Metal Gear Solid: The Twin Snakes: Difference between revisions

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== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
=== Codec Screen Defects ===
=== Codec Screen Defects ===
The backdrop of the codec screen that zooms in on Snake requires XFB set to real.  While VirtualXFB will display it correctly after setting it to RealXFB, this only lasts for one loading zone, then you would have to toggle RealXFB again to make VirtualXFB work again.  In order to avoid the bug altogether, enable RealXFB.  This is a minor defect, and enabling RealXFB causes the game to render at native resolution, so use at your own discretion.
The backdrop of the codec screen that zooms in on Snake requires XFB set to real.  While Virtual will display it correctly after setting it to Real, this only lasts for one loading zone, then you would have to toggle Real again to make Virtual work again.  In order to avoid the bug altogether, enable XFB Real.  This is a minor defect, and enabling XFB Real causes the game to render at native resolution, so use at your own discretion. Fixed with Hybrid XFB in {{revision|5.0-5874}}.
 
The backdrop of the codec will be rendered wrong even with Hybrid XFB if "Store XFB Copies to Texture Only" is on. Disable this for proper emulation, at a performance penalty.
}}}}


== Enhancements ==
== Enhancements ==
=== 60Hz ===
=== MSAA/SSAA ===
==== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1907] ====
Use of MSAA/SSAA will break shadows in the Vulkan, OpenGL and D3D12 back-ends. Use D3D11 to avoid this issue.
<pre>Enable 60Hz Mode [Ralf]
{{image|Metal Gear Solid-The Twin Snakes Shadows OpenGL.png|OpenGl}}
BV4M-0070-2QY55
{{image|Metal Gear Solid-The Twin Snakes Shadows Vulcan.png|Vulcan \ D3D12}}
PPPF-YKUA-27R9T
{{image|Metal Gear Solid-The Twin Snakes Shadows D3D11.png|D3D11|br}}
FYCF-8037-4BVQ5
</pre>


=== Widescreen ===
=== Widescreen ===
==== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1907] ====
Make sure to set Aspect Ratio graphics setting to '''Force 16:9''' when using these Gecko codes.
<pre>16:9 Aspect Ratio (Widescreen) - PTR Version [Ralf]
==== NA ====
WWQV-KR4R-21DY1
<pre>$16:9 Widescreen
T63Z-N1G5-QFXXD
48000000 800030C8
2K34-VEAK-6Y42Z
DE000000 7E007FFF
WN56-AVP6-GV36R
1410CC00 C3020000
 
E0000000 80008000
16:9 Aspect Ratio (Widescreen) - ASM Version [Ralf]
042864A0 3F400000
3X9B-C20Z-YK9VQ
9UAQ-8YNR-AG857
C47H-HVMY-GMTX9
G37P-5CG1-ERDWA
M8M8-JVZP-KN7F8
T10V-HR3K-BDUZN
WP2H-U7P0-CJYET
</pre>
</pre>
{{image|MGSTS_WSAR_NTSC_Comparison.png|Widescreen Gecko code effect|br}}


PTR - Pointer code type version <br>
==== EU ====
ASM - Assembly instructions version (might be more compatible with Dolphin emulator, Nintendont etc.)
<pre>$16:9 Widescreen
C202E460 00000003
3C003F40 3C607F46
90031EA8 7F03C378
60000000 00000000</pre>


 
=== 60Hz PAL ===
==== NTSC ====
In the PAL-Version the 60Hz mode cannot be activated at startup. Use this Gecko code to force the 60Hz mode. This will cause FMV segments to become out of sync.
<pre>16:9 Aspect Ratio (Widescreen)
<pre>$Enable 60Hz Mode [Ralf]
04001FA4 48000014
0402C08C 38600000
04004420 7F46B048
041E7A28 00000014
44004420 3F400000
</pre>
</pre>
{{image|MGSTS_WSAR_NTSC_Comparison.png|Comparison of Widescreen AR code effect}}
<br>
Adapted from PAL PTR version above from Ralf. -- DARKNITE323 <br>
Tested and working on Dolphin 5.0 stable release.<br>
'''NOTE:''' Make sure to set Aspect Ratio graphics setting to '''Force 16:9''' when using these AR codes.


