Tales of Symphonia: Difference between revisions

Jump to navigation Jump to search
m
no edit summary
mNo edit summary
(20 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{Infobox VG
{{Infobox VG
|image         = [[File:TalesOfSymphoniaGC.jpg|300px|Tales of Symphonia|300px]]
|image     = [[File:TalesOfSymphoniaGC.jpg|300px]]
|developer     = Namco Tales Studio
|developer = Namco Tales Studio
|publisher     = Namco Bandai Games
|publisher = Namco Bandai Games
|released     = {{vgrelease|NA=July 13, 2004|EU=November 19, 2004|JP=August 29, 2003}}
|series    = Tales
|series        = ''Tales''
|released = {{vgrelease|NA=July 13, 2004|EU=November 19, 2004|JP=August 29, 2003}}
|genre         = Action role-playing
|genre     = Action role-playing
|modes         = Single-player, Co-op (4)
|modes     = Single-player, Co-op (4)
|input         = GameCube Controller
|input     = GameCube Controller
|forumlink     = http://forums.dolphin-emu.org/Thread-gc-tales-of-symphonia--25820
|forumlink = http://forums.dolphin-emu.org/Thread-gc-tales-of-symphonia--25820
}}
}}


In a dying village on Sylvarant, legend has it that a Chosen One will one day appear from among the people, and the land will be reborn. Now, in '''''Tales of Symphonia''''' (テイルズ オブ シンフォニア, ''Teiruzu obu Shinfonia''), you must enter a cel-shaded world in which you command real-time battles. Execute and combine hundreds of special attacks, magic spells, and combos. Each character grows to suit your fighting style, and the storyline changes based on the characters' relationships. The line between good and evil blurs in this immersive adventure where the fate of two interlocked worlds hangs in the balance. A direct spin-off sequel titled [[Tales of Symphonia: Dawn of the New World]] was released for [[Wii]].
In a dying village on Sylvarant, legend has it that a Chosen One will one day appear from among the people, and the land will be reborn. Now, in '''''Tales of Symphonia''''' ('''''テイルズ オブ シンフォニア''''', '''''Teiruzu obu Shinfonia'''''), you must enter a cel-shaded world in which you command real-time battles. Execute and combine hundreds of special attacks, magic spells, and combos. Each character grows to suit your fighting style, and the storyline changes based on the characters' relationships. The line between good and evil blurs in this immersive adventure where the fate of two interlocked worlds hangs in the balance. A direct spin-off sequel titled [[Tales of Symphonia: Dawn of the New World]] was released for [[Wii]].


== Emulation Information ==
== Emulation Information ==
=== Pink Pearl Ring Quest Crash ===
The quest in Sybak to collect the Pink Pearl Ring can crash.  This has been observed to happen on real GameCubes and Wiis, and seems to happen when the quest is done at a time when the developers didn't anticipate, or if cheats were used to get various other items.
{{VideoGallery
|vid1=oKY3RmvtSLg|cap1=Sometimes its the game - Tales of Symphonia
}}
=== Cannot Grab Blocks (Keyboard Controls) ===
=== Cannot Grab Blocks (Keyboard Controls) ===
When emulating the control stick with a keyboard, it may seem impossible to push or pull blocks in some instances of the game. It's because the character can't grab the blocks while running. A workaround is to assign a key to the Main Stick Modifier in the GCPad settings, which will cut the controller stick's range in half while pressed. The character in-game will walk instead of running, thus allowing it to grab the blocks.
When emulating the control stick with a keyboard, it may seem impossible to push or pull blocks in some instances of the game. It's because the character can't grab the blocks while running. A workaround is to assign a key to the Main Stick Modifier in the GCPad settings, which will cut the controller stick's range in half while pressed. The character in-game will walk instead of running, thus allowing it to grab the blocks.
Line 22: Line 29:


