Ōkami: Difference between revisions
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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|]] | ||
<div style="clear:both"></div> | <div style="clear:both"></div> | ||
===Frame Buffer Effect=== | ===Frame Buffer Effect=== | ||
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. | |||
[[File:Okami-EFBtoRam.jpg|thumb|left|400px| EFB to | [[File:Okami-EFBtoRam.jpg|thumb|left|400px|EFB to RAM, showing the effect on 1080p resolution]] | ||
<div style="clear:both"></div> | <div style="clear:both"></div> | ||
EFB to Texture is inaccurate, freezing the effect and leaving a ghost image of the frame | 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. | ||
When the game is booted to get rid of the ghosting effect "EFB to RAM" is casting to the image | 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. | ||
[[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)]] | |||
[[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)]] | |||
<div style="clear:both"></div> | <div style="clear:both"></div> | ||
===Painting Crash=== | ===Painting Crash=== | ||
Painting the bridge or the river will not function without | 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.]] | ||
<div style="clear:both"></div> | <div style="clear:both"></div> | ||
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== Configuration == | == Configuration == | ||
{{Config | {{Config | ||
| | |graphicsplugin = DX9 | ||
|graphicspluginnotes = OpenGL renders incorrectly and can crash the emulator. DX11 not tested. | |||
|cpuefbaccess = On | |||
|cpuefbaccessnotes = Required for brush to function for the bridge/river painting. However, leads to crash. | |||
|accuratetexturecache = Normal | |||
|accuratetexturecachenotes = Must be enabled to prevent randomized text bug. | |||
|efbscaledcopy = On | |||
|efbscaledcopynotes = Needed or heavy blurring results. | |||
|efbcopy = RAM | |||
|efbcopynotes = Fix framebuffer effects but look odd with higher resolutions. | |||
|graphicspluginnotes | |||
|cpuefbaccess | |||
|cpuefbaccessnotes | |||
| | |||
| | |||
|efbscaledcopy | |||
|efbscaledcopynotes | |||
|efbcopy | |||
|efbcopynotes | |||
}} | }} | ||
Revision as of 23:20, 25 March 2011
Ōkami is an action-adventure video game developed by Clover Studio and published by Capcom. It was released for Sony's PlayStation 2 video game console in 2006 in Japan and North America, and 2007 in Europe and Australia. Despite the closure of Clover Studio a few months after the game's initial release, a version for Nintendo's Wii console was developed and produced by Ready at Dawn and Capcom, which was released in North America in April 2008, in Europe in June 2008, and in Japan in October 2009.
Set sometime in classical Japanese history, Ōkami combines several Japanese myths, legends and folklore to tell the story of how the land was saved from darkness by the Shinto sun goddess, named Amaterasu, who took the form of a white wolf. It features a distinct sumi-e-inspired cel-shaded visual style and the Celestial Brush, a gesture-system to perform miracles.
Ōkami was one of the last PlayStation 2 games selected for release prior to the release of the PlayStation 3. Although it suffered from poor sales, Ōkami earned high acclaim from reviewers and earned, among other awards, the title of IGN's 2006 Game of the Year. The Wii version has earned similar praise though the motion control scheme has received mixed reviews from both critics and gamers. A sequel Ōkamiden: Chiisaki Taiyō has been announced by Capcom for release in 2010 on the Nintendo DS.
Problems
In Game Menus
Menus off center, refer issue 3617.
Frame Buffer Effect
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.
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 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.
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.
Painting Crash
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 r7408.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Scaled EFB Copy | On | Needed or heavy blurring results. |
Texture Cache Accuracy | Normal | Must be enabled to prevent randomized text bug. |
Version Compatibility
The graph below charts the compatibility with Ōkami since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
Gameplay Videos
See Also
- Clover Studio (PlayStation 2) (Developer)
- Ready at Dawn (Wii) (Developer)
- Capcom (Publisher)
- Action-adventure (Genre)
- Single-player (Game mode)
- Single-player only (Game mode)
- 1 (Players supported)
- Wii Remote (Input supported)
- Nunchuk (Input supported)
- 4 stars (Rating)
- Scaled EFB Copy (Config Required)
- Texture Cache Accuracy (Config Required)
- Action-adventure games
- Wii games