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

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== 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 ===
=== Riverside Station Sunset Effect ===
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== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|
=== Yoshi's Gulp ===
=== PAL60 Reverting to 50Hz ===
Using Yoshi's Gulp ability results in the progress bar flashing fully lit briefly, disappearing, and then the attack fails; regardless of how long the R trigger is held. Using the LLE audio back-end will resolve this issue.
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.


=== Merluvee Next Path ===
=== <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.


Fixed in revision {{revision|5.0-9638}}.
}}}}
}}}}


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0442C158 3FE38E39
0442C158 3FE38E39
</pre>
</pre>
=== More Gecko and AR Codes ===
Visit [https://forums.dolphin-emu.org/Thread-ar-gecko-codes-for-paper-mario-the-thousand-year-door-ntsc-u Paper Mario: The Thousand-Year Door AR and Gecko forum]


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|audiobackend = LLE
|dualcore = Off
|audiobackendnotes = Allow Yoshi Gulp success
|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}}


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{{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}}


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