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

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If the player were to talk to Merluvlee and ask for where to go next, Dolphin will display a ''memory stride is too small'' error and crash. See {{issue|8956}}.
If the player were to talk to Merluvlee and ask for where to go next, Dolphin will display a ''memory stride is too small'' error and crash. See {{issue|8956}}.
{{Image|TTYD-MSITS.png|Memory stride is too small|br}}
{{Image|TTYD-MSITS.png|Memory stride is too small|br}}
=== Direct3D ===
=== Direct3D ===
Direct3D has a few graphical defects, such as Mario flickering in Tube Mode and improper scaling when in Airplane, Paper (when moving around), and Boat Modes. Use OpenGL to avoid this problem.
Direct3D has a few graphical defects, such as Mario flickering in Tube Mode and improper scaling when in Airplane, Paper (when moving around), and Boat Modes. Use OpenGL to avoid this problem.
{{Image|TTYD-Boat-Direct3D.png|Direct3D}}
{{Image|TTYD-Boat-Direct3D.png|Direct3D}}
{{Image|TTYD-Boat-OpenGL.png|OpenGL|br}}
{{Image|TTYD-Boat-OpenGL.png|OpenGL|br}}
=== Bounding Box Issues ===
=== Bounding Box Issues ===
Dolphin has minor issues emulating Mario's paper abilities correctly under default graphical settings for this game. Mario's silhouette will appear and the Mario you control will be invisible. Enable bounding box emulation to fix it.
Dolphin has minor issues emulating Mario's paper abilities correctly under default graphical settings for this game. Mario's silhouette will appear and the Mario you control will be invisible. Enable bounding box emulation to fix it.
{{Image|TTYD-DisabledBB.png|Disabled Bounding Box (Tube Mode)}}
{{Image|TTYD-DisabledBB.png|Disabled Bounding Box (Tube Mode)}}
{{Image|TTYD-EnabledBB.png|Enabled Bounding Box (Tube Mode)|br}}
{{Image|TTYD-EnabledBB.png|Enabled Bounding Box (Tube Mode)|br}}
=== Glitched Transitions ===
=== Glitched Transitions ===
Most transition effects will show only garbage. Disable '''EFB Copies to Texture Only''' to prevent that.<br>
Most transition effects will show only garbage. Disable '''EFB Copies to Texture Only''' to prevent that.<br>
Line 47: Line 44:


=== {{s}}Background During Pageflip{{/s}} ===
=== {{s}}Background During Pageflip{{/s}} ===
In the castle in Chapter 1, and there's this switch puzzle where Koops are used to hit a block. Walls become improperly transparent behind where the stairs move to. Refer {{Issue|6196|fixed}}. Fixed in {{revision|4.0-707}}.
In the castle in Chapter 1, and there's this switch puzzle where Koops are used to hit a block. Walls become improperly transparent behind where the stairs move to. Refer {{Issue|6196}}. Fixed in {{revision|4.0-707}}.
{{Image|Paper Mario-The Thousand-Year Door Background During Pageflip.png|Walls become improperly transparent|br}}
{{Image|Paper Mario-The Thousand-Year Door Background During Pageflip.png|Walls become improperly transparent|br}}


=== {{s}}Improper Water Effect{{/s}} ===
=== {{s}}Improper Water Effect{{/s}} ===
After Stone Key Quiz and going through a pipe into the sewers, the water reflections are a bit messed up depending on where you walked. Refer {{Issue|6154|fixed}}. Fixed in {{revision|4.0-707}}.
After Stone Key Quiz and going through a pipe into the sewers, the water reflections are a bit messed up depending on where you walked. Refer {{Issue|6154}}. Fixed in {{revision|4.0-707}}.
{{Image|Paper Mario-The Thousand-Year Door Improper Reflections.png|Improper water effect}}
{{Image|Paper Mario-The Thousand-Year Door Improper Reflections.png|Improper water effect}}
{{VideoGallery
{{VideoGallery
Line 57: Line 54:
}}
}}
=== {{s}}Chapter 3 Posters{{/s}} ===
=== {{s}}Chapter 3 Posters{{/s}} ===
In Chapter 3, when you peel the posters off the walls, they show up improperly and look weird, sometimes casting blackness over the wall, sometimes showing up as a tiny piece of a poster, and sometimes drawing over geometry they shouldn't be. Refer {{Issue|6211|fixed}}. Fixed in {{revision|4.0-707}}.
In Chapter 3, when you peel the posters off the walls, they show up improperly and look weird, sometimes casting blackness over the wall, sometimes showing up as a tiny piece of a poster, and sometimes drawing over geometry they shouldn't be. Refer {{Issue|6211}}. Fixed in {{revision|4.0-707}}.
{{Image|Paper Mario-The Thousand-Year Door Chapter 3 Posters.png|Chapter 3 posters|br}}
{{Image|Paper Mario-The Thousand-Year Door Chapter 3 Posters.png|Chapter 3 posters|br}}


