Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Pangya: Rapid seizure-inducing flickering when booting (all backends) #8691

Closed
thedax opened this issue Apr 11, 2016 · 9 comments
Closed

Pangya: Rapid seizure-inducing flickering when booting (all backends) #8691

thedax opened this issue Apr 11, 2016 · 9 comments
Milestone

Comments

@thedax
Copy link
Collaborator

thedax commented Apr 11, 2016

Somewhere between 1.1.1 and 1.2, the game started booting with terrible screen flickering while the copyright and "don't remove the Memory Stick" screens display. In-game is fine, no flickering, it's just the booting screens. I'm still bisecting, but it's definitely not a desirable bug to have. I don't know if it's exclusive to Windows either.

@thedax
Copy link
Collaborator Author

thedax commented Apr 11, 2016

git.exe bisect bad

9327749 is the first bad commit
commit 9327749
Author: Unknown W. Brackets checkins@unknownbrackets.org
Date: Wed Dec 30 17:29:20 2015 -0800

Allow setting the display off.

Final Fantasy Tactics does this to avoid some brief flicker.

:040000 040000 3c4f4cfaf52452841f7ce07d57849934915107e9 08859b54f4985fb3f355b3d9f81d2ddd5c1ce524 M Core

@unknownbrackets unknownbrackets added this to the v1.3.0 milestone Apr 11, 2016
@unknownbrackets
Copy link
Collaborator

Interesting. Maybe this means it's turning off the display every other frame?

I wonder if there's a lag or something...

-[Unknown]

@unknownbrackets unknownbrackets added the Needs hardware testing Testing on a real device needed to determine correct behavior. label Apr 11, 2016
@hrydgard
Copy link
Owner

Or we are not respecting the flag when drawing video frames directly, or something.. we've seen cases where we end up with a buffer for every second frame and no buffer for the other..

@thedax
Copy link
Collaborator Author

thedax commented Apr 14, 2016

@unknownbrackets, is this something I can help test, since I have the game? Or did you mean a pspautotest needed to be written?

@unknownbrackets
Copy link
Collaborator

Well, a log of the sceDisplaySetFramebuf calls would probably help, since I'm no sure what it's actually doing. Or a JpcspTrace...

I also think sceDisplaySetFramebuf does some sort of validation (never really tested it properly.) My suspicion is that this validation is triggering and so it's not actually disabling the framebuffer on real firmware.

It seemed like if the current render target was 8888 you couldn't set a 565 display, or something... maybe only if it's the same pointer.

-[Unknown]

@thedax
Copy link
Collaborator Author

thedax commented Apr 14, 2016

I'll see what I can do when I get some time. :)

@unknownbrackets unknownbrackets removed the Needs hardware testing Testing on a real device needed to determine correct behavior. label May 15, 2016
@unknownbrackets
Copy link
Collaborator

Made some changes based on sceDisplay testing, and reporting shows this game is impacted... maybe fixed?

-[Unknown]

@thedax
Copy link
Collaborator Author

thedax commented May 18, 2016

@unknownbrackets, yeah, it's fixed now. Should I bother figuring out which commit did it?

@unknownbrackets
Copy link
Collaborator

It might be useful in case any of them cause problems for other games, but I think they're all fairly safe.

Gonna mark as closed either way, since it's fixed. Yay. Thanks for testing.

-[Unknown]

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants