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Eternal Darkness: Sanity's Requiem: Difference between revisions
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=== Hang Post Initial Quote === | === Hang Post Initial Quote === | ||
Since {{revision|5.0-69}}, Dolphin will hang in Dualcore and SyncGPU modes when the Edgar Allen Poe quote displays. Refer {{issue|9706}}. Use Deterministic GPU or Single Core to avoid the issue. | |||
=== JITIL Error === | === JITIL Error === |
Revision as of 06:29, 23 July 2016
Eternal Darkness: Sanity's Requiem | |
---|---|
Developer(s) | Silicon Knights |
Publisher(s) | Nintendo |
Platform(s) | GameCube |
Release date(s) | JP October 25, 2002 NA June 23, 2002 EU November 1, 2002 AUS November 7, 2002 |
Genre(s) | Horror, Survival horror |
Mode(s) | Single-player |
Input methods | GameCube Controller |
Compatibility | 5 Perfect |
GameIDs | |
See also... |
Dolphin Forum thread |
Eternal Darkness: Sanity's Requiem is a psychological horror video game released for the Nintendo GameCube, developed by Canadian developer Silicon Knights and originally planned for the Nintendo 64. It was the first video game published directly by Nintendo, rather than a third-party developer, to be rated M for mature by the Entertainment Software Rating Board.
Emulation Information
16:9
Eternal Darkness: Sanity's Requiem has a native 16:9 display option, but it requires enabling it in its internal options and setting Dolphin's Aspect Ratio graphics setting to "Auto". Using the widescreen hack with this title is not recommended.
Problems
Green Transitions
Before and after a chapter, the screen momentarily turns green. This is harmless, but not intended, so turn on the real XFB if you can handle it.
Cutscenes
In cutscenes the audio is either extremely quiet or missing. In the same cutscenes subtitles sometimes will only pop up for a fraction of a second and disappear. Fix by using DSP LLE.
Transparency issues
In Lindsey's section the character can sometimes disappear when underneath hanging vines. Fix by turning on Per-Pixel Lighting for this section.
Hang Post Initial Quote
Since 5.0-69, Dolphin will hang in Dualcore and SyncGPU modes when the Edgar Allen Poe quote displays. Refer issue 9706. Use Deterministic GPU or Single Core to avoid the issue.
JITIL Error
The error "WriteRest: op out of range (00000000130E4F3F uses 00000000C00000D0)" occurs shortly after start with the JITIL interpreter with r6495 and likely other revisions.
Invisible Pause Menu Items
Some items in the pause menu are invisible (projected behind the box they should be in). To fix this, disable the custom projection hack in the properties right click menu. The custom projection hack does nothing to the rest of the game so disabling it is only a good thing.
From version 4, Custom Projection Hack can only be disabled in the ini file of the game: right click on the game, Properties menu, Edit Config, add two lines to the ini file: [Video]
ProjectionHack = 0
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Video Backend | OpenGL | DirectX can break spell graphics |
Per-Pixel Lighting | On | Prevent character disappearances in Lindsey's section |
Audio
Config | Setting | Notes |
---|---|---|
DSP Emulator Engine | LLE | Fix missing audio |
Version Compatibility
The graph below charts the compatibility with Eternal Darkness: Sanity's Requiem since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
---|---|---|---|---|---|
Revision | OS | CPU | GPU | Result | Tester |
r6495 | Windows 7 | Intel Core i7-960 | ATI Radeon HD 5870 | Hangs after initial quote /w DX9,11 and JIT/JITIL | |
r7128 | Windows XP | AMD Athlon II x2 215 @ 3.45GHz | NVIDIA GeForce 7025 | Game completed (green part) - with 35-55FPS (65-90% of speed). Used usual (JIT) recompiler! All intro video is working, with sound. | |
r7283 | Windows 7 | Intel Core 2 Duo E4500 | ATI Radeon HD 4760 | Game runs beautifully! I was using the experimental JITIL compiler. All graphics render properly and the game produced little to no lag at max video settings. The only issue i had was when the piano/organ/ maid character sounds played, they would continue to play until you reloaded the game or a new scene was played. | |
r7411 | Windows XP | Intel Atom N270 @ 1.6GHz | Intel GMA 945 | Playable 10-13FPS. Slow in the videos. Uncheck Scaled EFB EFB Copy and put Fractional Scale. Sound Off for best performance. | LORPAL |
3.0-415 | Windows 7 | Intel Core i7-2600K | NVIDIA GeForce 570 GTX | Cutscene audio was heavily distorted and unintelligible, otherwise ran perfectly at 1080p with max settings. | |
3.0-636 | Windows 7 | Audio either absent or pure static in DSP HLE. DSP LLE doesn't function (emulator closes immediately on launch). Occasional graphic glitch in some cutscene. | |||
