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Getting it right - Continued
Posted on 2011-04-06 18:48:34 |
I found out why the lighting wasn't working properly. It was simply because I wasn't blending in the vertex colors in my shader that emulates some of the odd texture wrapping modes of the PS2. After fixing that, the game looks even better:
I'm quite surprised that it fixed Cid's ship, because it was looking really bad before. I guess they use vertex colors pretty heavily in some parts of the game. I also tested Atelier Iris, just to realize that most of the 3D rendering was broken after the changes I made for FFX... But after some investigation, I saw that were was no dependency generated for the FMAC flags register. So, to get it working, I had to simulate the latency of FMAC operations in order to have the proper flag values when the microprogram issues a flag test instruction. This worked like a charm and almost everything was back to normal. The other problem was a wrong value used for the latency of the DIV instruction which was easily fixed. The one thing I'm really happy about is that these fixes allowed me to get rid of some patches I added a long time ago to make the 3D rendering work without flag emulation. This means I'm getting on the right track with all this. Coming up next, is, perhaps, Castlevania: Curse of Darkness or Half-Life. Both games were really broken before and I'm really curious to see how they are behaving right now. |