Paper Mario: The Thousand-Year Door: Difference between revisions

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{{Infobox VG
{{Infobox VG
|image       = [[File:PaperMarioTheThousand-YearDoor.jpg|300px]]
|image     = [[File:PaperMarioTheThousand-YearDoor.jpg|300px]]
|developer   = Intelligent Systems
|developer = Intelligent Systems
|publisher    = Nintendo
|publisher = Nintendo
|released     = {{vgrelease|JP=July 22, 2004|NA=October 11, 2004|EU=November 12, 2004|AUS=November 18, 2004}}
|series   = Paper Mario
|series      = ''Paper Mario''
|released = {{vgrelease|JP=July 22, 2004|NA=October 11, 2004|EU=November 12, 2004|AUS=November 18, 2004}}
|genre       = Role-playing
|genre     = Role-playing
|modes       = Single-player
|modes     = Single-player
|input       = GameCube Controller
|input     = GameCube Controller
|forumlink   = http://forums.dolphin-emu.org/Thread-gc-paper-mario-the-thousand-year-door
|forumlink = http://forums.dolphin-emu.org/Thread-gc-paper-mario-the-thousand-year-door
}}
}}


'''''Paper Mario: The Thousand-Year Door''''', released in Japan as ''Paper Mario RPG'', is a console role-playing game developed by Intelligent Systems and published by Nintendo for the [[Nintendo GameCube]]. ''The Thousand-Year Door'' is the fourth Mario RPG and the second in the ''Paper Mario'' series.
'''''Paper Mario: The Thousand-Year Door''''', released in Japan as '''''Paper Mario RPG''''', is a console role-playing game developed by Intelligent Systems and published by Nintendo for the [[Nintendo GameCube]]. ''The Thousand-Year Door'' is the fourth Mario RPG and the second in the ''Paper Mario'' series.


== Emulation Information ==
== Emulation Information ==
=== Bounding Box Slowdown on NVIDIA Cards ===
=== Bounding Box Slowdown on NVIDIA Cards ===
NVIDIA cards are abnormally slow during bounding box effects even at very low internal resolutions when using D3D11. They get dramatically slower as the internal resolutions increase, even though comparable AMD graphics cards suffer no slowdown at all. This is due to Dolphin hitting a slow path on those graphics cards. It is recommended that NVIDIA users use the OpenGL backend when playing titles that require Bounding Box emulation to avoid that.
NVIDIA cards are abnormally slow during Bounding Box effects even at very low internal resolutions when using D3D11. They get dramatically slower as the internal resolution increase, even though comparable AMD graphics cards suffer no slowdown at all. This is due to Dolphin hitting a slow path on those graphics cards. It is recommended that supported NVIDIA users use other video backends when playing games that require Bounding Box emulation to avoid that.


=== When Using Older Graphics Cards ===
=== When Using Older Graphics Cards ===
NVIDIA GeForce 400 series and newer, AMD/ATI Radeon HD 5000 series and newer, and Broadwell integrated GPUs (Intel HD Graphics 5300+) have the full suite of OpenGL and D3D features Dolphin needs for Bounding Box - a feature this game uses for many of its effects. Older GPUs (as well as all GPUs on MacOS) lack these features, however in {{revision|5.0-2964}} a workaround was added to the OpenGL backend. If you are using an older GPU on non-macOS computers, use OpenGL to avoid glitches and broken effects.
This game uses a feature known as "Bounding Box", which Dolphin typically uses Shader Storage Buffer Objects (SSBO) to emulate. This requires a NVIDIA GeForce 400 series or newer, a AMD/ATI Radeon HD 5000 series or newer, or a Intel Broadwell Integrated GPU (Intel HD 5300+) or newer and an operating system that supports OpenGL 4.3, D3D11, GLES 3.1, or Vulkan. On macOS, MoltenVK can be used to attain Vulkan support on the latest builds. If Bounding Box is not emulated correctly, the game will show severe graphical glitches and won't be playable to finish.