3.0-735 | Windows 7 | Intel Core i5 @ 2.6GHz | AMD Radeon HD 6850 | Runs at full speed but many enemies on screen causes light slowdown. Menus work fine, DirectX 11, 2.5x native, LLE Audio | postorganic |
3.0-765 | Windows 7 | AMD Phenom II X4 965 @ 3.4GHz | AMD Radeon HD 5870 | Runs fine, 60FPS. Menus work fine, DirectX 9/11/OpenGL all fine, 3x native, 9xSSAA, LLE Audio, Had to disable custom projection hack otherwise inventory objects were partially invisible (behind menu background) | JoeCool |
3.5-80 | Windows 7 | Intel Core i7 @ 4.5GHz | NVIDIA GeForce GTX 670 | Some difficulties with dialogues not appearing in DirectX but OpenGL works great. Minor audio skips very occasionally. Flawless full speed at 4x native, 8x AA, 4x AF | slickochet |
3.5-1389 | Windows 7 | AMD Athlon X2 II @ 3.4GHz | NVIDIA GeForce 8800 GT | Emulates perfectly @ 60FPS using Direct 3D11, 4x native and 16x Anisotropics | Tsarchasm |
4.0 | Windows 7 | AMD Phenom X3 8650 @ 2.3GHz | NVIDIA GeForce 9800 GT | Most of the game runs at a full 60FPS with almost no graphical issue. However, any on-screen enemies will result in slowdowns, audio during cutscenes lags and cuts a lot, and transitions between chapters cause a momentary green screen. Graphic settings is OpenGL, 1x native, 0x AA, and 1x AF; audio settings is DSP LLE. | |
4.0.2 | Windows 7 | Intel Core i5-4670K @ 4GHz | NVIDIA GeForce GTX 780 Ti | Pretty much flawless at 60FPS. DirectX, 4x native, 0x AA, and 16x AF; audio settings is DSP LLE. | Darthgamer138 |
4.0.2 | Windows 7 | Intel Core i5-4570 @ 3.2GHz | NVIDIA GeForce GTX 550 Ti | Performance was perfect -- no lag during normal gameplay, battles, or cutscenes. There is a bit of a 'green tint' whenever a chapter ends, but otherwise no noticeable graphical flaws. Settings are Direct3D11, 2x native, 0xAA, 1xAF, JIT recompiler, and DSP HLE. | |
4.0-3482 | Windows 7 Ultimate | Intel Core i7-4710MQ | NVIDIA GeForce GTX 860M | Perfect from beginning to end save a green-tinted transition from the end of chapters. Played at 2x native with OpenMP hack on, everything else as is | Andy |
4.0-3482 | Windows 7 | Intel Core i7-4710MQ | NVIDIA GeForce GTX 860M | Perfect from beginning to end save a green-tinted transition from the end of chapters. Played at 2x native with OpenMP hack on, everything else as is | Andy |
4.0-3917 | Windows 8.1 | AMD FX 8320 @ 3.5GHz | NVIDIA GeForce GTX 760 | Usually runs at a solid 60FPS. Needed to add projection hack to the .ini file (I did locally and the game's one) to see the menu screen and some pause menu items "ProjectionHack = 1 PH_SZNear = 0 PH_SZFar = 0 PH_ExtraParam = 0 PH_ZNear = 5 PH_ZFar = 0.15" YOU NEED THIS | Matt |
4.0-5432 | Windows 8.1 | Intel Core i7-4770K @ 3.5GHz | AMD Radeon R9-290 | Runs at solid 60FPS. Occasional clicking/popping in the sound when cut scenes start. No other issues. Added UseXFB = True and UseRealXFB = True to get rid of the green tint on fading between scenes. Other Settings: D3D, Force 16:9, V-Sync, Per-Pixel-Lighting, 2x Native, 8xAA16, 16xAF, DSP LLE | Scythe42 |
4.0-8863 | Windows 10 | Intel Core i7-3630QM @ 2.4GHz | NVIDIA GeForce GT 635M | Constant 60FPS, using default settings | Jhonn |
^5.0-rc-19 | Windows 10 | Intel Core i7-920 @ 2.66GHz | NVIDIA GeForce 8800 GT | Runs at solid 60FPS with Virtual XFB. Occasional clicking/popping in the sound when cut scenes start and very minor stutter as new textures/effects are loaded for the first time. No other issues. Added UseXFB = True and UseRealXFB = True to get rid of the green tint on fading between scenes. Other Settings: OpenGL, Force 16:9, V-Sync, Per-Pixel-Lighting, 2x Native, 16xAF, Enable Bounding Box, Disable Fast Depth Calculation, Enable Progressive Scan | Nicholas Steel |
5.0-286 | Windows 7 | Intel Core i7-5930k @ 3.5GHz | NVIDIA GeForce GTX 970 | By default hangs after intro poem with 0FPS, (a know issue since 5.0-69 see issue 9706); was able to get it to run again by going into game properties and unchecking "Enable Dual Core" or alternatively setting Deterministic Dual Core to "fake-completion"; haven't check past loading for side-effects. | Kepp |
Gameplay Videos
- Silicon Knights (Developer)
- Nintendo (Publisher)
- Japan (Release region)
- North America (Release region)
- Europe (Release region)
- Australia (Release region)
- Horror (Genre)
- Survival horror (Genre)
- Single-player (Game mode)
- Single-player only (Game mode)
- 1 (Players supported)
- GameCube Controller (Input supported)
- 5 stars (Rating)
- Native 16:9 widescreen support (GCN)
- Video Backend (Config Required)
- Per-Pixel Lighting (Config Required)
- DSP Emulator Engine (Config Required)
- Tested On (OS): Windows
- Tested On (CPU): Intel
- Tested On (GPU): ATI
- Tested
- Tested On (CPU): AMD
- Tested On (GPU): NVIDIA
- Tested On (GPU): Intel
- Tested On (Release): 3.0
- Tested On (GPU): AMD
- Tested On (Release): 4.0
- Tested On (Release): 4.0.2
- Tested On (Release): 5.0
- Untested for 10000+ revisions
- GameCube games