLE only, #1912

Another one, #1736

1731 Is this a possible candidate?

Nope it is the same in LLE.

Here is one for HLE only, #1912

OK, weird one...

Another one, #1736

Nope

and... what about Resident Evil 2 ucode? is it completely deciphered?

and... what about Resident Evil 2 ucode? is it completely deciphered?

Yes I believe so, works fully in HLE (https://gliden64.blogspot.com/2017/04/resident-evil-2.html)

RE2 works properly now, but if I'm not mistaken, it's still using the same hack from Glide64 to display the backgrounds correctly. The correct behaviour has never been fully deciphered.

Perhaps, but either way that is not a ucode issue (HLE vs LLE)

nvm, Goemon's Great Adventure seems fine.

Guys, olivieryuyu is asking only about issues where HLE looks different/incorrect than LLE mode.

@olivieryuyu would you be interested in HLEing GB Tower in pokemon stadium 2?

@LegendOfDragoon

if we do speak of a a gfx microcode to implement, I am fine with that. Please give savestate for this for PJ64.

To add to the reported Turok bug on reddit - here is the link to the post so you can ask the person reporting directly as they don't use Github.

https://www.reddit.com/r/emulation/comments/9z166z/gliden64_dev_asking_for_hle_bugs_to_fix/

Cannot find the bug. Need PJ64 savestate.

if we do speak of a a gfx microcode to implement, I am fine with that.

Technically the task type = 2, but it certainly deals with graphics. It may be like WDC where it deals with both audio and graphics in same task. I tried making a savestate, but it doesn't work. I believe PJ64 has a problem with savestates when using transfer pack in-game.

@LegendOfDragoon

Just provide a savestate before getting into the screen where the ucode starts.

@olivieryuyu PJ64 seems to clear the transfer pack data when loading a save state. I guess you can hold off on it until this issue is fixed. I may look into fixing it next weekend. I even made a savestate at the game pack check screen and there's no game pack when loading the save state.

To add to the reported Turok bug on reddit - here is the link to the post so you can ask the person reporting directly as they don't use Github.
https://www.reddit.com/r/emulation/comments/9z166z/gliden64_dev_asking_for_hle_bugs_to_fix/

Cannot find the bug. Need PJ64 savestate.

Found where it is but it works in LLE and HLE without any issue.

gliden64_turok_dinosaur_hunte_000

Holy Moly, Conker lighting is quite something. There is not one but actually two lighting modes!

There's still Stunt Racer 64 and World Driver Championship to be HLE'd...
Only then can Finishing HLE be possible...

@Frank-74 that is already done

@loganmc10 Has it? I still get RunRSP error on booting WDC with HLE Gfx in Project64. Using latest WIP GLideN64.

it was implemented long time ago by Gillou68310

Well, WDC LLE Gfx boots fine with latest GLideN64 WIP. Choosing HLE Gfx results in RunRSP error. How do I get it to run HLE gfx with Project64?

@Frank-74 i think it only works in mupen64plus.

At this point mupen is the emulator of the future. They have been adding hacks to get their games running so that development for GLideN64 can continue. At the time this game was added to their comparability list more contributions were added to the puzzle from their developers.

It wasn't any kind of hack that allowed World Driver Championship to work with HLE, we extended the gfx_info API to include SP_STATUS_REG, that is what was needed for WDC and Stunt Racer:

https://github.com/mupen64plus/mupen64plus-core/pull/423

If PJ64 did something similar then those games would work in HLE

I鈥檓 sorry. I did t realize that that鈥檚 how the real hw worked. What about gauntlet then? Hack?

Gauntlet Legends was a similar situation, the GFX plugin needs to be able to modify the SP_STATUS bit.

It's not really a matter of hack/no hack. Because of the plugin system, the GFX plugin didn't have the ability to modify all of the RSP registers, it was a shortcoming of the original API design many years ago

Guys, this is getting off topic. Can you please provide HLE bugs? Conker deciphering is already started. Mario Party should next. Anything else?

Hello, olivieryuyu, slowdown game Mortal Kombat Trilogy in stage "The Subway" and bug graphics in Top Gear Hyper Bike "textures". Fix please. Hugs and sucess.

Hello, olivieryuyu, slowdown game Mortal Kombat Trilogy in stage "The Subway" and bug graphics in Top Gear Hyper Bike "textures". Fix please. Hugs and sucess.

Nothing to do with HLE.

The stage in hyper bike? What is the issue then?

Top Gear Hyper Bike is same bug with ground textures in LLE and HLE with GLideN64. But Angrylion gets it right.

Conker nearly over. Anything else?

Is there a list of non HLE related errors?
I lost the overview of what is what type of problem

Nothing else ?

I think u should take a look Resinde Evil 2, because ucode is not totally deciphered... instead of that is totally hacked.

There is no ucode issue with RE2.

@schubertguilherme What is the WIP you are using, please? I'm going to test here to see if the same error occurs.

Again this has nothing to be with HLE. Please stop using this issue for non HLE issue!

Issue #1484 ? Even though it uses per pixel lighting, the issue is only in HLE mode.

Issue #1803 which leads to issue #1647 ?

Per-pixel lighting is HLE-only feature, because graphics plugin does lighting calculations only in HLE mode. Per-pixel lighting issues are not related to microcode decoding. Per-pixel lighting is a hack which just does not always work well.

1647 is not HLE issue. Plugin works the same in LLE mode.

RE2 has no microcode decoding issues.

Top Gear Hyper Bike issues are not HLE related.

and so on.