{{Image|TTYD-DisabledBB.png|Broken Bounding Box}}
{{Image|TTYD-DisabledBB.png|Broken Bounding Box}}
{{Image|TTYD-EnabledBB.png|Working Bounding Box|br}}
{{Image|TTYD-EnabledBB.png|Working Bounding Box|br}}
Because Dolphin has gone through many variants of Bounding Box support throughout its history, it may be possible for older graphics cards to use less accurate versions of Bounding Box present in older builds.  On Android, {{revision|5.0-9322}} or newer is required for Bounding Box to function at all due to an unrelated bug. Please note that other driver issues can often cause issues with Bounding Box emulation, which can produce similar bugs to having no Bounding Box support whatsoever. In this case, updating drivers or using a different video backend may be your only recourse.
=== Riverside Station Sunset Effect ===
The sunset effect in Riverside Station has a defect where non-static objects in front of it have a trail of ghosts coming off. This is not a bug in Dolphin, but a defect inherent to the way the effect is achieved, as it appears on console too. The defect is very hard to see on console (it's right above the rock in the image below) due to the low resolution and analog quality loss, but the higher internal resolution and custom HD textures allowed by Dolphin make it very obvious.
{{Image|PMTTYD-SunsetEffectEmulator.png|Defect as seen on Dolphin}}
{{Image|PMTTYD-SunsetEffectConsole.png|Defect as seen on console|br}}


== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|
=== Merluvee Next Path ===
=== PAL60 Reverting to 50Hz ===
If the PAL version of the game has been set to run at 60 Hz, it may change back to 50Hz under some circumstances. Turn off the dual core setting to avoid this issue.
 
=== <s>Merluvee Next Path</s> ===
When using the D3D backend, asking Merluvee to tell you the next path may freeze the game. This does not occur on OpenGL or Vulkan, so use them to avoid this issue.
When using the D3D backend, asking Merluvee to tell you the next path may freeze the game. This does not occur on OpenGL or Vulkan, so use them to avoid this issue.


=== <s>Glitched Transitions</s> ===
Fixed in revision {{revision|5.0-9638}}.
Most transition effects will show only garbage. Disabling '''EFB Copies to Texture Only''' prevents this, and is set by default for this title.
 
:Note: In some cases the game will actually crash if you have ''EFB Copies to Texture Only'' enabled.
{{image|Paper Mario TTYD - Cabin Transition EFB2Tex.gif|Transition /w '''EFB Copies to Texture Only'''}}
{{image|Paper Mario TTYD - Cabin Transition EFB2RAM.gif|Proper emulation|br}}
}}}}
}}}}


== Enhancements ==
== Enhancements ==
=== HD Texture Pack ===
=== HD Texture Pack ===
There is a work-in-progress high definition texture modification for The Thousand Year Door on the Dolphin forums.[https://forums.dolphin-emu.org/Thread-paper-mario-ttyd-hd-texture-pack-v0-9b-december-4-2016]
There is a work-in-progress high definition texture modification for [https://forums.dolphin-emu.org/Thread-paper-mario-ttyd-hd-texture-pack-v0-9b-december-4-2016 The Thousand Year Door on the Dolphin forums].


=== 16:9 Aspect Ratio Fix ===
=== 16:9 Aspect Ratio Fix ===
The built-in Widescreen Hack causes clipping issues. The following codes work as a replacement, causing less issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.
The built-in Widescreen Hack causes clipping issues. The following codes work as a replacement, causing fewer issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.


