Paper Mario: The Thousand-Year Door

Paper Mario: The Thousand-Year Door, released in Japan as Paper Mario RPG, is a console role-playing game developed by Intelligent Systems and published by Nintendo for the Nintendo GameCube. The Thousand-Year Door is the fourth Mario RPG and the second in the Paper Mario series.

When Using Older Graphics Cards
This game uses a feature known as "Bounding Box", which Dolphin typically uses Shader Storage Buffer Objects (SSBO) to emulate. This requires a NVIDIA GeForce 400 series or newer, a AMD/ATI Radeon HD 5000 series or newer, or a Intel Broadwell Integrated GPU (Intel HD 5300+) or newer and an operating system that supports OpenGL 4.3, D3D11, GLES 3.1, or Vulkan. On macOS, MoltenVK can be used to attain Vulkan support on the latest builds. If Bounding Box is not emulated correctly, the game will show severe graphical glitches and won't be playable to finish.

Because Dolphin has gone through many variants of Bounding Box support throughout its history, it may be possible for older graphics cards to use less accurate versions of Bounding Box present in older builds. On Android, or newer is required for Bounding Box to function at all due to an unrelated bug. Please note that other driver issues can often cause issues with Bounding Box emulation, which can produce similar bugs to having no Bounding Box support whatsoever. In this case, updating drivers or using a different video backend may be your only recourse.

Riverside Station Sunset Effect
The sunset effect in Riverside Station has a defect where non-static objects in front of it have a trail of ghosts coming off. This is not a bug in Dolphin, but a defect inherent to the way the effect is achieved, as it appears on console too. The defect is very hard to see on console (it's right above the rock in the image below) due to the low resolution and analog quality loss, but the higher internal resolution and custom HD textures allowed by Dolphin make it very obvious.

Pixelated Paper Effects
Some paper effects can appear pixelated at higher-than-native resolutions. This is not a bug. The various paper effects utilize EFB copies, and some of these EFB copies are written from the CPU rather than the GPU, causing them to only render at native resolution. There is no way to work around this limitation, unfortunately.

Problems
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PAL60 Reverting to 50Hz
If the PAL version of the game has been set to run at 60 Hz, it may change back to 50Hz under some circumstances. Turn off the dual core setting to avoid this issue.

Merluvee Next Path
When using the D3D backend, asking Merluvee to tell you the next path may freeze the game. This does not occur on OpenGL or Vulkan, so use them to avoid this issue. Fixed in revision.

Bounding Box Slowdown on NVIDIA Cards
NVIDIA cards are abnormally slow during Bounding Box effects even at very low internal resolutions when using D3D11. They get dramatically slower as the internal resolution increase, even though comparable AMD graphics cards suffer no slowdown at all. This is due to Dolphin hitting a slow path on those graphics cards. It is recommended that supported NVIDIA users use other video backends when playing games that require Bounding Box emulation to avoid that. Resolved as of.

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HD Texture Pack
There is a work-in-progress high definition texture modification for The Thousand Year Door on the Dolphin forums.

16:9 Aspect Ratio Fix
The built-in Widescreen Hack causes clipping issues. The following codes work as a replacement, causing fewer issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.

Normal HUD
This code does not speed up the game in the Shhwonk Fortress. NTSC-J: 044195F8 3FE38E39

NTSC-U: 0441F6D8 3FE38E39

PAL: 0442C158 3FE38E39

Centered HUD
NTSC-J: C202ECEC 00000003 3DC08042 3DE03FD8 91EE95F8 4E800020 60000000 00000000 C200F354 00000003 3DE08081 3DC0402B 61CE12A2 91CF65BC 387D015C 00000000 C200F35C 00000003 3DE08081 3DC04063 61CEE8D3 91CF65BC 7FC3F378 00000000 04193838 4E800020

NTSC-U: C202F310 00000003 3DC08042 3DE03FD8 91EEF6D8 4E800020 60000000 00000000 C200F500 00000003 3DE08082 3DC0402B 61CE12A2 91CFA1BC 387D015C 00000000 C200F508 00000003 3DE08082 3DC04063 61CEE8D3 91CFA1BC 7FC3F378 00000000 04199598 4E800020

PAL: C202F3F8 00000003 3DC08043 3DE03FD8 91EEC158 4E800020 60000000 00000000 C200F6C4 00000003 3DE08086 3DC0402B 61CE12A2 91CFB0DC 387D015C 00000000 C200F6CC 00000003 3DE08086 3DC04063 61CEE8D3 91CFB0DC 7FC3F378 00000000 0419B274 4E800020

Stretched HUD
This code also speeds up the emulator in the Shhwonk Fortress. NTSC-J: C202ECEC 00000003 3DC08042 3DE03FD8 91EE95F8 4E800020 60000000 00000000 04193838 4E800020

NTSC-U: C202F310 00000003 3DC08042 3DE03FD8 91EEF6D8 4E800020 60000000 00000000 04199598 4E800020

PAL: C202F3F8 00000003 3DC08043 3DE03FD8 91EEC158 4E800020 60000000 00000000 0419B274 4E800020

Centered HUD, some letterboxing
This code also speeds up the emulator in the Shhwonk Fortress. NTSC-J: 04193838 4E800020 044195F8 3FE38E39

NTSC-U: 04199598 4E800020 0441F6D8 3FE38E39

PAL: 0419B274 4E800020 0442C158 3FE38E39