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0.051 Source Available


Re: 0.051 Source Available

Postby Dr. Phat » Mar 14, 2001 @ 8:14pm

Well why not Carpe?  Oh, everybody wear black tomorrow (3/15). It's the Ides of March, and like Pliny said- Beware Greeks bearing Ides! ~~~~~
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Re: 0.051 Source Available

Postby Daedelus » Mar 14, 2001 @ 8:17pm

:)
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 14, 2001 @ 8:53pm

Well... i don't know what's wrong but you can't get past the first level because on one area the map gets all messy and you can't see your  way.<br><br>It really fast though!, i get 7.9 fps on the time demoo!!<br>
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Re: 0.051 Source Available

Postby Dan East » Mar 14, 2001 @ 10:46pm

So you get to a point, physically in the level, where a threshold is crossed and the rendering is distorted. Then if you go back to where you had already been, which previously rendered correctly, you still see the corruption. Is that right? If so, is it always triggered at the exact same place? Can you identify any object / effect that may be triggering it (like a weapon model, door, moving platform, etc)?<br><br>Dan East
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 14, 2001 @ 11:02pm

Umm... Nope<br>It's like you KNOW the room is screwed up, you can see the entrance screwed, like in the screen shot, you get close the room and still see distortion, but just in that room, and when you enter it you see distortion everywhere.<br>If you somehow find your way out of the room everything get's back to normal.<br><br>Imagine the first screenshot, when you walk towards one of the doors you see that distortion getting bigger (but it's a stable distortion, it always remains the same, it doesn't move) then when you enter the area you can't see anything else other than distortion.<br><br><br>
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Re: 0.051 Source Available

Postby Dan East » Mar 14, 2001 @ 11:40pm

Okay, I'll think about this one tonight. Moose - is this the exact same thing you're seeing with your MIPS build?<br><br>Dan East
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Re: 0.051 Source Available

Postby randall » Mar 15, 2001 @ 5:33am

Without seeing the map firsthand it's pretty difficult to tell what is happening. In the screenshot, it looks like an HOM (Hall of Mirrors) effect in both doorways/hallways.<br><br>BOTH of those doorways have entities within them-<br>trigger_multiple and func_episodegate.<br><br>func_episodegate is at the entrance of both doorways and is initially invisible. It turns into a solid wall if that episode is completed.<br><br>trigger_multiple is on the landing at the top of the stairs and is ALWAYS invisible. It triggers the message that pops up, something about "the netherworld".<br><br>Trigger_multiple is far more common, often triggering events that the player isn't aware of.<br><br>Does this problem occur in other areas where a trigger might be? More screenshots of other locations could be helpful.
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 15, 2001 @ 6:29am

It happens too in level one, right after you get past the "open area" where the dog is, inside that building, to the right is a closed area that get's all messy to, to the right there's a grunt and right past him there's a switch to move a bridge, but the graphics get messed up a little after that explosive container you find in that building.<br>
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Re: 0.051 Source Available

Postby Dan East » Mar 15, 2001 @ 7:51am

What size stack were you using for the builds that worked? Reserve: 0x3d090 Commit: 0x1000? Or did you use higher values?<br><br>Dan East
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 15, 2001 @ 2:08pm

Well, i too suspect it might be a config problem, i tried that. At first reserve was at 0x3d090 and commit at 0x1000, then i saw that the arm build had a commit value of 0x3000 so i changed it and i saw no change.<br>Just so you know, the emulator shows no glitches on my pc too so the source code is correct.<br><br>If you suspect it might be a config problem, send me a build and i'll test it for you<br><br>Last modification: CARPEDIEM - 03/15/01 at 11:08:35
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Re: 0.051 Source Available

Postby Dan East » Mar 15, 2001 @ 2:23pm

Try this to help narrow down the problem. In r_draw.c, around line 1000 (I've made changes to the source I have, so that's just a ballpark figure), you'll see:<br><br>// add the edge<br>#ifndef USE_PQ_OPT1<br>      R_EmitEdge (pv0, pv1);<br>#else<br>      R_EmitEdge_fxp (pv0, pv1);<br>#endif<br><br>Change it to the first line to:<br><br>#ifndef USE_PQ_OPT1_NOT<br><br>Rebuild and see if the rendering problems are still there.<br><br>Thanks.<br><br>Dan East
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Re: 0.051 Source Available

Postby Moose or Chuck » Mar 15, 2001 @ 3:08pm

Dan, you've come across something there because with that modification EVERYTHING looks like what we were telling you about before.<br><br>CARPE, maybe you should underclock your Casio until we get this ironed out, or just to see if it IS an overclock problem. Because the general PQ public could be able to play this game normally because they haven't overclocked.Last modification: Moose Master - 03/15/01 at 12:08:40
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 15, 2001 @ 3:22pm

Listen... there's no reason to believe it's an overclocking issue. If you have yours @ 180 then you are running at a supported frecuency and your device should be just faster with no side effects.<br>Mine has no side effects and im running at 200.<br><br>Anyway, dan i forgot to tell you this yesterday but i switched back to the old world recursive function and the problem still remained... so the problem surely is in emitedge, but since it's not an isolated function i couldn't easily revert back to the old one.<br><br>
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 15, 2001 @ 4:16pm

I did what you asked me to do, you can see for yourself what happens when you do in the emulator, just make the change and run the emulator, you'll get a very distorted scenery, that's not actually what we get, it's perfect at times and worse sometimes on my ppc.<br><br>
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Re: 0.051 Source Available

Postby Dan East » Mar 15, 2001 @ 4:26pm

Oops. The original R_EmitEdge had some code in it I forgot to take out that I used to write the fixed point routines. Try this one:<br>http://www.pocketmatrix.com/pocketquake/r_draw.c<br><br>Dan East
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