=== Multishadowing ===
=== Multishadowing ===
Shadows cast on whatever is below them, even if they've already hit a solid object.  This is a bug in the game and unrelated to Dolphin.
Shadows cast on whatever is below them, even if they've already hit a solid object.  This is a bug in the game and unrelated to Dolphin.
{{image|Tales of Symphonia Multishadowing.jpg|Multishadowing on console.|br}}
{{image|Tales of Symphonia Multishadowing.jpg|Multishadowing on console.|br}}


== Problems ==
== Problems ==
=== Skit and Dialog Textures ===
{{Problems|{{#vardefineecho:problems|
When viewing a skit or when characters talk during in-game dialog, certain textures will not accurately update when the Texture Cache is set to Fast. During skits, character icons may not appear to be talking (mouths won't move). During in-game dialog, the mouth textures may not change when a character speaks. Setting the Texture Cache slider to Position 2 (Middle) resolves this issue. It is set by default in the GameINI, however opening the graphics configuration during play may cause the problem to reappear.


=== {{s}} D3D Cutscene Rendering Issue{{/s}} ===
=== <s>Skit and Dialog Textures</s> ===
Some cutscenes have rendering issues with the D3D graphics backend. Use OpenGL to solve this issue. Fixed by {{revision|4.0-4451}}
When viewing a skit or when characters talk during in-game dialog, certain textures will not accurately update when the Texture Cache is set to Fast. During skits, character icons may not appear to be talking (mouths won't move). During in-game dialog, the mouth textures may not change when a character speaks. Setting the Texture Cache slider to Position 2 (Middle) resolves this issue. It is set by default in the GameINI, however opening the graphics configuration during play may cause the problem to reappear. Refer {{issue|10705}}. Fixed by {{revision|5.0-4171}}.
{{image|Tales of Symphonia D3D11 Cinema Bug.jpg|Cutscene in D3D11}}
 
{{image|Tales of Symphonia D3D11 Cinema Bug2.jpg|Proper emulation|br}}
}}}}


== Enhancements ==
== Enhancements ==
Line 44: Line 49:
The game has some problems with fire effects in some areas with Dolphin's widescreen hack that can be solved with the following Gecko Code, and it needs a render fix.  Textboxes and a small amount of text will be glitched up. Make sure to disable Dolphin's Widescreen Hack before using this Gecko code. This Widescreen Hack Keeps the HUD Unstretched.
The game has some problems with fire effects in some areas with Dolphin's widescreen hack that can be solved with the following Gecko Code, and it needs a render fix.  Textboxes and a small amount of text will be glitched up. Make sure to disable Dolphin's Widescreen Hack before using this Gecko code. This Widescreen Hack Keeps the HUD Unstretched.


==== NTSC-U ====
==== NA ====
<pre>
<pre>$16:9 Widescreen
0400B7A0 4E800020
0435D88C 44555555
0435AE50 44555555
0435B728 44555555
0435BB18 44555555
0435C44C 44555555
0435B654 3FE38E39
0435B654 3FE38E39
20C2D4E8 3FB6DB6E
0435AFF8 3FE38E39
04C2D4E8 3FF3CF38
C20A0690 00000002
E2000001 80008000
3C804420 90830000
21296024 3FAAAAAB
C0830000 00000000
C2010360 00000003
3C804455 60845555
90830000 C0830000
60000000 00000000
C202732C 00000003
3C804455 60845555
90830000 C0830000
60000000 00000000
C200FCD8 00000003
3C804455 60845500
90830000 C0830000
60000000 00000000
C211717C 00000005
C003000C 3C003B19
6000999A 80C30000
7C003000 40820010
3C00BF40 90020000
C0020000 00000000
21201A44 C02436C0
052936C0 44555555
05296024 3FE38E39
05296024 3FE38E39
05296320 44555555
05293D60 44555555
052939B8 44555555
E2000001 80008000
E2000001 80008000
04023C10 4E800020
20C2B274 4B4D23B1
C20FE470 00000004
04C2D4E8 3FF3CF38
3DC03FAA 61CEAAAB
C2C2B620 00000005
91C26000 C1E26000
80A10064 3C8080C2
ED0F0232 ED494024
6084B000 7C052000
4180000C 3C803B19
90830000 38800001
60000000 00000000
60000000 00000000
040E39DC 4E800020
04116254 4E800020
0403EFA4 4E800020
20C128A4 9421FEC0
04C128A4 4E800020
E2000001 80008000
E2000001 80008000
</pre>
==== EU ====
<pre>$16:9 Widescreen
0410071C C3A2882C
043644CC 3FE38E39
</pre>
=== 60Hz PAL ===
In the PAL-Version the 60Hz mode cannot be activated at startup. Use this Gecko code to force the 60Hz mode.
<pre>$60Hz
04000088 3FE0802B
0400008C 63FF188C
04000090 93ED8670
04000094 4810645C
04070A74 38C0000F
04070AC4 3804188C
04070B00 38C0000F
041064EC 4BEF9B9C
022B1892 000001C1
022B1894 000001C8
022B1898 0000000F
022B189C 000001C8
</pre>
</pre>