====AR Code Fix====
==== AR Code Fix ====
This code does not speed up the game in the Shhwonk Fortress.
This code does not speed up the game in the Shhwonk Fortress.
<pre>
<pre>
Line 60: Line 66:
</pre>
</pre>


=====Gecko Codes=====
===== Gecko Codes =====
 
==== Centered HUD ====
==== Centered HUD ====
<pre>
<pre>
Line 69: Line 74:
91EE95F8 4E800020
91EE95F8 4E800020
60000000 00000000
60000000 00000000
04193838 4E800020
C200F354 00000003
C200F354 00000004
3DE08081 3DC0402B
3DE08081 3DC0402B
61CE12A2 91CF65BC
61CE12A2 91CF65BC
60000000 387D015C
387D015C 00000000
60000000 00000000
C200F35C 00000003
C200F35C 00000004
3DE08081 3DC04063
3DE08081 3DC04063
61CEE8D3 91CF65BC
61CEE8D3 91CF65BC
60000000 7FC3F378
7FC3F378 00000000
60000000 00000000
04193838 4E800020
</pre>
</pre>


Line 88: Line 91:
91EEF6D8 4E800020
91EEF6D8 4E800020
60000000 00000000
60000000 00000000
04199598 4E800020
C200F500 00000003
C200F500 00000004
3DE08082 3DC0402B
3DE08082 3DC0402B
61CE12A2 91CFA1BC
61CE12A2 91CFA1BC
60000000 387D015C
387D015C 00000000
60000000 00000000
C200F508 00000003
C200F508 00000004
3DE08082 3DC04063
3DE08082 3DC04063
61CEE8D3 91CFA1BC
61CEE8D3 91CFA1BC
60000000 7FC3F378
7FC3F378 00000000
60000000 00000000
04199598 4E800020
</pre>
</pre>


Line 107: Line 108:
91EEC158 4E800020
91EEC158 4E800020
60000000 00000000
60000000 00000000
0419B274 4E800020
C200F6C4 00000003
C200F6C4 00000004
3DE08086 3DC0402B
3DE08086 3DC0402B
61CE12A2 91CFB0DC
61CE12A2 91CFB0DC
60000000 387D015C
387D015C 00000000
60000000 00000000
C200F6CC 00000003
C200F6CC 00000004
3DE08086 3DC04063
3DE08086 3DC04063
61CEE8D3 91CFB0DC
61CEE8D3 91CFB0DC
60000000 7FC3F378
7FC3F378 00000000
60000000 00000000
0419B274 4E800020
</pre>
</pre>


Line 170: Line 169:


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|dualcore = Off
|dualcorenotes = Fixes 60Hz mode reverting to 50Hz in EU version
}}
}}


== Version Compatibility ==
== Version Compatibility ==
{{VersionCompatibility}}
{{VersionCompatibility}}
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|5350|***|Random freezes, minor graphical glitches}}
{{VersionCompatibilityVersion|5350|***|Random freezes, minor graphical glitches}}
{{VersionCompatibilityVersion|3.0-188|****|Bounding box emulation added}}
{{VersionCompatibilityVersion|3.0-188|****|Bounding box emulation added}}
{{VersionCompatibilityVersion|4.0-707|****|Improved bounding box code but a few issues remain}}
{{VersionCompatibilityVersion|4.0-707|****|Improved bounding box code but a few issues remain}}
{{VersionCompatibilityVersion|4.0-3610|*****|Remaining bounding box issues completely fixed}}
{{VersionCompatibilityVersion|4.0-3610|*****|Remaining bounding box issues completely fixed}}
{{VersionCompatibilityVersion|5.0|****|Several issues. Probably since 5.0}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


