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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
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.
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.
Broken Curtains in Schoolhouse
Turns out the developers messed up the curtains in the school house in one of the rooms. They appear on the back wall rotated out of the screen. You can even use freecam to see the rest of the missing ones. This happens on console as well.
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.
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. Refer . Fixed by .
Pack here: 
Note: If you are using the widescreen code below, you may want to go into the texture pack's menu folder and delete the 9 character icons and 9 character portraits since their aspect ratio is too narrow.
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. 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.
$16:9 Widescreen 0435D88C 44555555 0435AE50 44555555 0435B728 44555555 0435BB18 44555555 0435C44C 44555555 0435B654 3FE38E39 0435AFF8 3FE38E39 C20A0690 00000002 3C804420 90830000 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 05296320 44555555 05293D60 44555555 052939B8 44555555 E2000001 80008000 20C2B274 4B4D23B1 04C2D4E8 3FF3CF38 C2C2B620 00000005 80A10064 3C8080C2 6084B000 7C052000 4180000C 3C803B19 90830000 38800001 60000000 00000000 E2000001 80008000
$16:9 Widescreen 0410071C C3A2882C 043644CC 3FE38E39
In the PAL-Version the 60Hz mode cannot be activated at startup. Use this Gecko code to force the 60Hz mode.
$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
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 remained until . To enable the projection hack on builds before and after , 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:
04023C10 4E800020 0403EFA4 4E800020
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|
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!|