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Name select rendering issues in Zelda OOT and MM #12

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hulkholden opened this issue Sep 24, 2023 · 0 comments
Open

Name select rendering issues in Zelda OOT and MM #12

hulkholden opened this issue Sep 24, 2023 · 0 comments

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@hulkholden
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hulkholden commented Sep 24, 2023

Zelda OOT and MM both seem to run into a similar issue on the name select dialog.

OOT
MM

Both seem to be using a G_CYC_2CYCLE combine mode which uses the primitive color (white) for rgb and select Texel1 for the alpha:

01374 e3000a0100100000 gsDPSetCycleType(G_CYC_2CYCLE);
01375 e200001c0c184240 gsDPSetRenderMode(IM_RD|CVG_DST_FULL|ZMODE_OPA|FORCE_BL, GBL_c1(G_BL_CLR_IN,G_BL_0,G_BL_CLR_IN,G_BL_1) | GBL_c2(G_BL_CLR_IN,G_BL_A_IN,G_BL_CLR_MEM,G_BL_1MA) /*0x0c18*/);
01376 fcffadfffffd9238 gsDPSetCombine(0x00ffadff, 0xfffd9238);
RGB0 = (0            - 0           ) * 0            + Primitive   
  A0 = (Texel1       - Texel0      ) * 1            + Texel0      
RGB1 = (0            - 0           ) * 0            + Combined    
  A1 = (0            - 0           ) * 0            + Combined    

In both cases they don't seem to be setting Texture1 correctly. OOT loads both latin and romaji glyphs into Texture0 and Texture1 and so is rendering the romaji glyph.

texture state for OOT

MM doesn't seem to set Texture1 at all in this part of the display list and is showing a broken CI tile used earlier in the scene.

If this were G_CYC_1CYCLE then I think Texel1 would get mapped to the next texel of texture0 (see here). But they do seem to be selecting G_CYC_2CYCLE.

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