Tales of Symphonia: Difference between revisions

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In a dying village on Sylvarant, legend has it that a Chosen One will one day appear from among the people, and the land will be reborn. Now, in '''''Tales of Symphonia''''' (テイルズ オブ シンフォニア, ''Teiruzu obu Shinfonia''), you must enter a cel-shaded world in which you command real-time battles. Execute and combine hundreds of special attacks, magic spells, and combos. Each character grows to suit your fighting style, and the storyline changes based on the characters' relationships. The line between good and evil blurs in this immersive adventure where the fate of two interlocked worlds hangs in the balance. A direct spin-off sequel titled [[Tales of Symphonia: Dawn of the New World]] was released for [[Wii]].
In a dying village on Sylvarant, legend has it that a Chosen One will one day appear from among the people, and the land will be reborn. Now, in '''''Tales of Symphonia''''' (テイルズ オブ シンフォニア, ''Teiruzu obu Shinfonia''), you must enter a cel-shaded world in which you command real-time battles. Execute and combine hundreds of special attacks, magic spells, and combos. Each character grows to suit your fighting style, and the storyline changes based on the characters' relationships. The line between good and evil blurs in this immersive adventure where the fate of two interlocked worlds hangs in the balance. A direct spin-off sequel titled [[Tales of Symphonia: Dawn of the New World]] was released for [[Wii]].
== Emulation Information ==
=== Cannot Grab Blocks (Keyboard Controls) ===
When emulating the control stick with a keyboard, it may seem impossible to push or pull blocks in some instances of the game. It's because the character can't grab the blocks while running. A workaround is to assign a key to the Main Stick Modifier in the GCPad settings, which will cut the controller stick's range in half while pressed. The character in-game will walk instead of running, thus allowing it to grab the blocks.


== Problems ==
== Problems ==
=== Skit and Dialog Textures ===
=== Skit and Dialog Textures ===
When viewing a skit or when characters talk during in-game dialog, certain textures will not accurately update when the Texture Cache is set to Fast. During skits, character icons may not appear to be talking (mouths won't move). During in-game dialog, the mouth textures may not change when a character speaks. Setting the Texture Cache slider to Position 2 (Middle) resolves this issue. It is set by default in the GameINI, however opening the graphics configuration during play may cause the problem to reappear.
When viewing a skit or when characters talk during in-game dialog, certain textures will not accurately update when the Texture Cache is set to Fast. During skits, character icons may not appear to be talking (mouths won't move). During in-game dialog, the mouth textures may not change when a character speaks. Setting the Texture Cache slider to Position 2 (Middle) resolves this issue. It is set by default in the GameINI, however opening the graphics configuration during play may cause the problem to reappear.
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{{image|Tales of Symphonia D3D11 Cinema Bug.jpg|Cutscene in D3D11}}
{{image|Tales of Symphonia D3D11 Cinema Bug.jpg|Cutscene in D3D11}}
{{image|Tales of Symphonia D3D11 Cinema Bug2.jpg|Proper emulation|br}}
{{image|Tales of Symphonia D3D11 Cinema Bug2.jpg|Proper emulation|br}}
=== Cannot Grab Blocks (Keyboard Controls) ===
When emulating the control stick with a keyboard, it may seem impossible to push or pull blocks in some instances of the game. It's because the character can't grab the blocks while running. A workaround is to assign a key to the Main Stick Modifier in the GCPad settings, which will cut the controller stick's range in half while pressed. The character in-game will walk instead of running, thus allowing it to grab the blocks.


== Enhancements ==
== Enhancements ==
=== Reduce Double Image ===
=== Reduce Double Image ===
The game utilizes a blur technique as a "focus effect". During normal top-down gameplay, anything in the center of the screen is clear, but the edges are distorted and duplicated. If the camera angle moves down to the character's level, the effect becomes a distance blur. This is not a problem with Dolphin - this is an actual game effect that the developers intended and is present on console. But at the higher resolutions Dolphin is capable of it can be very annoying.
The game utilizes a blur technique as a "focus effect". During normal top-down gameplay, anything in the center of the screen is clear, but the edges are distorted and duplicated. If the camera angle moves down to the character's level, the effect becomes a distance blur. This is not a problem with Dolphin - this is an actual game effect that the developers intended and is present on console. But at the higher resolutions Dolphin is capable of it can be very annoying.