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Super Smash Bros. Melee: Difference between revisions
m (Slight changes to "minor sound glitches") |
(Additional error and recommended settings updates for Super Smash Bros. Melee.) |
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== Problems == | == Problems == | ||
===Minor sound glitches=== | ===Minor sound glitches=== | ||
Random sound glitches | Random sound glitches when using the DSP HLE audio engine. Glitches include the right or left channels cutting out, music stopping, or various crackling noises. The error is random, and its severity depends on the specific revision. If you encounter the error and it's too annoying to ignore, try other builds until you find one that is tolerable, or use the DSP LLE audio engine. Note: the LLE audio engine must be dumped from physical console. | ||
In game work-arounds include: Pausing the match for a few seconds, returning to the title screen, changing the music or sound in the Sound Test. | |||
===Minor Video/Audio Timing Bug=== | ===Minor Video/Audio Timing Bug=== | ||
The video/audio of | The video/audio of all cut-scenes are about 1 second off from each other {{revision|7564}}. This is however not the case with the actual gameplay. A fix for this is to use Auto for the framerate, check the "Use FPS for Limiting" and uncheck "Enable Audio Throttle". Setting this however, causes the game speed to exceed 100% in many cases throughout the game. | ||
===Team Battle=== | ===VS. Team Battle=== | ||
Incorrect overlay effect for VS. Team... Stage in Classic Mode. If a fix is found please state here. | Incorrect overlay effect for VS. Team... Stage (8) in Classic Mode. If a fix is found please state here. | ||
== Configuration == | == Configuration == | ||
{{Config | {{Config | ||
|dualcore | |dualcore = Enabled | ||
|dualcorenotes | |dualcorenotes = Requires Dual Core machine or Hyper Threading. | ||
|idleskipping | |idleskipping = Disabled | ||
|idleskippingnotes | |idleskippingnotes = With this turned off, the initial load skipping is minimized. | ||
| | |framelimit = Auto | ||
| | |framelimitnotes = Paired with Enabled Audio Throttle. | ||
| | |cpuengine = JIT Recompiler | ||
| | |cpuenginenotes = There is no difference between this and the JITIL experimental recompiler. The interpreter is so slow, the game is unplayable. | ||
| | |dsplleonthread = Disabled | ||
| | |dsplleonthreadnotes = No difference in audio. Best to leave unchecked. | ||
|gfxbackend | |gfxbackend = Direct3D11 | ||
|gfxbackendnotes | |gfxbackendnotes = Toss up between 3D9 and ED11. If you want real 3D go with 3D9 and grab your 3D glasses; if not go with 3D11. | ||
| | |widescreenhack = Disabled | ||
| | |widescreenhacknotes = Not needed for this game; 4:3 aspect ratio. | ||
| | |efbscaledcopy = Enabled | ||
| | |efbscaledcopynotes = Default setting is Enabled. Would see effect in EFB Copies Texture mode only. | ||
|cpuefbaccess | |forcefilter = Disabled | ||
|cpuefbaccessnotes | |forcefilternotes = No difference in textures. Super Smash Bros. Melee does not explicitly disable this. | ||
|accuratetexturecache = | |cpuefbaccess = Disabled | ||
|accuratetexturecachenotes = | |cpuefbaccessnotes = No effect on EFB in Super Smash Bros. Melee. Causes game speed to fall below 100% more often. | ||
| | |efbcopy = RAM | ||
| | |efbcopynotes = RAM with Enabled Cache or Texture; there is no difference between these two settings. Many GameCube games need RAM with Enabled Cache, so it is set here as well. | ||
| | |accuratetexturecache = Fast | ||
| | |accuratetexturecachenotes = Second-fastest value from right. No difference between this and fastest accuracy. | ||
| | |xfb = Disabled | ||
| | |xfbnotes = Causes some graphical blurring if enabled. | ||
| | |realxfb = Disabled | ||
| | |realxfbnotes = Causes "colored snow" pixels to appear at the bottom of the screen if enabled. | ||
| | |disablefog = Disabled | ||
| | |disablefognotes = Needed for various effects in Super Smash Bros. Melee. | ||
| | |dspengine = DSP HLE emulation | ||
| | |dspenginenotes = Using other settings require DSP dump of Physical Console. | ||
| | |dtkmusic = Disabled | ||
| | |dtkmusicnotes = Not needed specifically for this game. | ||
| | |audiothrottle = Enabled | ||
| | |audiothrottlenotes = Paired with Auto Framelimit. | ||
| | |audiobackend = DSound | ||
| | |audiobackendnotes = No difference between this and XAudio2. | ||
| | |samplerate = 48000 Hz | ||
| | |sampleratenotes = No difference between this and 32000 Hz. | ||
| | |hletheipll = | ||
| | |hletheipllnotes = | ||
|jitdynarec = | |||
|jitdynarecnotes = | |||
|hleaudio = | |||
|hleaudionotes = | |||
}} | }} | ||
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{{Test Entry|revision=7422|OS=Windows 7 x64|CPU=Intel Core 2 Duo E6750 @ 3.2GHz|GPU=nVidia GeForce GTX275|result=Exceptional. Sound problems are GONE. (Edit: still there, but less often)|tester=[[User:MaJoR|MaJoR]]}} | {{Test Entry|revision=7422|OS=Windows 7 x64|CPU=Intel Core 2 Duo E6750 @ 3.2GHz|GPU=nVidia GeForce GTX275|result=Exceptional. Sound problems are GONE. (Edit: still there, but less often)|tester=[[User:MaJoR|MaJoR]]}} | ||
