Sonic CD [NPUB30624]
Started by BlackDaemon




105 posts in this topic
pnkie666
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04-21-2014, 09:00 PM -
#11
So....it's happend! Now, Sonic CD is launch intro!

Darkriot
Member


0
498 posts 29 threads Joined: Aug 2017
04-21-2014, 09:52 PM -
#12
Pnkie666, same...Please, use in the next time "Search" (
(? ???????, ?? ????? Wink)
pnkie666
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04-22-2014, 04:03 AM -
#13
(04-21-2014, 09:18 PM)AlexAltea Wrote: Merged with the older thread. Wink

By the way, what's the difference with your previous video?

it work without pressing "resume".
emunewzdecade
Unregistered


 
05-09-2014, 09:54 PM -
#14
Presented an interesting behavior with the current version!
You can proceed with emulation to the main menu screen, but with a black screen and may accompany it by rsx debugger.

This error texture observed in the previous version:
Code:
[E: RSXThread] GLTexture :: Init () -> glTexImage2D: OpenGL error 0x0501

Resulted in this error now:
Code:
[E : RSXThread]: Init tex error: Bad tex format (0x84 | linear | 0x0)

Hear the sounds of button commands.

This error was displayed after choosing the game character by pressing the X button.
Code:
[W : PPU[1] Thread (CPUThread)[0x00e25010]]: cellPamf warning: cellPamfReaderGetNumberOfSpecificStreams(pSelf=0xd0010410, streamType=21)
[E : PPU[1] Thread (CPUThread)[0x00e25010]]: Exception: GetMemFromAddr(0x0)
Thereafter, no further updates in the log.


The initial opening screen with the logo of Sega continues loading normally.
log file:
Sonic CD [NPEB-00787]
element
Unregistered


 
05-14-2014, 02:26 PM -
#15
Hey

I have implemented the "CELL_GCM_TEXTURE_R5G6B5" into GLGSRender.h

Code:
case CELL_GCM_TEXTURE_R5G6B5:
        {                                        
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
            checkForGlError("GLTexture::Init() -> glTexImage2D");
            
            break;
        }

Intro is loading ... than the Main Screen appear ... but it has strange colors

element
Unregistered


 
05-14-2014, 02:30 PM -
#16
when implementing the

Code:
case CELL_GCM_TEXTURE_R5G6B5:
        {                                        
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
            checkForGlError("GLTexture::Init() -> glTexImage2D");
            //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
            break;
        }

it gaves me a very strange picutre

pnkie666
Unregistered


 
05-14-2014, 06:17 PM -
#17
can you add this code on github?
ssshadow
Administrator
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2,494 posts 63 threads Joined: Aug 2017
05-14-2014, 09:52 PM -
#18
(05-14-2014, 02:30 PM)element Wrote: when implementing the

Code:
case CELL_GCM_TEXTURE_R5G6B5:
        {                                        
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
            checkForGlError("GLTexture::Init() -> glTexImage2D");
            //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
            break;
        }

it gaves me a very strange picutre

If the game didn't display that before your code addition, then please make a pull request! It looks completely fine, just some minor color format issue, trivial probably.
shadow
Unregistered


 
05-14-2014, 10:07 PM -
#19
wrong colors probably mean that color format is wrong...
flashmozzg
Unregistered


 
05-14-2014, 10:31 PM -
#20
Yeah, no red and probably green instead of blue.


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