Monster Hunter Tri

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Revision as of 07:26, 26 March 2012 by Kolano (talk | contribs) (Testing)
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Monster Hunter Tri
MonsterHunterTri.jpg
Developer(s) Capcom Production Studio 1
Publisher(s) Capcom
Series Monster Hunter
Platform(s) Wii
Genre(s) Action Role-Playing
Mode(s) Single-Player, Cooperative Multiplayer
Input methods Wii Remote, Wii Remote + Nunchuk, Classic Controller, USB keyboard, Wii Speak
Compatibility 5Stars5.pngEdit rating: Monster Hunter Tri
Perfect
GameIDs RMHE08, RMHP08, RMHJ08
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Monster Hunter Tri, known in Japan as Monster Hunter 3, is the third console installment in the Monster Hunter franchise, developed by Capcom and released for the Wii in Japan on August 1, 2009. Monster Hunter Tri was released on April 20 2010 in North America, Europe, and Australia.

Problems

Freezing in main menu

To prevent crashes, use r4830 or enable EFB Scaled Copy and disable blooming before entering in game (Config => Graphics => D3D9 => Enable Hotkeys, after one can use 7 to enable/disable blooming)

Black Player Textures

Player skin textures go black once exiting the village (armor displays just fine). Fix this by using a blend build of Dolphin (r4830) to disable blooming before leaving the village. Remember to Enable Hotkeys (Config => Graphics => D3D9 => Enable Hotkeys). Then one can use 7 to enable/disable blooming.

Another way to eliminate this problem is to change EFB copy settings during the game. The steps are :

  1. Run Dolphin.exe
  2. Press Config -> Plugins -> Change the graphics to D3D9
  3. Enter the graphics settings
  4. Go to advance and choose EFB copy to RAM
  5. Play the game
  6. Inside the game (at village) press ALT+TAB to bring up the main Dolphin
  7. Change the settings to EFB copy to TEXTURE
  8. Continue the game

In some cases errors may occur when using the ALT+TAB function. In such case play the game in windowed mode. For more details, see this video. One can download r4830 here: 32-bit / 64-bit

Unknown Pointer Address

Exiting town will sometimes result in an "Unknown pointer address prefix 30, report this to the devs: 0x30380000 Continue?" error. This can be addressed by using the following patches, refer issue 3324:

0x805DD6D4:dword:0x60000000
0x805DD6D8:dword:0x60000000
0x805DD6DC:dword:0x60000000
0x809E491C:dword:0x60000000
0x809E5F94:dword:0x60000000
0x809E5F98:dword:0x60000000

Incorrect Bloom Rendering

Bloom effects are not rendered correctly, refer issue 2068.

Configuration

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

Graphics

Config Setting Notes
Scaled EFB Copy On Prevent crashes if you are using newer builds. Otherwise, use r4830
Skip EFB Access from CPU On Solves some overlay problem and gains a huge speedboost

Version Compatibility

The graph below charts the compatibility with Monster Hunter Tri since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-12080 (current)
Δ
Δ
Δ
Δ
Δ
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 Version CPU GPU Result Tester
r4872 Windows 7 x64 Intel Core 2 Duo E7500 @ 2.93GHz nVidia GeForce 430 GT Perfect at full speed (At 720p, 4x ssa and 16x anisotropic filtering enabled). Speed will drop at about 2-5 FPS during battles with many monster on the same screen but will revert back to full speed over time, 27-28 FPS in caves full of monsters. Incorrect Bloom rendering is a defect of this revision but can be fixed with patched revisions made by other users which has a shortcut key to disable the bloom. SpardaDVLking3 (YouTube Account)
r5192 Windows 7 x64 Intel Core 2 Duo E7500 @ 2.93GHz nVidia GeForce 430 GT Best revision for this game(At 720p, 4x ssa and 16x anisotropic filtering enabled). Full speed at all areas. Slow downs will only occur when fighting many monsters, at about 1-3 FPS drop, only on Moga Woods, other areas are full speed regardless of monster numbers. Lowest possible FPS is 25 but only when fighting many Jaggis, Jaggias and a Geat Jaggi at the same time. Incorrect Bloom rendering is still an issue but can be bypassed by using patched revisions. Use this revision when playing MH3. SpardaDVLking3 (YouTube Account)
r7313 Windows 7 x64 Intel Core i3-2100 @ 3.1GHz ATI Radeon HD 5570 Working flawlessly and at 90% of time at 60 FPS otherwise dropping at 55 FPS
r7335 Windows 7 x64 AMD Phenom II 720 BE @ 3.2GHz ATI Radeon HD 4850 Working good at 30 FPS. Some slowdowns with many monsters and in the village ultramann
r7409 Windows 7 x64 Intel Core 2 Quad Q9550 @ 3.8GHz nVidia GeForce 9600 GT Perfect playable: EFB->RAM with Cache enabled and disable CPU-EFB-Access to solve the texture problem. Use HLE to gain +10% FPS GothicIII
r7551 Linux x86_64 (Ubuntu 10.10) AMD Phenom II X4 @ 3.2GHz ATI Radeon HD 4770 Perfect playable: texture problem sometimes. Slow with many monsters and in the village. Aldo Nogueira
r7676 Windows 7 x64 Intel Core 2 Duo E7500 @ 2.93GHz nVidia GeForce 430 GT Perfectly playable at full speed 30 FPS even in village (At 720p, 4x ssa and 16x anisotropic filtering enabled). Slows down with many huge monsters at 23-26 FPS, in caves with monsters about 23 FPS, overclocking should resolve this. Spardadvlking3 (YouTube account)
3.0-159 Linux x86_64 Lubuntu 11.10 AMD Athlon II X2 @ 2.8GHz ATI Radeon HD 5770 Perfect playable: Slow with many monsters and in the village. Theredbaron
3.0-415 Windows 7 x64 Intel Core i5-2500k @ 4.5GHz AMD Radeon HD 6950 Constant 30 FPS in OpenGL(4xNativeRes, Per-pixel light, AFx2) Anti-aliasing cause wireframe to show, especially in darker areas (at 4xNative AA doesn't really improve the display in 1080p anyway). AF effect is even less noticeable. Pixel light might look better (or at least different). Some strange sound glitches (rare distant random sounds) jonhwoods

Gameplay Videos