=== {{s}}Punies{{/s}} ===  
=== {{s}}Punies{{/s}} ===  
The Punies may display incorrectly on all backends. '''EFB Copies to Texture Only''' displays garbage, but with it disabled the Punies are distorted. It only happens when they are standing still, and seems to happen more when they are facing left and not right. See {{issue|6168|fixed}}. There is a workaround using a [http://forums.dolphin-emu.org/Thread-gc-paper-mario-the-thousand-year-door?pid=289188#pid289188 custom texture] to replace the garbage. Fixed in {{revision|4.0-3610}}.
The Punies may display incorrectly on all backends. '''EFB Copies to Texture Only''' displays garbage, but with it disabled the Punies are distorted. It only happens when they are standing still, and seems to happen more when they are facing left and not right. See {{issue|6168}}. There is a workaround using a [http://forums.dolphin-emu.org/Thread-gc-paper-mario-the-thousand-year-door?pid=289188#pid289188 custom texture] to replace the garbage. Fixed in {{revision|4.0-3610}}.
{{image|PaperMario1000 Punies1.jpg|Punies with '''EFB Copies to Texture Only''' on||width=286}}
{{image|PaperMario1000 Punies1.jpg|Punies with '''EFB Copies to Texture Only''' on||width=286}}
{{image|PaperMario1000 Punies2.jpg|Punies with '''EFB Copies to Texture Only''' off|br}}
{{image|PaperMario1000 Punies2.jpg|Punies with '''EFB Copies to Texture Only''' off|br}}

Revision as of 02:04, 11 November 2015

Paper Mario: The Thousand-Year Door
PaperMarioTheThousand-YearDoor.jpg
Developer(s) Intelligent Systems
Publisher(s) Nintendo
Series Paper Mario
Platform(s) GameCube
Release date(s) JP July 22, 2004
NA October 11, 2004
EU November 12, 2004
AUS November 18, 2004
Genre(s) Role-playing
Mode(s) Single-player
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: Paper Mario: The Thousand-Year Door
Playable
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

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.

Problems

Memory Stride Is Too Small

If the player were to talk to Merluvlee and ask for where to go next, Dolphin will display a memory stride is too small error and crash. See issue 8956.

Direct3D

Direct3D has a few graphical defects, such as Mario flickering in Tube Mode and improper scaling when in Airplane, Paper (when moving around), and Boat Modes. Use OpenGL to avoid this problem.

Bounding Box Issues

Dolphin has minor issues emulating Mario's paper abilities correctly under default graphical settings for this game. Mario's silhouette will appear and the Mario you control will be invisible. Enable bounding box emulation to fix it.

Glitched Transitions

Most transition effects will show only garbage. Disable EFB Copies to Texture Only to prevent that.
Note: On some cases the game will actually crash if you have EFB Copies to Texture Only enabled.