Line 202: Line 206:
{{testing/entry|revision=3.0-801|OS=Windows 7|CPU=Intel Core 2 Quad Q9550|GPU=NVIDIA GeForce 560 Ti|result=Playable: full speed with minor drops, tons of audio glitches, LLE is too demanding for my system, enabling Accurate Vbeam Emulation seems to help with the sound. The music is also way too loud and makes it hard to hear some sound effects.|tester=}}
{{testing/entry|revision=3.0-801|OS=Windows 7|CPU=Intel Core 2 Quad Q9550|GPU=NVIDIA GeForce 560 Ti|result=Playable: full speed with minor drops, tons of audio glitches, LLE is too demanding for my system, enabling Accurate Vbeam Emulation seems to help with the sound. The music is also way too loud and makes it hard to hear some sound effects.|tester=}}
{{testing/entry|revision=3.0-863|OS=Windows 7|CPU=Intel Core i7-3770 @ 3.4GHz|GPU=NVIDIA GeForce GTX 670|result=Audio glitches with non-LLE, perfect with LLE. No slowdowns even at higher resolutions (720p). Water at Schwonk Fortress and Punies in the Great Tree still produce graphical errors. EFB to RAM reduces the graphical glitches of the punies to minor at best. Game is 100% playable in it's current state.|tester=}}
{{testing/entry|revision=3.0-863|OS=Windows 7|CPU=Intel Core i7-3770 @ 3.4GHz|GPU=NVIDIA GeForce GTX 670|result=Audio glitches with non-LLE, perfect with LLE. No slowdowns even at higher resolutions (720p). Water at Schwonk Fortress and Punies in the Great Tree still produce graphical errors. EFB to RAM reduces the graphical glitches of the punies to minor at best. Game is 100% playable in it's current state.|tester=}}
{{testing/entry|revision=3.0-936|OS=Windows 8|CPU=Intel Core i5-3570K @ 3.4GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Really smooth on Direct3D9, unlike many 3.5-x builds I tried which caused random slowdowns all over the place. Use LLE audio to fix various sound issues. To get LLE to work with this 3.0 build, I downloaded dsp_coef.bin and dsp_rom.bin from [http://code.google.com/p/dolphin-emu/source/browse/#git%2FData%2FSys%2FGC the Dolphin Source] and placed it in ./User/GC/. Dolphin will display a warning when launching a ROM saying sound will be garbled because of a wrong hash, but it will be perfectly fine so just press No and play. You can download 3.0-936 from the [https://dl.dolphin-emu.org/oldbuilds/ Dolphin Old Builds].|tester=dani}}
{{testing/entry|revision=3.0-936|OS=Windows 8|CPU=Intel Core i5-3570K @ 3.4GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Really smooth on Direct3D9, unlike many 3.5-x builds I tried which caused random slowdowns all over the place. Use LLE audio to fix various sound issues. To get LLE to work with this 3.0 build, I downloaded dsp_coef.bin and dsp_rom.bin from [https://github.com/dolphin-emu/dolphin/tree/master/Data/Sys/GC the Dolphin Source] and placed it in ./User/GC/. Dolphin will display a warning when launching a ROM saying sound will be garbled because of a wrong hash, but it will be perfectly fine so just press No and play. You can download 3.0-936 from the [https://dl.dolphin-emu.org/oldbuilds/ Dolphin Old Builds].|tester=dani}}
{{testing/entry|revision=3.5|OS=Windows Vista|CPU=Intel Pentium 4 @ 3.2GHz|GPU=Intel GMA 82945G|result=12~15FPS outside, 20~25FPS in battle due to low-end system. Random crashes. Also when the little things that come at you at the beginning after the first battle they appear as EFB static on all EFB hacks. I was actually surprised to see battles at more FPS. Performance guide settings.|tester=Wiigeek336}}
