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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.
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
- Applying it to Disc1 will also apply it to Disc2 since they share the same GameID.
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.
Cannot push/pull blocks in certain situations
If using a keyboard, it may be impossible to push or pull blocks in some instances of the game. To fix it, assign a key to Main Stick Modifier in the GCPad settings, and hold that key while moving towards the block to get a prompt to push/pull it.
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 x64||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.|
|Linux Ubuntu 10.04 Lucid Lynx x86||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 x64||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 x64||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 x64||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 x64||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|