Problems When Using Older Graphics Cards

Revision 4.0-5143 introduced changes to the Vertex Loader JIT implementation of Bounding Boxes. This change requires GPU-specific features that are not present on older GPUs (older than 3rd quarter 2012). As such, graphics cards without Direct3D 11 or OpenGL 4.3 support are no longer supported. In essence, only computers with GPUs: Nvidia GeForce 400 series and newer, ATI Radeon HD 5000 Series and newer, and Broadwell integrated GPUs (HD Graphics 5300+) are supported by Dolphin for games requiring certain bounding box implementations. Using newer revisions with unsupported GPUs will lead to graphical glitches and softlocks. If game-breaking bugs are experienced, use revision 4.0-5124 or lower as a workaround. For more information, refer to issue 8405, issue 8505, issue 8270.

Audio Lag

When playing, the audio may lag, queuing shortly after an action occurs visually. This issue can be fixed by setting the Audio Backend to XAudio2.

Template:SJITIL CrashesTemplate:/s

JITIL causes crashes at battles. Use JIT to prevent that. Fixed in recent development builds.

Template:SProfessor Frankly's GateTemplate:/s

The gate outside Professor Frankly's house turns into a cyan block, and then disappears when he is opening it to show you the Thousand-Year Door. Fixed in 4.0-707.

Template:SBackground During PageflipTemplate:/s

In the castle in Chapter 1, and there's this switch puzzle where Koops are used to hit a block. Walls become improperly transparent behind where the stairs move to. Refer issue 6196. Fixed in 4.0-707.

Template:SImproper Water EffectTemplate:/s

After Stone Key Quiz and going through a pipe into the sewers, the water reflections are a bit messed up depending on where you walked. Refer issue 6154. Fixed in 4.0-707.


Template:SChapter 3 PostersTemplate:/s

In Chapter 3, when you peel the posters off the walls, they show up improperly and look weird, sometimes casting blackness over the wall, sometimes showing up as a tiny piece of a poster, and sometimes drawing over geometry they shouldn't be. Refer issue 6211. Fixed in 4.0-707.

Template:SPuniesTemplate:/s

The Punies may display incorrectly on all backends. EFB Copies to Texture Only displays garbage, but with it disabled the Punies are distorted. It only happens when they are standing still, and seems to happen more when they are facing left and not right. See issue 6168. There is a workaround using a custom texture to replace the garbage. Fixed in 4.0-3610.

Enhancements

16:9 Aspect Ratio Fix

The built-in Widescreen Hack causes clipping issues. The following AR codes work as a replacement, causing less issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.

NTSC-J

04193838 4E800020
044195F8 3FE38E39

NTSC-U

04199598 4E800020
0441F6D8 3FE38E39

PAL

0419B274 4E800020
0442C158 3FE38E39

Configuration

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

Graphics

Config Setting Notes
Video Backend OpenGL Stops minor graphical issues in Airplane, Paper, Tube, and Boat Modes under Direct3D
Store EFB Copies to Texture Only Off Needed for proper transition effects
Disable Bounding Box Off Proper emulation of Mario's paper abilities

Audio

Config Setting Notes
Audio Backend XAudio2 Avoid audio lag

Version Compatibility

The graph below charts the compatibility with Paper Mario: The Thousand-Year Door since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21270 (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 CPU GPU Result Tester
r890 Windows Intel Core 2 Duo E8400 @ 4GHz NVIDIA GeForce 9800 GTX+ Paper Mario The Thousand Year Door on PC - Dolphin emulator 4y4u
r4341 Windows Vista Intel Core 2 Duo E4500 @ 2.2GHz Intel GMA G35 Playable: 30-70FPS, some slowdowns in big areas.
r4598 Windows Vista Intel Core 2 Duo E4500 @ 2.2GHz Intel GMA 945G Playable: 40-60FPS, minor glitches and slowdowns in big areas.
r6537 Windows 7 AMD Phenom II X2 @ 3.1GHz ATI Radeon HD 4850 Playable: 60FPS with OpenGL plug-in, 4X AA and OpenCL Enabled
r6541 Windows 7 AMD Athlon II X2 @ 2.81GHz NVIDIA GeForce GT 240 Crashes at random points: 60FPS with any plug-in
r7442 Windows 7 Intel Core i5 @ 2.8GHz NVIDIA GeForce GTX 470 Runs at 60FPS has some Sound and Graphical Issues Dario64
3.0 Windows 7 Intel Core i5 @ 2.5GHz ATI Radeon HD 5770 Crashes at random points: 60FPS with any plug-in
r7719 Windows 7 Intel Core i3 @ 2.53GHz Intel GMA X4500HD Runs at 60FPS, slowdowns in big areas and minor graphical issues CoolKirby
3.0-188 Windows 7 Intel Core i5 @ 2.8GHz AMD Radeon HD 6450 Very playable. The above graphical glitches have been dealt with (using the above configuration). 60FPS, but with very minor sound hiccups. Cynical
3.0-191 Windows 7 Intel Core i3 @ 2.53GHz Intel GMA X4500HD Almost perfect, crashes sometimes, sound is near perfect on LLE CoolKirby
3.0-235 Windows 7 Intel Core 2 Extreme QX9770 @ 3.2GHz ATI Radeon HD 4870x2 60FPS constant but minor sound issue arcticmedia
3.0-371 Windows 7 AMD Phenom X4 955 @ 3.2GHz NVIDIA GeForce 550 Ti 60FPS consistently on DX11 with DSP HLE, occasional slowdowns to about 50FPS with accompanying sound hiccups, but completely playable
3.0-415 Windows 7 AMD Phenom X2 555 @ 3.4GHz AMD Radeon HD 6870 50-60FPS consistently on DX9, occasional slowdowns, sound issues and (rarely) major bugs like dialogs which don't come, but completely playable. Haykel
3.0-632 Windows 7 Intel Core i5-2500K NVIDIA GeForce 560 Crashes at random points: 60FPS+ with any plug-in with both and. ragereaver
3.0-688 Windows 7 Intel Core i7-2600K NVIDIA GeForce 680 Constant random crashes. Performance wise it's perfectly playable. 60FPS+
3.0-688 Windows 7 Intel Core i7-2670QM NVIDIA GeForce GT 540M Good and playable. Used to be slow but I've changed some settings on my PC to fix. Occasional audio bugs, but not terribly bad.
3.0-801 Windows 7 Intel Core 2 Quad Q9550 NVIDIA GeForce 560 Ti 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.
3.0-863 Windows 7 Intel Core i7-3770 @ 3.4GHz NVIDIA GeForce GTX 670 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.
3.5 Windows 8 Intel Core i5-3570K @ 3.4GHz NVIDIA GeForce GTX 560 Ti 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 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 Dolphin Old Builds. dani
3.5-79 Windows 7 Intel Core 2 Quad Q9550 @ 2.8GHz NVIDIA GeForce GTX 560 Ti Game is playable but the music is broken, it cuts off, plays too loud or too quiet for no reason, disappears, etc. Sound effects seem to be right, but the music problem is annoying. Other than that it's fine. With LLE the music seems to be ok but it's too demanding for my system.
^3.5 Windows Vista Intel Pentium 4 @ 3.2GHz Intel GMA 82945G 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. Wiigeek336
^3.5 Windows 7 AMD FX-4130 @ 4.2GHz NVIDIA GeForce GTX 550 Ti Runs at a smooth 60FPS in everything but transitions, and in some cutscenes with big effects.
3.5-367 Windows 7 AMD Phenom II 1090T @ 3.8GHz NVIDIA GeForce GTX 570 DCII Runs at 60FPS.
GFX Settings: OpenGL, 4xAA, EFB to RAM no Cache, Fog Disable, OpenCL Texture Decoder(EXPERIMENTAL).