{{testing/entry|revision=3.5|OS=Windows Vista|CPU=Intel Pentium 4 @ 3.2GHz|GPU=Intel GMA 82945G|result=12~15FPS outside, 20~25FPS in battle due to low-end system. Random crashes. Also when the little things that come at you at the beginning after the first battle they appear as EFB static on all EFB hacks. I was actually surprised to see battles at more FPS. Performance guide settings.|tester=Wiigeek336}}
{{testing/entry|revision=3.5|OS=Windows 7|CPU=AMD FX-4130 @ 4.2GHz|GPU=NVIDIA GeForce GTX 550 Ti|result=Runs at a smooth 60FPS in everything but transitions, and in some cutscenes with big effects.|tester=}}
{{testing/entry|revision=3.5|OS=Windows 7|CPU=AMD FX-4130 @ 4.2GHz|GPU=NVIDIA GeForce GTX 550 Ti|result=Runs at a smooth 60FPS in everything but transitions, and in some cutscenes with big effects.|tester=}}
Line 231: Line 235:
{{testing/entry|revision=5.0-321|OS=Windows 10|CPU=Intel Core i7-3930K @ 3.8GHz|GPU=NVIDIA GeForce GTX 780|result=Runs perfectly at 1080p with 4x MSAA, using widescreen gecko code and HD texture pack. However, contrary to the information above, I get the bounding box slowdown when using OpenGL and have to use D3D11 to avoid it. Sound effects during battle randomly don't play, regardless of audio emulator engine.|tester=Techjar}}
{{testing/entry|revision=5.0-321|OS=Windows 10|CPU=Intel Core i7-3930K @ 3.8GHz|GPU=NVIDIA GeForce GTX 780|result=Runs perfectly at 1080p with 4x MSAA, using widescreen gecko code and HD texture pack. However, contrary to the information above, I get the bounding box slowdown when using OpenGL and have to use D3D11 to avoid it. Sound effects during battle randomly don't play, regardless of audio emulator engine.|tester=Techjar}}
{{testing/entry|revision=5.0-666|OS=Windows 10|CPU=Intel Core i7-3930K @ 3.8GHz|GPU=NVIDIA GeForce GTX 780|result=Game does not boot with widescreen gecko code enabled, otherwise identical to above result.|tester=Techjar}}
{{testing/entry|revision=5.0-666|OS=Windows 10|CPU=Intel Core i7-3930K @ 3.8GHz|GPU=NVIDIA GeForce GTX 780|result=Game does not boot with widescreen gecko code enabled, otherwise identical to above result.|tester=Techjar}}
{{testing/entry|revision=5.0-8935|OS=Windows 10|CPU=AMD Ryzen 5 2400G @ 3.6GHz|GPU=AMD Radeon RX Vega 11|result=Configuration: Dual core ON, 720p, 2xMSAA, 2x AF, LLE audio, game rom region JPN. Mostly 60FPS with D3D11 or Vulkan, OGL is slow. LLE audio works well, but some battle SEs like "Great!!" are dropped. All backends suffers a significant slowdown with BBox with my GPU being at a default energy-saving 400MHz clock. This can happen in many transitions, like the bridge appearing animation in Petal Meadows, which achieved an astonishing 8FPS. Turning Mario into Paper Mode or having Vivian hide you make it slower at any time. "Overclocking" GPU to the stock speed solves this and makes the game perfectly playable.|tester=amiboss}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
<!--A full list of options is available at Template:VideoGallery/doc-->
{{VideoGallery
{{VideoGallery
|vid1=GqQU7lnFfRY|cap1=Paper Mario The Thousand Year Door on PC - Dolphin emulator
|vid1=GqQU7lnFfRY|cap1=Paper Mario The Thousand Year Door on PC - Dolphin emulator
Line 241: Line 247:
|vid5=lzJWiMD1kA4|cap5=(1440p60) Paper Mario: The Thousand-Year Door Gameplay Dolphin 5.0
|vid5=lzJWiMD1kA4|cap5=(1440p60) Paper Mario: The Thousand-Year Door Gameplay Dolphin 5.0
|vid6=tZt-HkK2lDc|cap6=Dolphin Emulator 5.0-3441 Paper Mario: The Thousand-Year Door (4K/2160p/60fps UHD Texture Pack) GCN
|vid6=tZt-HkK2lDc|cap6=Dolphin Emulator 5.0-3441 Paper Mario: The Thousand-Year Door (4K/2160p/60fps UHD Texture Pack) GCN
|vid7=nrkB7fXSSGE|cap7=Paper Mario: The Thousand-Year Door - Gameplay Nintendo Gamecube HD 1080p (Dolphin Emulator)
}}
}}


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