So, HVQM, CBFD and Mario Party are the only unsolved HLE issues.
HVQM, CBFD already decoded and just waiting to be implemented.

I could be wrong, but didn't someone mention that World Driver Championship has missing coronas in HLE?

I could be wrong, but didn't someone mention that World Driver Championship has missing coronas in HLE?

It is not a HLE issue, same in LLE.

Are japan-exclusive games all fully decoded, including the 64DD ones too?

I m not aware of HLE issue in 64DD games. Please provide actual bugs!

190 It is HLE only issue.

230 LLE software looks ok

190 is not an issue of HLE as such. It is an implementation issue in OpenGL of a N64 feature.

230 is a framebuffer issue, not a HLE issue.

Yes, #190 is OpenGL related. OpenGL clipping need to be disabled somehow to show uncut logo. Or use software clipping, as in Glide64. Anyway, it is not HLE issue.

230 is unclear what is it: frame buffer or depth compare issue, may be both. In any case it is not HLE related.

Mario Party fixed

Anything else?

@gonetz

#1953

Not sure about this one, but I think it's HLE exclusive: https://github.com/gonetz/GLideN64/issues/1904

Not sure about this one, but I think it's HLE exclusive: #1904

Nope

CBFD lighting is so nice

gliden64_conker_bfd_002

Any other bugs?

Speaking of HLE bugs, #1964 is probably the last one.

Speaking of HLE bugs, #1964 is probably the last one.

Hmm not sure in which way it is...

there is also HVQM.

I don't see how it is HLE related

@olivieryuyu its broken in HLE not LLE. ?

It can be broken in HLE for other reasons than a microcode issue. Rat Attack for instance was not working in HLE but it is not due to microcode but to some limits in HLE implementation.

I think you meant "it", :) I hope you are not broken. :p

Ok, I see what you are saying. How can I tell if its HLE related then?

We have "HLE issue" notion for very different things, thus the confusion.

There are (they were ?) issues caused by incorrect/incomplete high-level implementation of microcode. This ticket is for such kind of issues. These issues are fixed thanks to oliveryuyu.

There are issues in HLE mode, which caused by OpenGL limitations - some transformations, performed in software by RSP plugin in LLE mode can't be made on hardware level, for example #190.
I'm not sure, what causes issues in #1964, but most likely it is another OpenGL related issue.
If it is so, HVQM is indeed the only remained problem, which is related to microcode decoding and implementation.

Hopefully someone can send olivieryuyu a save state for Pokemon Stadium 2 GB Tower :smile: .

well without a savestate I won't be able to do so. When HVQM is implemented, I will close this ticket and HLE matters most likley forever.

@LegendOfDragoon Just found this post which says transfer pack saves only load with N-Rage 1.82a.
https://forums.emulator-zone.com/showthread.php?t=2449
There's a link to download 1.82a in the post. Also source for 1.82a and 1.83. So chance of finding what broke from 1.83.

Edit: I can make saves, 1.82a works, where should I save? And using what gb game and colour etc.
2nd Edit: F7 load save state doesn't work with transfer pack in latest PJ64. 1.6 worked.

@Frank-74 i think any of the 1st or 2nd gen pokemon games are fine. I guess you can make a save state right after starting GB Tower.

@LegendOfDragoon What is the problem with HLE? I ran with Pokemon - Yellow Version - Special Pikachu Edition. I couldn't see any issue with HLE and GLideN64 after starting GB Tower and playing from the gameboy save. Shouldn't there be unsupported ucode message or something?
The only problem is CPU recompiler stalls in GB Tower, but interpreter runs full speed.

The task type is technically "audio", but it does graphics (and maybe audio too).

@LegendOfDragoon Tried save after starting GB Tower, on loading back, it freezes. Think problem may be that transfer pack broke in N-Rage from 1.83, 2.3c was used for Project64 and it doesn't account for transfer pack. I think @olivieryuyu needs a save to load in latest Project64 to debug. Source for 1.82a (working) and 1.83 (broken) is here: http://members.chello.at/n-rage/dinput8/downloads.html. I need to study it. Not much time as moving from house to flat soon.

@olivieryuyu I managed to get Pokemon Stadium 2 GB Tower working. I put the saves in the folders as I have them in my pj64. So you can just extract to your Project64 folder. You'll need the "Pokemon - Yellow Version - Special Pikachu Edition (USA, Europe) (GBC,SGB Enhanced).gb" rom. And CPU Interpreter in Project64.

Folders in zip:
Save: Latest Project64 F5 save .zip and .fla
Roms: The gameboy .sav file. (I haven't added the rom)
Plugin/Input: The N-Rage 1.82a plugin.
Download: https://www.dropbox.com/s/8r7mnjnbpu1v45k/PokeStad2_Saves_cont_plug.zip?dl=0

Instructions: EDIT: Just tested from scratch. Just start Pokemon Stadium 2 and hit F7, it loads ok.!

Video of running Pokemon Stadium 2 and starting GB Tower, running and making F5 save, then loading F7 save. It works for you hopefully. (Sound is really bad in GB Tower).
https://www.dropbox.com/s/4mtzfds5lr1kng2/2019-01-15%2002-11-51.mp4?dl=0

@Frank-74

I will check this out but i am not really sure that there is even a microcode for this GB tower. It can be CPU based only.

I cannot see a graphics microcode in gb tower. No a single RDP command is generated and there is no commands as such, except may be audio. Graphics works slow but fine in HLE, most likely as it results from the intense CPU usage at this place.

I won't decipher any ucode for the GB tower.

No more microcode issue known

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