Kirby's Epic Yarn: Difference between revisions

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{{Infobox VG
{{Infobox VG
|image         = [[File:KirbysEpicYarnBoxart.jpg|300px]]
|image     = [[File:KirbysEpicYarnBoxart.jpg|300px]]
|developer     = HAL Laboratory, Good-Feel
|developer = Good-Feel, HAL Laboratory
|publisher     = Nintendo
|publisher = Nintendo
|released     = {{vgrelease|JP=October 14, 2010|NA=October 17, 2010|AUS=February 24, 2011|EU=February 25, 2011}}
|series    = Kirby
|series        = ''Kirby''
|released = {{vgrelease|JP=October 14, 2010|NA=October 17, 2010|AUS=February 24, 2011}}{{vgrelease|EU=February 25, 2011|KO=September 1, 2011}}
|genre         = Platform
|genre     = Platform
|modes         = Single-player, Co-op (2)
|modes     = Single-player, Co-op (2)
|input         = Wii Remote
|input     = Wii Remote
|forumlink     = http://forums.dolphin-emu.org/Thread-wii-kirby-s-epic-yarn
|forumlink = http://forums.dolphin-emu.org/Thread-wii-kirby-s-epic-yarn
}}
}}


'''''Kirby's Epic Yarn''''' ('''''毛糸のカービィ Keito no Kābī''''', literally translated to '''''Kirby of Yarn''''') is the tenth platform installment of the Kirby video game series, developed for the Wii video game console by Good Feel, Inc., with supervision from HAL Laboratory. After five years of speculation, it was officially unveiled at Electronic Entertainment Expo 2010. It is the first entry in the Kirby series on a home console since 2003's [[Kirby Air Ride]] and its first home console platform game since 2000's [[Kirby 64: The Crystal Shards]].
'''''Kirby's Epic Yarn''''' ('''''毛糸のカービィ Keito no Kābī''''', literally translated to '''''Kirby of Yarn''''') is the tenth platform installment of the Kirby video game series, developed for the Wii video game console by Good Feel, Inc., with supervision from HAL Laboratory. After five years of speculation, it was officially unveiled at Electronic Entertainment Expo 2010. It is the first entry in the Kirby series on a home console since 2003's [[Kirby Air Ride]] and its first home console platform game since 2000's [[Kirby 64: The Crystal Shards]].
== Emulation Information ==
=== Sideways Remote ===
Kirby's Epic Yarn requires sideways Wii Remote for play.


== Problems ==
== Problems ==
===Cutscene Curtain===
{{Problems|{{#vardefineecho:problems|
The curtain that is pulled to reveal cutscenes only half opens for some cutscenes.


===4:3 Borders===
}}}}
When the Wii Aspect Ratio is set to 4:3, the game will add gray-green borders to the top and bottom of the screen to remain in 16:9. Kirby's Epic Yarn was designed to work this way, but if you want Dolphin to stretch the image to fill the entire screen, use the following steps:
 
*In Config > "Wii" Tab - Set "Aspect Ratio" to "16:9"
== Enhancements ==
*In Graphics Config > "General" Tab - Set "Display - Aspect Ratio" to "Force 4:3" (or use hotkey "4").
=== Remove 4:3 Borders ===
This method will distort the image, so it is not recommended.
This game was designed for 16:9 only display resulting in gray-green knitting texture to be added on the top and bottom, but Dolphin can stretch the image to fill the entire 4:3 screen with the following steps, although this method will distort the image:
* Set '''Aspect Ratio''' to '''16:9''' under Wii settings (Config > "Wii" Tab)
* Set '''Aspect Ratio''' to '''Force 4:3''' in Graphics settings (Graphics Config > "General" Tab)


== Configuration ==
== Configuration ==
{{Config
{{Config
|efb2texonly                  = On
|efb2texonlynotes              = Fixes odd shadows when jumping behind felt
}}
}}


 
=== Emulated Wii Remote ===
=== Emulated Wiimote ===
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== Version Compatibility ==
== Version Compatibility ==
{{VersionCompatibility}}
{{VersionCompatibility}}
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|3891|****}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|6265|*****}}
{{VersionCompatibilityVersion|6265|****|}}
{{VersionCompatibilityVersion|5.0-11518|*****|Since prior to this revision}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/start}}
{{testing/start}}
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=6265|OS=Windows Vista x86|CPU=AMD Phenom II X4 955 @ 3.21GHz|GPU=ATI Radeon HD 4650|result=Perfect|tester=}}
{{testing/entry|revision=6265|OS=Windows Vista|CPU=AMD Phenom II X4 955 @ 3.21GHz|GPU=ATI Radeon HD 4650|result=Perfect|tester=}}
{{testing/entry|revision=6268|OS=Windows 7 x64|CPU=Intel Core 2 Quad Q8300 @ 3.4GHz|GPU=ATI Radeon HD 4870|result=Perfect|tester=}}
{{testing/entry|revision=6268|OS=Windows 7|CPU=Intel Core 2 Quad Q8300 @ 3.4GHz|GPU=ATI Radeon HD 4870|result=Perfect|tester=}}
{{testing/entry|revision=6285|OS=Windows 7 x64|CPU=AMD Phenom II X2 550 @ 3.1GHz|GPU=ATI Radeon HD 4200|result=Perfect, loading slowdowns|tester=}}
{{testing/entry|revision=6285|OS=Windows 7|CPU=AMD Phenom II X2 550 @ 3.1GHz|GPU=ATI Radeon HD 4200|result=Perfect, loading slowdowns|tester=}}
{{testing/entry|revision=6285|OS=Windows 7 x64|CPU=AMD Phenom II X2 550 @ 3.7GHz|GPU=ATI Radeon HD 4200|result=Perfect|tester=}}
{{testing/entry|revision=6285|OS=Windows 7|CPU=AMD Phenom II X2 550 @ 3.7GHz|GPU=ATI Radeon HD 4200|result=Perfect|tester=}}
{{testing/entry|revision=6285|OS=Windows 7 x64|CPU=AMD Phenom II X4 965 @ 3.4GHz|GPU=ATI Radeon HD 5770|result=Perfect|tester=}}
{{testing/entry|revision=6285|OS=Windows 7|CPU=AMD Phenom II X4 965 @ 3.4GHz|GPU=ATI Radeon HD 5770|result=Perfect|tester=}}
{{testing/entry|revision=6286|OS=Windows 7 x64|CPU=Intel Core 2 Quad Q8200 @ 2.6GHz|GPU=NVIDIA GeForce 9600 GT|result=Perfect|tester=}}
{{testing/entry|revision=6286|OS=Windows 7|CPU=Intel Core 2 Quad Q8200 @ 2.6GHz|GPU=NVIDIA GeForce 9600 GT|result=Perfect|tester=}}
{{testing/entry|revision=6546|OS=Linux Ubuntu 10.10 x86_64|CPU=Intel Core i7-920|GPU=NVIDIA GeForce GTX 260|result=Perfect.|tester=}}
{{testing/entry|revision=6546|OS=Ubuntu 10.10|CPU=Intel Core i7-920|GPU=NVIDIA GeForce GTX 260|result=Perfect.|tester=}}
{{testing/entry|revision=6858|OS=Windows 7 x64|CPU=Intel Core 2 Quad Q9550|GPU=NVIDIA GeForce GTX 275|result=Perfect|tester=}}
{{testing/entry|revision=6858|OS=Windows 7|CPU=Intel Core 2 Quad Q9550|GPU=NVIDIA GeForce GTX 275|result=Perfect|tester=}}
{{testing/entry|revision=7264|OS=Windows 7 x64|CPU=AMD Athlon|GPU=NVIDIA GeForce GTX|result=Slowdowns to 30FPS; Crashes on Rainbow Falls|tester=}}
{{testing/entry|revision=7264|OS=Windows 7|CPU=AMD Athlon|GPU=NVIDIA GeForce GTX|result=Slowdowns to 30FPS; Crashes on Rainbow Falls|tester=}}
{{testing/entry|revision=7289|OS=Windows Vista x64|CPU=Intel Core 2 Quad Q6600|GPU=NVIDIA GeForce GTX 470|result=Playable but Slowdowns to 20-30FPS in some levels|tester=SpReeD}}
{{testing/entry|revision=7289|OS=Windows Vista|CPU=Intel Core 2 Quad Q6600|GPU=NVIDIA GeForce GTX 470|result=Playable but Slowdowns to 20-30FPS in some levels|tester=SpReeD}}
{{testing/entry|revision=3.0|OS=Windows 7 x64|CPU=AMD Phenom II X4 955 @ 3.2GHz|GPU=ATI Radeon HD 5770|result=Perfect, huge slowdowns in some levels and boss battles.|tester=}}
{{testing/entry|revision=3.0|OS=Windows 7|CPU=AMD Phenom II X4 955 @ 3.2GHz|GPU=ATI Radeon HD 5770|result=Perfect, huge slowdowns in some levels and boss battles.|tester=}}
{{testing/entry|revision=7670|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 4.1GHz|GPU=AMD Radeon HD 6850|result=Works totally fine. No slowdowns.|tester=MegaJump}}
{{testing/entry|revision=7670|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.1GHz|GPU=AMD Radeon HD 6850|result=Works totally fine. No slowdowns.|tester=MegaJump}}
{{testing/entry|revision=3.0-232|OS=Windows 7 x64|CPU=Intel Core i7-2600K @ 3.4GHz|GPU=NVIDIA GeForce GTS 250|result=res: 1366x768 (720p). Default config. Works Perfect 100% speed|tester=RojoBauer}}
{{testing/entry|revision=3.0-232|OS=Windows 7|CPU=Intel Core i7-2600K @ 3.4GHz|GPU=NVIDIA GeForce GTS 250|result=res: 1366x768 (720p). Default config. Works Perfect 100% speed|tester=RojoBauer}}
{{testing/entry|revision=3.0-235|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Fully playable 3xNative Resolution (1080P) dx9 no crashes/sound glitches|tester=Fabolous}}
{{testing/entry|revision=3.0-235|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Fully playable 3xNative Resolution (1080P) dx9 no crashes/sound glitches|tester=Fabolous}}
{{testing/entry|revision=3.0-415|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 3.9GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Perfect with OpenGL 3x Native, 1080p, 4x AA, 16x AF, with 16/9 Widescreen|tester=Sanitarium026}}
{{testing/entry|revision=3.0-415|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.9GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Perfect with OpenGL 3x Native, 1080p, 4x AA, 16x AF, with 16/9 Widescreen|tester=Sanitarium026}}
{{testing/entry|revision=3.0-715|OS=Windows 7 x64|CPU=Intel Core i7-950 @ 4GHz|GPU=NVIDIA GeForce GTX 570|result=Runs perfectly as long as you leave the DSP on HLE. Dx9, 1080p, 16x AF, 4x Native|tester=Zharay}}
{{testing/entry|revision=3.0-715|OS=Windows 7|CPU=Intel Core i7-950 @ 4GHz|GPU=NVIDIA GeForce GTX 570|result=Runs perfectly as long as you leave the DSP on HLE. Dx9, 1080p, 16x AF, 4x Native|tester=Zharay}}
{{testing/entry|revision=3.0-763|OS=Windows 7 x64|CPU=Intel Core i5-2450M|GPU=AMD Radeon HD 7610M|result=Perfect|tester=Chinmorph}}
{{testing/entry|revision=3.0-763|OS=Windows 7|CPU=Intel Core i5-2450M|GPU=AMD Radeon HD 7610M|result=Perfect|tester=Chinmorph}}
{{testing/entry|revision=3.5-1320|OS=Windows 7 x64|CPU=Intel Core i7-3770S @ 3.1GHz|GPU=AMD Radeon HD 7850|result=Perfect|tester=bodhicittaben}}
{{testing/entry|revision=3.5-1320|OS=Windows 7|CPU=Intel Core i7-3770S @ 3.1GHz|GPU=AMD Radeon HD 7850|result=Perfect|tester=bodhicittaben}}
{{testing/entry|revision=4.0-617|OS=Windows 7 x64|CPU=AMD Phenom II 965 @ 3.4GHz|GPU=ATI Radeon HD 5870|result=Using DSP LLE with the OpenAL backend and a latency of 2, a Framelimit of 60, D3D backend, 3x Native internal resolution with scaled EFB copies running in fullscreen with a resolution of 1920x1080 and "hide mouse cursor" enabled, unchecked Ignore Format Changes, using the OpenMP Texture decoder, EFB set to virtual, progressive scan on, using two real Wii Remotes for co-op play with the Toshiba stack. All other settings at their respective defaults. The game runs fine with a stable 60FPS until a medium amount of things are going on on-screen (e.g. yarn-enemies being unraveled, getting hit and dropping all of your gems and, oddly enough, loading screens) in which case it can drop downwards of 30-40FPS, creating a heavily disturbing and noticeable slowdown. No other issues or bugs. Switching over to DSP HLE makes the game run much smoother in mid-intense areas, but it still drops down to a semi-unplayable level of approximately 30FPS in very intense areas, noticeably the second level (Grass Fields) when transforming into a tank. This seems unfixable at the moment, as turning on all speed hacks/speedup-options that doesn't break the game gives the same result (no improvement) as just switching to DSP HLE, i.e. smooth so long as there aren't too many effects on the screen.|tester=incassum}}
{{testing/entry|revision=4.0-617|OS=Windows 7|CPU=AMD Phenom II 965 @ 3.4GHz|GPU=ATI Radeon HD 5870|result=Using DSP LLE with the OpenAL backend and a latency of 2, a Framelimit of 60, D3D backend, 3x Native internal resolution with scaled EFB copies running in fullscreen with a resolution of 1920x1080 and "hide mouse cursor" enabled, unchecked Ignore Format Changes, using the OpenMP Texture decoder, EFB set to virtual, progressive scan on, using two real Wii Remotes for co-op play with the Toshiba stack. All other settings at their respective defaults. The game runs fine with a stable 60FPS until a medium amount of things are going on on-screen (e.g. yarn-enemies being unraveled, getting hit and dropping all of your gems and, oddly enough, loading screens) in which case it can drop downwards of 30-40FPS, creating a heavily disturbing and noticeable slowdown. No other issues or bugs. Switching over to DSP HLE makes the game run much smoother in mid-intense areas, but it still drops down to a semi-unplayable level of approximately 30FPS in very intense areas, noticeably the second level (Grass Fields) when transforming into a tank. This seems unfixable at the moment, as turning on all speed hacks/speedup-options that doesn't break the game gives the same result (no improvement) as just switching to DSP HLE, i.e. smooth so long as there aren't too many effects on the screen.|tester=incassum}}
{{testing/entry|revision=4.0-717|OS=Windows 7 x64|CPU=AMD Phenom II 975 @ 4.1GHz|GPU=AMD R9 290|result=Using DSP LLE with the OpenAL backend and a latency of 2 with dolby decoder, a Framelimit of 60, D3D backend, 3x Native internal resolution with scaled EFB copies running in fullscreen with a resolution of 1920x1080, unchecked Ignore Format Changes, using the OpenMP Texture decoder, EFB set to virtual, progressive scan on, using a real Wii Remote with the Toshiba stack. All other settings at their respective defaults. The game runs fine with a stable 60FPS until a medium amount of things are going on on-screen (e.g. yarn-enemies being unraveled, getting hit and dropping all of your gems and, oddly enough, loading screens) in which case it can drop downwards of 30-40FPS, creating a heavily disturbing and noticeable slowdown. No other issues or bugs. Switching over to DSP HLE makes the game run much smoother in mid-intense areas, but it still drops down to a semi-unplayable level of approximately 30FPS in very intense areas, noticeably the second level (Grass Fields) when transforming into a tank. This seems unfixable at the moment, as turning on all speed hacks/speedup-options that doesn't break the game gives the same result (no improvement) as just switching to DSP HLE, i.e. smooth so long as there aren't too many effects on the screen.|tester=incassum}}
{{testing/entry|revision=4.0-717|OS=Windows 7|CPU=AMD Phenom II 975 @ 4.1GHz|GPU=AMD R9 290|result=Using DSP LLE with the OpenAL backend and a latency of 2 with dolby decoder, a Framelimit of 60, D3D backend, 3x Native internal resolution with scaled EFB copies running in fullscreen with a resolution of 1920x1080, unchecked Ignore Format Changes, using the OpenMP Texture decoder, EFB set to virtual, progressive scan on, using a real Wii Remote with the Toshiba stack. All other settings at their respective defaults. The game runs fine with a stable 60FPS until a medium amount of things are going on on-screen (e.g. yarn-enemies being unraveled, getting hit and dropping all of your gems and, oddly enough, loading screens) in which case it can drop downwards of 30-40FPS, creating a heavily disturbing and noticeable slowdown. No other issues or bugs. Switching over to DSP HLE makes the game run much smoother in mid-intense areas, but it still drops down to a semi-unplayable level of approximately 30FPS in very intense areas, noticeably the second level (Grass Fields) when transforming into a tank. This seems unfixable at the moment, as turning on all speed hacks/speedup-options that doesn't break the game gives the same result (no improvement) as just switching to DSP HLE, i.e. smooth so long as there aren't too many effects on the screen.|tester=incassum}}
{{testing/entry|revision=4.0-1349|OS=Windows 8 x64|CPU=AMD FX 6300 @ 3.6GHz|GPU=AMD Radeon HD 6450|result=40-60FPS. Playable. Slows when a lot of particles are on screen.|tester=Faefdsedf}}
{{testing/entry|revision=4.0-1349|OS=Windows 8|CPU=AMD FX 6300 @ 3.6GHz|GPU=AMD Radeon HD 6450|result=40-60FPS. Playable. Slows when a lot of particles are on screen.|tester=Faefdsedf}}
{{testing/entry|revision=4.0-1594|OS=Windows 8.1 x64|CPU=Intel Core i7-3820QM @ 2.7GHz|GPU=NVIDIA GeForce GT 650M|result=50-60FPS @ 1x resolution. When there were lots of particles or a boss, the framerate would lag a bit more.|tester=spalmesano}}
{{testing/entry|revision=4.0-1594|OS=Windows 8.1|CPU=Intel Core i7-3820QM @ 2.7GHz|GPU=NVIDIA GeForce GT 650M|result=50-60FPS @ 1x resolution. When there were lots of particles or a boss, the framerate would lag a bit more.|tester=snippetcultural}}
{{testing/entry|revision=4.0-5420|OS=Windows 7 x64|CPU=Intel Core 2 Quad|GPU=NVIDIA GeForce GT120|result=Framerate was not too shabby for a Wii game, 50-60FPS unless there was a Spear Waddle Dee (why this??), lots of water, a boss, or one of Kirby's special forms (e.g. Tank),  which got me to around 40. XAudio2 HLE, OpenGL, 1x resolution, EFB to Texture.|tester=LotadTheGreat}}
{{testing/entry|revision=4.0-5420|OS=Windows 7|CPU=Intel Core 2 Quad|GPU=NVIDIA GeForce GT 120|result=Framerate was not too shabby for a Wii game, 50-60FPS unless there was a Spear Waddle Dee (why this??), lots of water, a boss, or one of Kirby's special forms (e.g. Tank),  which got me to around 40. XAudio2 HLE, OpenGL, 1x resolution, EFB to Texture.|tester=LotadTheGreat}}
{{testing/entry|revision=5.0-4705|OS=Windows 7|CPU=Intel Core i5-2400|GPU=Intel HD 2000|result=Frame drops are common but most of the main levels run between 50 and 60 FPS. Patch Plaza will simply not run at 60 FPS (hangs around 30-40) compared to other levels. There is also an ever so slight drop with confirm boxes.|tester=Mattie}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
{{YouTube|Mue5kTszwU0|Dolphin Emulator 4.0 - Kirby's Epic Yarn (1080p HD) - Nintendo Wii |}}
{{VideoGallery
{{YouTube|Q3drJKBw9rY|Kirby's Epic Yarn on Dolphin Emulator (720p) SVN 6285|br}}
|vid1=Mue5kTszwU0|cap1=Dolphin Emulator 4.0 - Kirby's Epic Yarn (1080p HD) - Nintendo Wii  
 
|vid2=Q3drJKBw9rY|cap2=Kirby's Epic Yarn on Dolphin Emulator (720p) SVN 6285
|vid3=LNkFMxRpxqk|cap3=Kirby's Epic Yarn on NVIDIA SHIELD Android TV - Dolphin Emulator (Nintendo Wii)
}}
{{Navigation/Kirby}}
{{Navigation/Kirby}}


[[Category:Wii games]]
[[Category:Wii games]]

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