== Configuration ==
== Configuration ==
Line 68: Line 61:
{{VersionCompatibility}}
{{VersionCompatibility}}
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|6423|****|}}
{{VersionCompatibilityVersion|6423|****|Codec screen defects}}
{{VersionCompatibilityVersion|5.0-5874|*****|Codec works, since merge of hybrid XFB}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/entry|revision=4.0-5935|OS=Windows 7|CPU=AMD Phenom II X4 965 @ 3.4GHz|GPU=NVIDIA GeForce GTX 760|result= Near perfect. OpenGL Backend, 60FPS 1920x1080 3x Native. Anti-Aliasing + Anisotropic Filtering. Store EFB Copies to Texture Only (Store EFB Copies to RAM caused Codec Green Screen for me) Audio = DSP LLE recompiler. Everything else Default. |tester=BaKoFFiCeR}}
{{testing/entry|revision=4.0-5935|OS=Windows 7|CPU=AMD Phenom II X4 965 @ 3.4GHz|GPU=NVIDIA GeForce GTX 760|result= Near perfect. OpenGL Backend, 60FPS 1920x1080 3x Native. Anti-Aliasing + Anisotropic Filtering. Store EFB Copies to Texture Only (Store EFB Copies to RAM caused Codec Green Screen for me) Audio = DSP LLE recompiler. Everything else Default. |tester=BaKoFFiCeR}}
{{testing/entry|revision=4.0-9142|OS=Windows 10|CPU=Intel Core i5-4460|GPU=NVIDIA GeForce GTX 970|result=Freezes during cutscenes; either disable Dual-Core or enable Synchronize GPU thread. Performance takes a hit, though. Otherwise, no real problems using OGL backend.|tester=Karmeleon}}
{{testing/entry|revision=4.0-9142|OS=Windows 10|CPU=Intel Core i5-4460|GPU=NVIDIA GeForce GTX 970|result=Freezes during cutscenes; either disable Dual-Core or enable Synchronize GPU thread. Performance takes a hit, though. Otherwise, no real problems using OGL backend.|tester=Karmeleon}}
{{testing/entry|revision=5.0-1103|OS=Windows 10|CPU=Intel Celeron G1820 @ 2.7GHz|GPU=Intel Graphics Desktop (Haswell)|result=You need to enable XFB and use Real XFB to fix the Codec Screen background. (it's a minor issue, though. Enabling these causes a big hit on performance, so if you have a low-end PC, like I do, don't enable them) You can use the cheat above to get the game set to "Widescreen", but don't forget to force the system to 16:9 as well for it to work. Lastly, the game is dropping frames a little, maybe it's just my machine.|tester=clorophilla}}
{{testing/entry|revision=5.0-3297|OS=Windows 7|CPU=Intel Core i5-4670K @ 3.4GHz|GPU=AMD Radeon R9 280 @ 3 GB|result=The game runs really good, but I'm currently running into an old issue that I had fixed before, but I don't remember how I fixed it the last time I played. (Dolphin will crash upon initiating the second battle against Raven in the frozen container area). -- Update regarding this; It was caused by a Cheat Code. In particular 'Infinite Rations'. Disabling said cheat fixed the issue.|tester=Ryudo}}
{{testing/entry|revision=5.0-3749|OS=Windows 10|CPU=Intel Core i7-7700K|GPU=NVIDIA GeForce GTX 980 Ti|result=Nearly Flawless. Only problem I encountered aside from codec screen was some frame drop during the live action FMV leading up to the Liquid fight.|tester=IceStrike256}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
{{VideoGallery
{{VideoGallery
|vid1=UlO8cQByiFo|cap1=Metal Gear Solid: The Twin Snakes on Dolphin Wii/GC Emulator (720p HD)
|vid1=70xZYz1_HCs|cap1=4K Metal Gear Solid: The Twin Snakes on Dolphin Wii/GC Emulator (4K 2160P UHD TEXTURE)
|vid2=UlO8cQByiFo|cap2=Metal Gear Solid: The Twin Snakes on Dolphin Wii/GC Emulator (720p HD)
|vid3=csiMu2mbK9U|cap3=Dolphin 5.0 - METALGEAR SOLID TWIN SNAKE (HD Texture/WIDE/SweetFX) (1080p60)
|vid4=lvyQm-XWjpE|cap4=Metal Gear Solid - The Twin Snakes on Dolphin 5.0-3749 (1080p60)
|vid5=qYCV7LAwPw0|cap5=Metal Gear Solid: The Twin Snakes - Dolphin 5.0 - Gamecube Emulator Gameplay - HD.1080p 60ᶠᵖˢ
|vid6=CVmezon1Vt0|cap6=Metal Gear Solid - PSX VS Gamecube VS Dolphin - Graphics Comparison (1080p60)
}}
}}


[[Category:GameCube games]]
[[Category:GameCube games]]
[[Category:Two Disc games]]
[[Category:Two Disc games]]

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