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 game in the Mario RPG series and the second in the Paper Mario series.
Paper Mario: The Thousand-Year Door | |
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Developer(s) | Intelligent Systems |
Publisher(s) | Nintendo |
Series | Paper Mario |
Platform(s) | GameCube |
Genre(s) | Role-playing |
Mode(s) | Single-player, multiplayer |
Input methods | |
Compatibility | 4 Playable |
GameIDs | |
See also... |
Search Dolphin Forums |
Problems
Invisible X-Naut squad
In the prologue of the game, at the docks, when Lord Crump says: "It's go time!", many X-Nauts arrives but they are invisible with only their shadows shown. Refer issue 4026.
Bad transition effects
When arriving at the docks and the boat turns around, the transition effect is bad. Also when entering pipes or other things, the effect is bad.
Disappearing Punio/Invisible Punie Problem
In the second chapter during the Great Boggly Tree dungeon, there are two adjacent cells (one contains the Punie elder, the other contains 90 Punies). After receiving the red key to open the elder's cell and attempt to open it, Punio will disappear and leave the screen stuck in zoomed-in, hindering any further progress in the game. Many frustrated Dolphin users have been searching for a fix to this graphical issue, but seemingly to no avail.
There are specific revisions of Dolphin that WILL allow progress through this frustrating glitch: Dolphin IL r4341, Dolphin IL r4598 and Dolphin IL r4707. In these revisions players should find that Punio remains visible during the "cell-opening cutscene" and allows the game to continue normally. Unfortunately though, this revision does not fix another VERY frustrating problem: All but the main NPC Punies (Punio, Elder, Puniper & Petunia) will be invisible the entire time (only Punie shadows will be visible), making it very difficult to manage all 101 of them throughout the long dungeon. The framerate will also suffer a significant drop in this dungeon, probably due to the amount of Punies (well, Punie shadows) following around.
Glitchy Toad/Pianta Problem
Near the end of the fifth chapter (right after the boss fight against Cortez) one is forced to blow one's way out of the Pirate's Grotto in the previous area before the boss which is filled with toads and the Pianta lovers. In most cases players will find that most of the toads (like the Punies in chapter 2) are invisible (only shadows). When one blows through the crack in the wall with Bobbery a cutscene plays, showing the toad next to the hole attempting to leave the cave and suggesting everyone else do the same. This problem seems to vary depending on the specific build of Dolphin used, but during the "escape sequence", one of the visible characters will suddenly start glitching back and forth and will halt you from progressing any further (Mario can't be controlled until all the others have escaped).
Corrupt Textures and other "Bounding Box" Issues
Some problems of texture corruption issues occur, see:
Unknown Pointer Errors
When entering the sewers (in the prologue) the game crashes with "unknown pointer", this is addressed by using r4341 with DX9 plugin and default options. Mac users can use r7723, with the OpenGL Plugin.
Sound Issues
Sometimes the background music isn't played or get the L and/or R channels desynced or muted. In extreme cases all sound in the game mute, needing to restart the emulator to get the sound working again.
Hatched Yoshi's Gulp Prior to 3.0
Upon acquirement of the Yoshi partner in Glitz Arena, he is required to complete the next fight against the iron clefts, With is ability gulp. However, the action command for it needs to be completed and does not work properly. it requires you to hold R and then release it upon reaching the end of a meter. The meter never fills, briefly flashes a full meter, and then fails. Thus pattern goes unaffected regardless of the mapped input and pattern of pressing R. Unfortunately, one cannot move farther in the game if experiencing this glitch. This appears to be resolved in 3.0 and newer.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
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Video Backend | OpenGL or DirectX 9 | DirectX 11 gives too many graphics errors |
Version Compatibility
The graph below charts the compatibility with Paper Mario: The Thousand-Year Door 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 | |||||
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Revision | OS | CPU | GPU | Result | Tester |
r4341 | Windows Vista x86 | Intel Core 2 Duo E4500 @ 2.2GHz | Intel GMA G35 | Playable: 30-70 FPS, some slowdowns in big areas. | |
r4598 | Windows Vista x86 | Intel Core 2 Duo E4500 @ 2.2GHz | Intel GMA 945G | Playable: 40-60 FPS, minor glitches and slowdowns in big areas. | |
r6537 | Windows 7 x64 | AMD Phenom II X2 @ 3.1GHz | ATI Radeon HD 4850 512MB | Playable: 60 FPS with OpenGL plug-in, 4X AA and OpenCL Enabled | |
r6541 | Windows 7 x86 | AMD Athlon II X2 @ 2.81GHz | nVidia GeForce GT 240 1791MB | Crashes at random points: 60 FPS with any plug-in | |
r7442 | Windows 7 x64 | Intel Core i5 @ 2.8Ghz | nVidia GeForce GTX 470 1280MB | Runs at 60 FPS has some Sound and Graphical Issues | Dario64 |
3.0 | Windows 7 x64 | Intel Core I5 @ 2.5Ghz | ATI Radeon HD 5770 512MB | Crashes at random points: 60 FPS with any plug-in | |
r7719 | Windows 7 x64 | Intel Core i3 @ 2.53GHz | Intel GMA X4500HD | Runs at 60 FPS, slowdowns in big areas and minor graphical issues | CoolKirby |