Page 1 of 3 123 LastLast
Results 1 to 10 of 22

Thread: to mupen makers

  1. #1
    EmuTalk Member
    Join Date
    Nov 2007
    Posts
    5

    N64 to mupen makers

    dear mupen staff i have this minor glitch with puyo puyo 4 puyo puyo party its splitting everything (exept the puyos) are split and skeleton-T is minorly glitched when you play against every character i suppose you should fix it (Recommended)





    Your
    mupens biggest fan
    non4life


    • Advertising

      advertising
      EmuTalk.net
      has no influence
      on the ads that
      are displayed
        
       

  2. #2
    Mupen64Plus Dev.
    Join Date
    Oct 2007
    Location
    Michigan (United States of America)
    Posts
    448
    First _WOW_. Thought i was the only one who tried.

    Second, I noticed this bug, have yet to report it (cuz i forgot, my bad). I myself have not found the issue but its probably not an obvious one. The sprites seem to be split at every few pixels vertically.

  3. #3
    EmuTalk Member
    Join Date
    Nov 2007
    Posts
    5

    Lightbulb

    i will show you if i have time wait i think i know the solution were running the wrong format of mupen64 :
    Last edited by non4lf3; December 1st, 2007 at 23:47.

  4. #4
    Mupen64Plus Dev.
    Join Date
    Oct 2007
    Location
    Michigan (United States of America)
    Posts
    448
    Sorry I worded that badly, I noticed the problem but i was talking about finding what the source was. Its obviously a huge issue - Barely effects the playability but still annoying nonetheless.

    I can't help with this issue right now. I've checked on the code before, but right now I'm in Windows (A modified version of XP) to do various tasks (Trust me, i don't like it... I miss having multiple desktops really badly.)

  5. #5
    Moderator smcd's Avatar
    Join Date
    Jun 2004
    Posts
    2,503
    Quote Originally Posted by nmn View Post
    but right now I'm in Windows (A modified version of XP) to do various tasks (Trust me, i don't like it... I miss having multiple desktops really badly.)
    Thread offtopic, but http://virtuawin.sourceforge.net/ is handy for "when you have to be on Windows"

  6. #6
    Moderator
    Join Date
    Oct 2007
    Posts
    473
    I may have found the source of this problem. I made a change today which greatly helps this issue. You can still see tiny lines between the textures but not huge gaps anymore. I just hope it doesn't cause problems for other games.

  7. #7
    Mupen64Plus Dev.
    Join Date
    Oct 2007
    Location
    Michigan (United States of America)
    Posts
    448
    This was a particular annoying bug, what did you do to cause an improvement?

    (And virtuawin is decent but ReactOS explorer implements it better so i'll just use it when i want multidesktops)

  8. #8
    Moderator
    Join Date
    Oct 2007
    Posts
    473
    Quote Originally Posted by nmn View Post
    This was a particular annoying bug, what did you do to cause an improvement?
    You should have seen the email notification when I made the commit the other night. These objects were being drawn in a different function than most others (DrawSprite) and the coordinate calculation code was throwing this -1 offset into the x1,y1 coordinates before they get scaled to the final screen coords. It was causing a gap of 2 pixels between textures which are supposed to be adjacent. It's still not perfect, and I believe that there needs to be some kind of offset in either the texture u,v coords or the screen coords, but the old code was clearly wrong. At any rate it looks a lot better now even though it's still not really exact.

  9. #9
    Mupen64Plus Dev.
    Join Date
    Oct 2007
    Location
    Michigan (United States of America)
    Posts
    448
    I need to get Linux booting again I'd like to try to finish this one off.

  10. #10
    Moderator
    Join Date
    Oct 2007
    Posts
    473
    I ran another experiment tonight to check on the values of the texture wrapping parameter in this function (DrawSprite) that has the problems. It turns out that sometimes it had invalid values for the wrapping parameter at that point in the code (maybe it never gets properly set beforehand; I didn't really scour the code to figure out how it's supposed to work). I added some code to force it to GL_CLAMP_TO_EDGE and it looks almost perfect now.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •