Kirby's Epic Yarn

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Kirby's Epic Yarn
KirbysEpicYarnBoxart.jpg
Developer(s) Good-Feel, HAL Laboratory
Publisher(s) Nintendo
Series Kirby
Platform(s) Wii
Release date(s) JP October 14, 2010
NA October 17, 2010
EU February 25, 2011
AUS February 24, 2011
KO September 1, 2011
Genre(s) Platform
Mode(s) Single-player, Co-op (2)
Input methods Wii Remote
Compatibility 5Stars5.pngEdit rating: Kirby's Epic Yarn
Perfect
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

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.

Problems

Cutscene Curtain

The curtain that is pulled to reveal cutscenes only half opens for some cutscenes.

Enhancements

Remove 4:3 Borders

When the Wii Aspect Ratio is set to 4:3, the game will add gray-green knitting texture to the top and bottom of the screen to remain in 16:9. Kirby's Epic Yarn was designed with 16:9 widescreen in mind, and cannot crop to fit in the 4:3 screen. But one can make Dolphin stretch the image to fill the entire 4:3 screen with the following steps:

  • 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)

This method will distort the image, so it is not recommended.

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Store EFB Copies to Texture Only On Fixes odd shadows when jumping behind felt

Emulated Wii Remote

Config Setting Notes
Sideways WiiMote On Kirby's Epic Yarn is designed for sideways WiiMote play.

Version Compatibility

The graph below charts the compatibility with Kirby's Epic Yarn since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

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5.0-21270 (current)
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Δ
Δ
Δ
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2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r6265 Windows Vista AMD Phenom II X4 955 @ 3.21GHz ATI Radeon HD 4650 Perfect
r6268 Windows 7 Intel Core 2 Quad Q8300 @ 3.4GHz ATI Radeon HD 4870 Perfect
r6285 Windows 7 AMD Phenom II X2 550 @ 3.1GHz ATI Radeon HD 4200 Perfect, loading slowdowns
r6285 Windows 7 AMD Phenom II X2 550 @ 3.7GHz ATI Radeon HD 4200 Perfect
r6285 Windows 7 AMD Phenom II X4 965 @ 3.4GHz ATI Radeon HD 5770 Perfect
r6286 Windows 7 Intel Core 2 Quad Q8200 @ 2.6GHz NVIDIA GeForce 9600 GT Perfect
r6546 Ubuntu 10.10 Intel Core i7-920 NVIDIA GeForce GTX 260 Perfect.
r6858 Windows 7 Intel Core 2 Quad Q9550 NVIDIA GeForce GTX 275 Perfect
r7264 Windows 7 AMD Athlon NVIDIA GeForce GTX Slowdowns to 30FPS; Crashes on Rainbow Falls
r7289 Windows Vista Intel Core 2 Quad Q6600 NVIDIA GeForce GTX 470 Playable but Slowdowns to 20-30FPS in some levels SpReeD
3.0 Windows 7 AMD Phenom II X4 955 @ 3.2GHz ATI Radeon HD 5770 Perfect, huge slowdowns in some levels and boss battles.
r7670 Windows 7 Intel Core i5-2500K @ 4.1GHz AMD Radeon HD 6850 Works totally fine. No slowdowns. MegaJump
3.0-232 Windows 7 Intel Core i7-2600K @ 3.4GHz NVIDIA GeForce GTS 250 res: 1366x768 (720p). Default config. Works Perfect 100% speed RojoBauer
3.0-235 Windows 7 Intel Core i5-2500K @ 3.3GHz NVIDIA GeForce GTX 560 Ti Fully playable 3xNative Resolution (1080P) dx9 no crashes/sound glitches Fabolous
3.0-415 Windows 7 Intel Core i5-2500K @ 3.9GHz NVIDIA GeForce GTX 560 Ti Perfect with OpenGL 3x Native, 1080p, 4x AA, 16x AF, with 16/9 Widescreen Sanitarium026
3.0-715 Windows 7 Intel Core i7-950 @ 4GHz NVIDIA GeForce GTX 570 Runs perfectly as long as you leave the DSP on HLE. Dx9, 1080p, 16x AF, 4x Native Zharay
3.0-763 Windows 7 Intel Core i5-2450M AMD Radeon HD 7610M Perfect Chinmorph
3.5-1320 Windows 7 Intel Core i7-3770S @ 3.1GHz AMD Radeon HD 7850 Perfect bodhicittaben
4.0-617 Windows 7 AMD Phenom II 965 @ 3.4GHz ATI Radeon HD 5870 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. incassum
4.0-717 Windows 7 AMD Phenom II 975 @ 4.1GHz AMD R9 290 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. incassum
4.0-1349 Windows 8 AMD FX 6300 @ 3.6GHz AMD Radeon HD 6450 40-60FPS. Playable. Slows when a lot of particles are on screen. Faefdsedf
4.0-1594 Windows 8.1 Intel Core i7-3820QM @ 2.7GHz NVIDIA GeForce GT 650M 50-60FPS @ 1x resolution. When there were lots of particles or a boss, the framerate would lag a bit more. spalmesano
4.0-5420 Windows 7 Intel Core 2 Quad NVIDIA GeForce GT 120 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. LotadTheGreat

Gameplay Videos