Palette corruption?

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uberjack
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Palette corruption?

Post by uberjack »

Hi everyone,

Occasionally, some of the apps I compile exhibit what seems like palette corruption. This affects everything on the screen - images, primitives, etc... Most often, changing a small piece of code somewhere will fix the issue, and it will disappear for weeks at a time. I should note this seems to be a compilation issue - e.g. restarting the app will not resolve it - only recompiling it with some changes somewhere will. Also, it happens infrequently - somewhere along the lines of once every 20-30 builds, and does not seem tied to any specific code. Is this a common glitch related to the compiler or linker - I know that the PSP is picky with memory alignment for certain calls.

Thanks,
Akop
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Jim
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Post by Jim »

You've probably forgotten to flush the data cache somewhere.
Jim
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uberjack
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Post by uberjack »

Jim wrote:You've probably forgotten to flush the data cache somewhere.
Jim
You mean sceKernelDcacheWritebackAll()? That's certainly possible. When does the data cache need to be flushed, exactly? Thanks for your reply
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dot_blank
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Post by dot_blank »

this has happened to me by when the display list
holding the commands for GU are not aligned or there
is another part of code elsewhere that would possibly
write in areas where this list would be allocated ...so
any further drawing and matrix ops would go crazy on screen

also this could happen if your unswizzled textures are not
properly set up context with your blending calls ...ie check how
you process color components before blit

hope this helps in tracking down your problem
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