Ōkami: Difference between revisions

923 bytes removed ,  25 March 2011
Some fixes. Also purged blak options of contfiguration, a warning (as of ratings) must be added to use only necessary values.
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(Some fixes. Also purged blak options of contfiguration, a warning (as of ratings) must be added to use only necessary values.)
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== Problems ==
== Problems ==
===In Game Menus===
===In Game Menus===
Menus off center, refer {{issue|3617}}
Menus off center, refer {{issue|3617}}.
[[File:Okami-Menus.jpg|thumb|left|400px|]]
[[File:Okami-Menus.jpg|thumb|left|400px|]]
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===Frame Buffer Effect===
===Frame Buffer Effect===
Refer {{issue|4317}}
Referring to {{issue|4317}}, the game uses some sort of frame buffer effect that looks quite bad on high resolutions, creating pixelated ghosting and an annoying blurred look. EFB to RAM fix the issue showing this accurately.
The game uses some sort of frame buffer effect that looks quite bad on high resolutions, creating pixelated ghosting and an annoying blurred look. EFB to Ram shows this accurately.


[[File:Okami-EFBtoRam.jpg|thumb|left|400px| EFB to Ram, showing the effect on a high resolution screen (taken on 1080p)]]
[[File:Okami-EFBtoRam.jpg|thumb|left|400px|EFB to RAM, showing the effect on 1080p resolution]]
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EFB to Texture is inaccurate, freezing the effect and leaving a ghost image of the frame the effect was disabled on. However, the character can still move underneath the ghosting, and it gives a glimpse of what the game could look like without the effect. It is considerably clearer and nicer, akin to what it should look like on the higher resolution. By switching from EFB to Ram to EFB to Texture with careful timing and camera work, it is possible to create a partial work around for the ghosting, as outlined in the below forum post. This is the best that is possible at present, however it requires effort and isn't permanent.
EFB to Texture is inaccurate, freezing the effect and leaving a ghost image of the frame when effect was disabled on. However, the character can still move underneath the ghosting, and it gives a glimpse of what the game could look like without the effect. It is considerably clearer and nicer, akin to what it should look like on the higher resolution. By switching from EFB to RAM to EFB to Texture with careful timing and camera work, it is possible to create a partial work around for the ghosting, as outlined in [http://forums.dolphin-emulator.com/showthread.php?tid=1045&pid=128950#pid128950 this forum post]. This is the best that is possible at present, however it requires effort and isn't permanent. Make sure you have "Enable Hotkeys" option enabled in graphic plugin settings, this is for letting you know what's going on when switching options while game is running.
<blockquote> http://forums.dolphin-emulator.com/showthread.php?tid=1045&pid=128950#pid128950<br> "I didn't mention it before but also make sure you have "Enable Hotkeys" option enabled in graphic plugin settings, this is for letting you know what's going on when switching options while game is running.


When the game is booted to get rid of the ghosting effect "EFB to RAM" is casting to the image do this:
When the game is booted to get rid of the ghosting effect "EFB to RAM" is casting to the image, use the D-Pad of the Wiimote, move around with the camera, and find a spot that has less drawings and more important no black outlines. The blank sky is perfect, also a not too dark rock seen from very close is ok. When you think you are in the right place switch to "EFB to Texture" by pressing "5" on the keyboard. If you also press button "1" on the wiimote at the same time the map pops up and helps to attenuate artifacts a little more.


First using the d-pad of the wiimote, move around with the camera, and find a spot that has less drawings and more important no black outlines.
[[File:Okami-EFBtoTexture.jpg|thumb|left|400px|EFB to Texture creates a ghost of the frame it was disabled on. However, it gives a glimpse of what the game could look like without the effect, and it is considerably clearer. Using this glitch, it is possible to create a workaround for the ghosting, but it requires some effort, and isn't permanent. (image taken on 1080p)]]
The blank sky is perfect, also a not too dark rock seen from very close is ok.
 
When you think you are in the right place switch to "EFB to Texture" by pressing "5" on the keyboard. If you also press button "1" on the wiimote at the same time the map pops up and helps to attenuate artifacts a little more."</blockquote>
 
[[File:Okami-EFBtoTexture.jpg|thumb|left|400px| EFB to Texture creates a ghost of the frame it was disabled on. However, it gives a glimpse of what the game could look like without the effect, and it is considerably clearer. Using this glitch, it is possible to create a workaround for the ghosting, but it requires some effort, and isn't permanent. (image taken on 1080p)]]
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===Painting Crash===
===Painting Crash===
Painting the bridge or the river will not function without EFB "enable CPU access". However, with this enabled, Okami will crash as soon as you try to paint. You can skip the bridge scene, but the game requires painting for the river. This crash prevents the game from advancing. It should be noted that older builds were able to bypass this crash, but I was unable to bypass it in 7408.
Painting the bridge or the river will not function without "Enable CPU access". However, with this enabled, Okami will crash as soon as you try to paint. You can skip the bridge scene, but the game requires painting for the river. This crash prevents the game from advancing. It should be noted that older builds were able to bypass this crash, but we were unable to bypass it in {{revision|7408}}.
[[File:Okami-Rivercrash.jpg|thumb|left|400px| Unless the river paint crash can be bypassed, this is as far as the game can go.]]
[[File:Okami-Rivercrash.jpg|thumb|left|400px| Unless the river paint crash can be bypassed, this is as far as the game can go.]]
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== Configuration ==
== Configuration ==
{{Config
{{Config
|dualcore              =
|graphicsplugin           = DX9
|dualcorenotes        =
|graphicspluginnotes       = OpenGL renders incorrectly and can crash the emulator. DX11 not tested.
|idleskipping          =
|cpuefbaccess             = On
|idleskippingnotes    =
|cpuefbaccessnotes         = Required for brush to function for the bridge/river painting. However, leads to crash.
|dsplleonthread        =
|accuratetexturecache     = Normal
|dsplleonthreadnotes  =
|accuratetexturecachenotes = Must be enabled to prevent randomized text bug.
|hletheipll           =
|efbscaledcopy             = On
|hletheipllnotes      =
|efbscaledcopynotes       = Needed or heavy blurring results.
|recompiler            =
|efbcopy                   = RAM
|recompilernotes      =
|efbcopynotes              = Fix framebuffer effects but look odd with higher resolutions.
|graphicsplugin        = DX9
|graphicspluginnotes   = OpenGL renders incorrectly and can crash the emulator. DX11 not tested.
|forcefilter          =
|forcefilternotes      =
|widescreenhack        =
|widescreenhacknotes  =
|cpuefbaccess         = On
|cpuefbaccessnotes     = Required for brush to function for the bridge/river painting. However, leads to crash.
|safetexturecache     = Enabled
|safetexturecachenotes = Must be enabled to prevent randomized text bug.
|efbscaledcopy         = On
|efbscaledcopynotes   = Needed or heavy blurring results.
|disablefog            =
|disablefognotes      =
|efbcopy               = Enabled
|efbcopynotes         = Ram
|xfb                  =
|xfbnotes             =  
|realxfb              =
|realxfbnotes          =
|dspplugin            =
|dsppluginnotes        =
|hleaudio              =
|hleaudionotes        =
|dtkmusic              =
|dtkmusicnotes        =
|jitdynarec            =
|jitdynarecnotes      =
|audiothrottle        =
|audiothrottlenotes    =
|audiobackend          =
|audiobackendnotes    =
|projectionhack        =
|projectionhacknotes  =
|patches              =
|patchesnotes          =
}}
}}