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Old January 16th, 2002   #1 (permalink)
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Question One Piece Mansion

I see no mention of this game anywhere - probably because few people have it, it's an odd little game... but I like it.

Anyway..got it over Christmas, now I've gone back to uni and brought my PC with me but can't bring my PSX. Has anyone else tried this on any emulators and got it to work properly? I've tried numerous ones, ePSXe had the most success, but the graphics still aren't right no matter what plugin configuration I use.

The titles seem to be fine, the little intro sequence is fine, the 3D parts of the graphics are fine..but the sprites showing the tenants (you'll know what I'm on about if you've played it) show up in odd colours or completely obscured. One or two look fine, most are oddly coloured, sometimes graphics for the wrong character show up and sometimes just a white square shows - I think the odd colouring is due to the fact that the correct palette is used, but the wrong character graphics. Unfortunately, due to the nature of the game, these glitches really are enough to make playing it quite a task.

I can take a screenshot or give more info if anyone wants, any kind of help is appreciated - other games I was too addicted to to leave at home work fine
Basic PC spec information is in my signature; I've tried various emulators all with software and hardware plugins, and all combinations either didn't work (incompatible emu) or suffered the same problems.
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Old January 17th, 2002   #2 (permalink)
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It would be nice if you could tell us which plugins you're using with ePSXe and their configuration(mainly the gpu plugin config, there's a copy info to clipboard function that helps you do it). Also, as I don't think many people have the game, you could post a screenshot showing the problem.
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Old January 22nd, 2002   #3 (permalink)
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It seems to be a GPU-related problem: the main GPU I use is Pete's OpenGL (1.56), the same happens with the D3D version.

[NextGL] (1.7) has different problems, however - there is a problem with textures being transparent..it does, however (based on the shapes of the 'silhouettes'), appear to be drawing the right textures in the right places. It looks roughly similar to the output from Pete's plugins with 'Alpha MultiPass' disabled.

The only software GPUs I've tried are Pete's and Kazzuya's ones, neither of which get it quite right either...

Settings follow, and I've attached a pic containing some screenshots and a few scrawled notes. Resolutions, filtering modes, etc. have all been tinkered with to death, with the same basic errors occurring in all settings; below is what I generally use, and what was in use when the screenshots were taken.

==============

Plugin: Pete's OpenGL Driver 1.1.56
Author: Pete Bernert
Card vendor: NVIDIA Corporation
GFX card: GeForce3/AGP/3DNOW!

Resolution/Color:
- 1280x1024 Fullscreen - Desktop changing [32 Bit]
- Keep psx aspect ratio: off

Textures:
- R8G8A8A8
- Filtering: 6
- Caching: 3

Framerate:
- FPS limitation: on
- Frame skipping: off
- FPS limit: Auto

Compatibility:
- Offscreen drawing: 0
- Framebuffer texture: 2
- Alpha multipass: on
- Mask bit: off
- Advanced blending: on

Misc:
- Scanlines: off
- Line mode: off
- Unfiltered FB: off
- Dithering: off
- Full vram: off
- Game fixes: off [00000000]


================

--------------
[NextGL] v1.7
--------------

--[Graphics settings]--
Screen Width: 1024
Screen Height: 768
Color depth: 32
Full screen? (Yes)
Use Brightness? (Yes)
Show FPS? (No)
Draw scanlines? (No)
- Brightness level: 4

--[Texture cache settings]--
Debug output? (No)
Debug output extended? (No)
Sprite cache debug output? (No)
Use texture caching? (Yes)
- Use sprite caching? (Yes)
- Limit Sprites? (No)
- Flush at limit? (No)
- Texture page depth: Palettized
- Use primitive caching? (Yes)
- Enable notification? (Yes)
- Full page updates? (Yes)
- Enable memory manager? (Yes)
- Flush at limit? (Yes)
- Texture page depth: Palettized

--[Frame limiting]--
Use frame limiting? (Yes)
- Frame limit: 30 fps

--[Emulation options]--
DMA chain fix? (No)
--[Screen filtration]--
Use screen filtration? (Yes)
- Screen filtration mode: Post bilinear filtering

================
Attached Images
File Type: jpg opmscreenshots.jpg (196.3 KB, 77 views)
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Old January 23rd, 2002   #4 (permalink)
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Inside Pete's OpenGL, try setting the Caching to Dynamic(2), Offscreen Drawing to Enhanced(3) and leave Alpha Multipass enabled. I dunno if this will help, but try it.
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