Line 71: Line 123:
The game utilizes a blur technique as a "focus effect". During normal top-down gameplay, anything in the center of the screen is clear, but the edges are distorted and duplicated. If the camera angle moves down to the character's level, the effect becomes a distance blur. This is not a problem with Dolphin - this is an actual game effect that the developers intended and is present on console. But at the higher resolutions Dolphin is capable of it can be very annoying.
The game utilizes a blur technique as a "focus effect". During normal top-down gameplay, anything in the center of the screen is clear, but the edges are distorted and duplicated. If the camera angle moves down to the character's level, the effect becomes a distance blur. This is not a problem with Dolphin - this is an actual game effect that the developers intended and is present on console. But at the higher resolutions Dolphin is capable of it can be very annoying.


Previously, Dolphin included a Projection Hack preset specifically for this game. The projection hack removes the blur from the top down sections of the game, but in doing so it makes the over-the-shoulder sections much worse. In {{revision|4.0-2356}} the projection hack GUI was removed, and the preset with it. However, the functionality remains. To enable the projection hack on builds of Dolphin after that point, create a user GameINI for the game (right click the game in the game list > Properties > press the "Edit Config" button to create or edit a user GameINI) with the following text:
Previously, Dolphin included a Projection Hack preset specifically for this game. The projection hack removes the blur from the top down sections of the game, but in doing so it makes the over-the-shoulder sections much worse. In {{revision|4.0-2356}} the projection hack GUI was removed, and the preset with it. However, the functionality remained until {{revision|5.0-6860}}. To enable the projection hack on builds before {{revision|5.0-6860}} and after {{revision|4.0-2356}}, create a user GameINI for the game (right click the game in the game list > Properties > press the "Edit Config" button to create or edit a user GameINI) with the following text:


<pre>[Video]
<pre>[Video]
Line 84: Line 136:
<pre>
<pre>
04023C10 4E800020
04023C10 4E800020
0403EFA4 4E800020
</pre>
</pre>


Line 96: Line 149:
|gfxbackend            = OpenGL
|gfxbackend            = OpenGL
|gfxbackendnotes      = Avoid cutscene rendering issue
|gfxbackendnotes      = Avoid cutscene rendering issue
|accuratetexturecache  = Position 2 (Middle)
|accuratetexturecachenotes = Fixes the skit and in-game dialog textures
}}
}}


Line 132: Line 183:
|vid3=9TER7SKgVi4|cap3=Tales of Symphonia on NVIDIA SHIELD Android TV - Dolphin Emulator (Nintendo GameCube)
|vid3=9TER7SKgVi4|cap3=Tales of Symphonia on NVIDIA SHIELD Android TV - Dolphin Emulator (Nintendo GameCube)
}}
}}
[[Category:GameCube games]]
[[Category:GameCube games]]
[[Category:Two Disc games]]
[[Category:Two Disc games]]

Navigation menu