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#454 Monster Trucks DS (U)

open
nobody
None
5
2019-02-03
2009-06-06
Scott Nash
No

start a game then when you are racing push pause then select to exit game and on the top screen are the cars and objects from the scren before

Discussion

  • Scott Nash

    Scott Nash - 2009-06-06
     
  • Scott Nash

    Scott Nash - 2009-06-25

    ATV Quad Frenzy (E) has the same problem (by the same company)

     
  • Scott Nash

    Scott Nash - 2009-07-23

    still present in svn 2643
    game is playable

     
  • DottorLeo

    DottorLeo - 2009-08-05

    Still present on SVN2745. Maybe desmume doesn't flush correctly the memory?

     
  • DottorLeo

    DottorLeo - 2009-09-07

    Still present on SVN2840

     
  • DottorLeo

    DottorLeo - 2009-09-21

    Still present on SVN2902. Also now the music is corrupted, repeating same sound over and over.

     
  • DottorLeo

    DottorLeo - 2009-11-12

    Music is fixed but the original bug is still there on SVN3051

     
  • DottorLeo

    DottorLeo - 2009-11-20

    Still there on SVN3085.

     
  • Scott Nash

    Scott Nash - 2009-11-29

    still present in svn 3104

     
  • Scott Nash

    Scott Nash - 2010-01-22

    still present in svn 3299

     
  • DottorLeo

    DottorLeo - 2010-03-31

    Still present on SVN3455. Seems that DesMuMe can flush correctly the top screen from the 3D Data.

     
  • DottorLeo

    DottorLeo - 2010-05-24

    Still present on SVN3650

     
  • DottorLeo

    DottorLeo - 2010-06-21
    • summary: Monster Trucks DS (US) --> Monster Trucks DS (U)
     
  • zeromus

    zeromus - 2010-06-26

    this game uses software rendered voxels. the game generates a depth buffer and passes it to the clear image hardware for the voxels to make geometry (cars, flags, etc.) rendered with the 3d engine to go in front of and behind. when exiting the main engine, the game does not clear its 3d memory. but it _does_ set a depth buffer of frontmost on every pixel and continue passing it to the clear image hardware during the menu, which should prevent the cars from drawing.

    the problem is that the real hardware renders 3d continuously, and changes to this depth buffer (which took effect while the screen was fading) happen immediately; whereas, in desmume, 3d renders only each time a frame is submitted by the 3d hardware. that means, in this case, that it never renders again, once the player enters the menu from in-game.

    there are a few ways to fix this. one is to correctly emulate the constant-rendering that the hardware does. this is potentially somewhat costly.

    next, the aforementioned approach could be made optional. while it fixes this one game, it isn't worth an option. if we find other games that need it, we may reconsider.

    finally, we could detect the condition where flags have changed (even though the geometry has not) and take an opportunity to rerender, if so, each frame. But be careful--texture banks or contents may have changed also, since the geometry quit getting submitted, so all those conditions would have to trigger a re-render. I would prefer not to do this, since it is sort of bug city.

     
  • DottorLeo

    DottorLeo - 2010-06-26

    Great explanation. I think the first option is better, you can optimize Desmume for speed in later revisions. I'll check for other games by the same house.

     
  • DottorLeo

    DottorLeo - 2011-02-09

    Still broken on svn3930

     
  • DottorLeo

    DottorLeo - 2011-02-09

    Forgot to say that during the game there is a new debug message :D:

    "rasterizer rendering at y=192! oops!"

     
  • DottorLeo

    DottorLeo - 2011-08-04

    Same problem on SVN4074.

     
  • DottorLeo

    DottorLeo - 2012-10-18

    An interesting error, it appears only with JIT enabled, on 4407: the car is totally invisible and it is "shoot" foward and then the screen sometimes freak out on the ground. Without JIT there is no such problem but the music is completely stuck on the same 2 sec.

     
  • DottorLeo

    DottorLeo - 2014-05-07

    Same problem on SVN5040.

     
  • DottorLeo

    DottorLeo - 2015-03-26

    Same problem on SVN 5134. Tested also with the OpenGL 3.2 render mode.

     
  • DottorLeo

    DottorLeo - 2015-05-08

    Serious regression on SVN 5189, now Desmume doesn't render the monster trucks at all on the top screen, only the desert environment. Tried with and without bios+firmware, tried disabling fog and line hacking but no effect. This problem affect OpenGL 3.2, old OpenGL and Softrasterizer. The problem has appeared between 5134 and 5189.

     
  • DottorLeo

    DottorLeo - 2019-02-03

    Now the game is perfect with OpenGL 3.2 but flashes and makes desmume to crash with commit 242ccb2 from Github

     

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