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#452 Advance Wars Dual Strike (E) missing flashing cursor

future
closed-fixed
nobody
0.9.12
3
2024-04-12
2009-06-06
Scott Nash
No

the flashing cursor is missing off the map screen

Discussion

  • zeromus

    zeromus - 2009-06-09

    geeze, no other emu can do this. ideas shows a red arrow at least..

     
  • Scott Nash

    Scott Nash - 2009-07-16
    • summary: Advance Wars - Dual Strike (E) --> Advance Wars - Dual Strike (E)- missing flashing cursor
     
  • DottorLeo

    DottorLeo - 2009-07-24

    Still missing on SVN2651.

     
  • Pokefan 999

    Pokefan 999 - 2009-07-27

    same issue in svn2672

     
  • zeromus

    zeromus - 2009-07-29

    researched extensively. this cursor is the only instance of polygon attribute depthtest=EQUALS mode that I am aware of. It doesn't work due to instabilities in the floating point 3d hardware and won't be fixed until that turns fixed point. Advance wars draws everything flat at z=0 in world coordinates with no height to it, and uses w buffering. therefore the math should work out so that the w coordinate in the rasterizer is always the same, and the arrow should pass the EQUALS depth test and render on top of everything. but the math ends up being wrong due to floating point.

     
  • DottorLeo

    DottorLeo - 2009-09-08

    Same problem on SVN2847

     
  • DottorLeo

    DottorLeo - 2009-09-21

    Still missing on SVN2902.

     
  • Scott Nash

    Scott Nash - 2009-11-29

    still present on svn 3104

     
  • DottorLeo

    DottorLeo - 2010-03-31

    Still present on SVN3455. Here a real rendering: http://www.youtube.com/watch?v=dP-Q_Oug2nM

     
  • DottorLeo

    DottorLeo - 2010-06-23
    • summary: Advance Wars - Dual Strike (E)- missing flashing cursor --> Advance Wars Dual Strike (E) missing flashing cursor
     
  • Pokefan 999

    Pokefan 999 - 2010-09-10

    set "Depth Comparison Threshold" to 10
    fixed in r3769.

     
  • zeromus

    zeromus - 2010-09-10

    we'll keep these as test cases for a rasterizer depth buffer rewrite. theyre still technically broken

     
  • zeromus

    zeromus - 2010-09-10
    • labels: --> softrasterizer
    • priority: 5 --> 3
     
  • DottorLeo

    DottorLeo - 2011-08-04

    Still broken on SVN4074, the pokefan999 fix still works perfectly.

     
  • DottorLeo

    DottorLeo - 2014-05-07

    Still broken on SVN5040, again the pokefan999 fix still works perfectly.

     
  • rogerman

    rogerman - 2015-03-16

    Cursor bug is confirmed on r5119.

    SoftRasterizer, GFX3D_Zelda_Shadow_Depth_Hack=0: Bug is reproducible as described.
    SoftRasterizer, GFX3D_Zelda_Shadow_Depth_Hack=10: Cursor is rendered correctly.
    OpenGL: Bug is reproducible as described.

     
  • Gwern Branwen

    Gwern Branwen - 2015-05-21

    My DeSmuME doesn't seem to have any 'Depth Threshold' setting in the Config dropdown, so the advice here confused me; after some puzzling I figured out that it can be set as a commandline option: --depth-threshold=10. This seems to work.

    (And Dual Strike cursor problem still exists on Debian version 0.9.10-2/"DeSmuME 0.9.10 svn0 dev+ x64-JIT".)

     
    • rogerman

      rogerman - 2015-05-21
      1. The depth threshold setting works only for SoftRasterizer. It does not work for OpenGL.

      2. You're using an old version of DeSmuME. The current released version is v0.9.11.

      3. The Advance Wars: Dual Strike cursor issue can be fixed when the depth threshold is =10. This does work in both v0.9.10 and v0.9.11.

      4. Ever since r5191, the depth threshold setting (GFX3D_Zelda_Shadow_Depth_Hack) is obsolete. In r5191, the depth test equals test, of which the AW:DS cursor depends on, now behaves as if GFX3D_Zelda_Shadow_Depth_Hack=512 at all times.

       
    • Anonymous

      Anonymous - 2016-01-19

      TKS
      worked here :)

       
  • rogerman

    rogerman - 2017-10-14
    • status: open --> closed-fixed
    • Not Milestone: --> 0.9.12
    • THERES NO POINT TO THIS LABEL: --> future
     
  • rogerman

    rogerman - 2017-10-14

    Also fixed in the OpenGL renderer as of commit git#47a7194.

    Now, both SoftRasterizer and OpenGL renderers support the depth-equals test, allowing the flashing cursor to become visible.

     

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