{{Test Entry|revision=7435|OS=Windows 7 x64|CPU=Intel Core 2 Duo E6750 @ 3.2GHz|GPU=nVidia GeForce GTX275|result=Very good. Sound problems back with a vengeance.|tester=[[User:MaJoR|MaJoR]]}} | {{Test Entry|revision=7435|OS=Windows 7 x64|CPU=Intel Core 2 Duo E6750 @ 3.2GHz|GPU=nVidia GeForce GTX275|result=Very good. Sound problems back with a vengeance.|tester=[[User:MaJoR|MaJoR]]}} | ||
{{Test Entry|revision=7564|OS=Windows 7 x64|CPU=Quad-Core Intel Xeon @ 2.8 GHz|GPU=ATI Radeon HD 5770| | {{Test Entry|revision=7564|OS=Windows 7 x64|CPU=Quad-Core Intel Xeon @ 2.8 GHz|GPU=ATI Radeon HD 5770|Audio bugs still exist. Various other bugs, stated above.|tester=SephirothFanatic}} | ||
|} | |} | ||
Revision as of 04:55, 29 May 2011
Super Smash Bros. Melee | |
---|---|
Developer(s) | HAL Laboratory |
Publisher(s) | Nintendo |
Series | Super Smash Bros. |
Platform(s) | GameCube |
Genre(s) | Fighting, Platformer |
Mode(s) | Single-player, Multiplayer |
Input methods | GameCube Controller |
Compatibility | 4 Playable |
GameIDs | |
See also... |
Search Dolphin Forums |
Super Smash Bros. Melee, known in Japan as Dairantō Smash Brothers Deluxe, often abbreviated as SSBM or simply as Melee, is a crossover fighting game released for the Nintendo GameCube shortly after its launch in 2001 (2002 in the PAL region). It is the successor to the 1999 Nintendo 64 game Super Smash Bros., and the predecessor to the 2008 Wii game Super Smash Bros. Brawl. HAL Laboratory developed the game, with Masahiro Sakurai as head of production.
Problems
Minor sound glitches
Random sound glitches when using the DSP HLE audio engine. Glitches include the right or left channels cutting out, music stopping, or various crackling noises. The error is random, and its severity depends on the specific revision. If you encounter the error and it's too annoying to ignore, try other builds until you find one that is tolerable, or use the DSP LLE audio engine. Note: the LLE audio engine must be dumped from physical console. In game work-arounds include: Pausing the match for a few seconds, returning to the title screen, changing the music or sound in the Sound Test.
Minor Video/Audio Timing Bug
The video/audio of all cut-scenes are about 1 second off from each other r7564. This is however not the case with the actual gameplay. A fix for this is to use Auto for the framerate, check the "Use FPS for Limiting" and uncheck "Enable Audio Throttle". Setting this however, causes the game speed to exceed 100% in many cases throughout the game.
VS. Team Battle
Incorrect overlay effect for VS. Team... Stage (8) in Classic Mode. If a fix is found please state here.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
General
Config | Setting | Notes |
---|---|---|
Enable Dual Core | Enabled | Requires Dual Core machine or Hyper Threading. |
CPU Emulator Engine | JIT Recompiler | There is no difference between this and the JITIL experimental recompiler. The interpreter is so slow, the game is unplayable. |
Graphics
Config | Setting | Notes |
---|---|---|
Video Backend | Direct3D11 | Toss up between 3D9 and ED11. If you want real 3D go with 3D9 and grab your 3D glasses; if not go with 3D11. |
Scaled EFB Copy | Enabled | Default setting is Enabled. Would see effect in EFB Copies Texture mode only. |
Widescreen Hack | Disabled | Not needed for this game; 4:3 aspect ratio. |
Disable Fog | Disabled | Needed for various effects in Super Smash Bros. Melee. |
Texture Cache Accuracy | Fast | Second-fastest value from right. No difference between this and fastest accuracy. |
Audio
Config | Setting | Notes |
---|---|---|
DSP Emulator Engine | DSP HLE emulation | Using other settings require DSP dump of Physical Console. |
Audio Backend | DSound | No difference between this and XAudio2. |
Version Compatibility
The graph below charts the compatibility with Super Smash Bros. Melee since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
Template:Test Entry Template:Test Entry Template:Test Entry Template:Test Entry Template:Test Entry Template:Test Entry Template:Test Entry |}
Gameplay Videos
See also
- Super Smash Bros. Brawl
- Super Smash Bros. Melee at Wikipedia
- HAL Laboratory (Developer)
- Nintendo (Publisher)
- Super Smash Bros. (Series)
- Fighting (Genre)
- Platformer (Genre)
- Single-player (Game mode)
- Multiplayer (Game mode)
- GameCube Controller (Input supported)
- 4 stars (Rating)
- Enable Dual Core (Config Required)
- CPU Emulator Engine (Config Required)
- Video Backend (Config Required)
- Scaled EFB Copy (Config Required)
- Widescreen Hack (Config Required)
- Disable Fog (Config Required)
- Texture Cache Accuracy (Config Required)
- DSP Emulator Engine (Config Required)
- Audio Backend (Config Required)
- GameCube games
- Fighting games