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Tales of Symphonia
|Tales of Symphonia|
|Developer(s)||Namco Tales Studio|
|Publisher(s)||Namco Bandai Games|
|Release date(s)|| JP August 29, 2003|
NA July 13, 2004
EU November 19, 2004
|Mode(s)||Single-player, Co-op (4)|
|Input methods||GameCube Controller|
|GameIDs||GQSDAF, GQSFAF, GQSEAF, GQSIAF, GQSPAF, GTOJAF, GQSSAF|
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.
- 1 Emulation Information
- 2 Problems
- 3 Enhancements
- 4 Configuration
- 5 Version Compatibility
- 6 Testing
- 7 Gameplay Videos
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.
Skit and Dialog Textures
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.
D3D Cutscene Rendering Issue
Some cutscenes have rendering issues with the D3D graphics backend. Use OpenGL to solve this issue. This needs verification; it should be fixed by the Depth Rewrites.
Pack here: 
Widescreen Gecko Code
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. Make sure to disable Dolphin's Widescreen Hack before using this Gecko code.
04001800 3FAAAAAB 04001804 3FE38E39 04001808 C2D50000 0400180C 443AA000 04001810 42900000 04001814 43cc0000 04002000 C0001800 04002004 FC020040 04002008 40820008 0400200C C0401804 04002010 7C0802A6 04002014 480FC37C 040FE38C 4BF03C74 04002018 C0601808 0400201C C080180C 04002020 48000010 04002024 C0201810 04002028 C0401814 0400202C 48000004 04002030 ED041828 04002034 480FC42C 040FE45C 4BF03BBC 04018618 4BFE9A19 04023CA0 4BFDE391 0407D1A0 4BF84E85
Reduce Double Image
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. Inthe 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:
[Video] PH_ZNear = 0.00026 PH_ZFar = 0.00026 ProjectionHack = 1
Alternatively, you can add this AR/Gecko Code to completely remove the blur:
Applying it to Disc1 will also apply it to Disc2 since they share the same GameID.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|OpenGL||Avoid cutscene rendering issue|
|Position 2 (Middle)||Fixes the skit and in-game dialog textures|
The graph below charts the compatibility with Tales of Symphonia since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows XP||AMD Athlon II X2 215 @ 3.45GHz||NVIDIA GeForce 7025||It took 75+ hours to complete this game. Most time at 80-100%. Some slowdowns (65-75%) in big areas and WorldMap.|
|Windows 7||AMD Phenom II 965 @ 3.81GHz||ATI Radeon HD 4870||Mostly 60FPS, 30 in world map, sometimes lags in battle. Lags during transitions. Music is messed up.|
|Windows 7||Intel Core 2 Quad Q9550 @ 3.8GHz||NVIDIA GeForce 9600 GT||Full playable with LLE, Fire and Text boxes messed a bit. Rare lag on graphical intensive scenes (battle/worldmap)||GothicIII|
|Ubuntu 10.04||Intel Core 2 Duo E4500 @ 2.2GHz||NVIDIA GeForce 8600 GT||All seems to work except for the BGM. It's choppy. Intro stutters as well. No lags observed.||Chocwise|
|Windows 7||Intel Core i5-2500K @ 3.3GHz||AMD Radeon HD 6870||Game runs full speed at all times with LLE. Make sure you have LLE on Thread enabled to gain a great speed boost. The game only lags in certain menu´s.||Garteal|
|Windows 7||Intel Core 2 Extreme QX9770 @ 3.2GHz||ATI Radeon HD 4870x2||60FPS constant with DSP HLE but at cause of sound glitches (music) when DSP LLE enable sound is fixed and game runs between 80-100%||arcticmedia|
|Windows 7||Intel Core i7-950 @ 4.1GHz||NVIDIA GeForce GTX 570 @ .9GHz||60FPS constant even with DSP LLE enabled, which is still necessary if u don't want to experience music glitches.||Titouf|
|Windows 7||AMD Phenom X3 8650 @ 2.3GHz||NVIDIA GeForce 9800 GT||The majority of the game is 45-60FPS, but there are areas where the FPS can drop to 35-45FPS. Regardless, the game is very playable. Settings used is Direct3D9, 1x native/0x AA/1x AF, and mid-Texture Cache. Audio is DSP HLE. There were no graphical issues and audio was perfect so long as the FPS stayed high.|
|Windows 7||Intel Core 2 Duo E8400 @ 3.4GHz||NVIDIA GeForce GTS 250||Runs perfectly. Occasional freezing which leads to Dolphin crashing. Seems to work better with the JITIL experimental recompiler, but feels a little smoother with JIT. OpenGL graphics, HLE audio.|
|Windows 7||Intel Core i5-3470 @ 3.2GHz||NVIDIA GeForce GTS 250||Runs at a steady 60FPS at 2.5x internal resolution, 16x AF and 16x CSAA with OpenGL and HLE. Looks absolutely beautiful.||S1dology|
|Windows 7||Intel Core i7-2600K @ 3.4GHz||NVIDIA GeForce GTX 470||Played with 1920x1584 internal resolution and 16xQ CSAA, didn't drop under 60FPS so far. Used the recommended settings to avoid glitches, but for some reason the start menu disappears. Sound of cutscenes stutters at certain points. Besides that the game runs great and looks a lot better than the original on gc.||Walkerlos|
|Fedora 22||Intel Core i5-3210M @ 2.5GHz||Intel HD Graphics 3000||Runs at a constant 60FPS @ 2x native resolution with the exception of entering a new area, in which case it drops down to 30 for a few seconds. Minor audio chops and rare slow downs in battle. Played for about 4 hours, no crashes or glitches.||Inexplicit|
|Windows 7||AMD FX-6300 @ 4.1GHz||NVIDIA GeForce GTX 750 Ti||Runs very well at solid 60FPS with occasional Audio and minor Graphical glitches. Areas with Fire effects seem to be very blurry but still playable. Settings: HLE Audio, OpenGL 3x resolution, Widescreen hack, 8x MSAA & SSSA enabled. Played 2 hours so far without a crash or dip in frames!|