Tales of Symphonia

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Tales of Symphonia
Tales of Symphonia
Developer(s) Namco Tales Studio
Publisher(s) Namco Bandai Games
Series Tales
Platform(s) GameCube
Release date(s) JP August 29, 2003
NA July 13, 2004
EU November 19, 2004
Genre(s) Action role-playing
Mode(s) Single-player, Co-op (4)
Input methods GameCube Controller
Compatibility 5Stars5.pngEdit rating: Tales of Symphonia
See also...

Dolphin Forum thread
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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.


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. In 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:

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.


Config Setting Notes
Video Back End OpenGL Avoid cutscene rendering issue
Texture Cache Accuracy Position 2 (Middle) Fixes the skit and in-game dialog textures

Version Compatibility

The graph below charts the compatibility with Tales of Symphonia since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-12298 (current)
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.


This title has been tested on the environments listed below:

Template:Test EntryTemplate:Test EntryTemplate:Test EntryTemplate:Test Entry
Test Entries
Revision OS Version CPU GPU Result Tester
2.0 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.
r6878 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.
r7480 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
3.0 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
4.0.1 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.
4.0.2 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
4.0.2 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

Gameplay Videos