Dolphin Configuration: Dual Core ON, Idle Skipping ON, Framelimit: AUDIO, Limit using FPS, DSP HLE emulation using XAudio2.
ColonelSeven
3.5-392 Windows 7 Intel Core i5-3570K NVIDIA GeForce 560 Ti 100% speed, need to use LLE or sound will be glitchy (too loud, too low, music cutting off). DSound seems to be more stable under LLE emulation, sound corruption may happen after a few hours of continuous play. Some minor graphical glitches, very noticeable graphical glitch in areas with reflective water (Shhwonk Fortress underground). Some really minor stuttering even with full FPS in some areas. All these problems are very minor, the game so far is 100% playable. Herpderpus
3.5-397 Windows 7 Intel Core i7-3820QM @ 2.7GHz AMD FirePro M2000 Playable, constant 60FPS with Direct3d9 at 1600x900 resolution. Shirsakbc
3.5-402 Windows 7 Intel Core i7-3770 @ 3.4GHz NVIDIA GeForce GTX 680 Fully Playable without any graphical or Sound issues on 1080p! Played with Widescreen Hack on DirectX 9 Plugin and DSP LLE Recompiler with DSound. StarDave
3.5-1159 Windows 7 Intel Pentium G860 AMD Radeon HD 7770 Playable at mostly full speed at 1.5x native, D3D9; and using the new DSP HLE emulation. Minor visual glitch with reflective water. No apparent audio problems that existed with HLE in older builds.
3.5-1558 Windows 7 Intel Core 2 Quad Q9550 @ 3.4GHz NVIDIA GeForce GTX 660 Ti Playable: 60FPS with OpenGL (1920x1080, 9x SSAA); 60FPS with DirectX 9. Enabling Vsync on DX9 seems to cut the framerate down to 35-40FPS, and DirectX 11 exhibits the same behavior regardless of Vsync setting (driver bug). HLE audio gets distorted after playing for around two hours and CPU is too slow for LLE.
3.5-1558 Mac OS X 10.8.4 Intel Core 2 Quad Q9550 @ 3.4GHz NVIDIA GeForce GTX 660 Ti Playable: 50-60FPS (1920x1080). HLE audio stutters since it's not constantly full speed.
3.5-1558 Windows 7 Intel Core i7-4650U Intel HD Graphics 5000 Playable: 55-60FPS with DirectX 9 or 11 (1440x900, without AA); 35-60FPS with OpenGL. LLE audio works well.
3.5-1558 Mac OS X 10.8.4 Intel Core i7-4650U Intel HD Graphics 5000 Not really playable; 30-45FPS.
4.0.2 Windows 7 x68 Intel Celeron G1610 @ 2.6GHz Intel HD Graphics Playable. Glitches even with BBox = true. 40FPS hivaoa
4.0-2109 Windows 7 AMD FX-4300 @ 4GHz AMD Radeon R7 260x Very Playable. Constant 60FPS with all enhancements maxed. No problems using HLE. Period
4.0-4149 Windows 7 AMD Phenom II x4 965 BE @ 3.4GHz NVIDIA GeForce GTX 660 Playable. FPS drops to 50% when using Paper Mode and as well when the Boo Hoos enter invisible mode. Kenny
4.0-5839 Windows 10 Preview AMD Athlon II X4 650 @ 3.2GHz ATI Radeon HD 4200 Game runs perfect at a constant 60FPS at all times using the Direct3D renderer. Using the OpenGL renderer causes a significant slowdown and is not recommended. No graphical errors at all on either graphics renderer. Byteandahalf
^4.0-5124 Mac OS X 10.9.2 Intel Core i5 @ 1.4GHz Intel HD Graphics 5000 Game runs near perfect, mostly at 60FPS however does slow down when using paper abilities. A couple of minor graphics errors throughout the game. However, game is not completable as it hangs indefinitely on the final boss fight. SirSpanky
4.0-6153 Windows 8 Intel Core i7 @ 4GHz NVIDIA GeForce GTX 970 Using Direct3D, game runs smoothly throughout, minor (non-consistent) glitches in paper transitions, small FPS drop during bridge over Petalburg river appearance. OpenGL NOT recommended. Canopenerdude
4.0-6454 Windows 8.1 AMD FX-8350 @ 4.04GHz AMD Radeon HD 5870 Game nearly unplayable. Game runs at 60FPS @ 4x resolution, but lags down to 10 FPS on all backends/resolutions during transition scenes (Boat at the start flipping, going through pipes, ect.) Issue not present in 4.0-3610. Darklords
4.0-8070 Windows 8.1 Intel Core i5-3210M @ 2.5GHz NVIDIA GeForce 610M Direct3D has a few minor graphical glitches. OpenGL no issues. wildgoosespeeder

Gameplay Videos