The Last Story: Difference between revisions

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{{Infobox VG
{{Infobox VG
|image         = [[File:Last Story Cover.jpg|300px]]
|image     = [[File:Last Story Cover.jpg|300px]]
|developer     = Mistwalker, AQ Interactive
|developer = Mistwalker, AQ Interactive
|publisher     = {{vgrelease|NA=XSEED Games|JP/EU/AUS|Nintendo}}
|publisher = {{vgrelease|NA=XSEED Games|JP/EU/AUS|Nintendo}}
|released     = {{vgrelease|JP=January 27, 2011|AUS=February 23, 2012}}{{vgrelease|EU=February 24, 2012}}{{vgrelease|NA=August 14, 2012}}
|released = {{vgrelease|JP=January 27, 2011|AUS=February 23, 2012}}{{vgrelease|EU=February 24, 2012}}{{vgrelease|NA=August 14, 2012}}
|genre         = Action role-playing
|genre     = Action role-playing
|modes         = Single-player, Co-op (6)
|modes     = Single-player, Co-op (6)
|input         = Wii Remote + Nunchuk, Classic Controller
|input     = Wii Remote + Nunchuk, Classic Controller
|forumlink     = http://forums.dolphin-emu.org/Thread-wii-the-last-story
|forumlink = http://forums.dolphin-emu.org/Thread-wii-the-last-story
}}
}}


'''''The Last Story''''' (ラストストーリー, ''Rasuto Sutōrī'') is a JRPG for the Wii console from Hironobu Sakaguchi, the creator of Final Fantasy, that lets you take charge of a band of mercenaries and journey with them into a sprawling cinematic adventure. Enjoy the adventure alone in this epic Wii game or jump into online multiplayer modes with up to five other players. Music by veteran Final Fantasy composer Nobou Uematsu.
'''''The Last Story''''' (ラストストーリー, ''Rasuto Sutōrī'') is a JRPG for the Wii console from Hironobu Sakaguchi, the creator of Final Fantasy, that lets you take charge of a band of mercenaries and journey with them into a sprawling cinematic adventure. Enjoy the adventure alone in this epic Wii game or jump into online multiplayer modes with up to five other players. Music by veteran Final Fantasy composer Nobou Uematsu.
== Emulation Information ==
{{Problems/Shader Compilation Stuttering}}


== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
=== <s>Depth of Field Blur</s> ===
The games' depth of field effect is not emulated properly. During some blur transitions it may flicker, and in some extreme circumstances (such as cinema scenes) it may become distorted and (very rarely) get stuck. Texture cache accuracy on middle can help.
{{image|The Last Story Blur Bug.jpg|A stuck blur before the recent fixes}}
{{image|The Last Story Blur Bug2.jpg|Extreme stuck blur in a cutscene|br}}


=== Clothes Textures Missing ===
Texture Cache Accuracy can be set fast with modern graphics card,current versions of Dolphin, and the most recent version of Last Story. This has been fixed since at least {{revision|5.0-10560}}.  
With '''EFB Copies to Texture Only''', parts of the body and clothing will be missing, some will be rendered as complete black, and a few pieces will be properly textures. This is related to the game's texture color changing effect, and is only present on the main party characters. Disable '''EFB Copies to Texture Only''' to fix this. '''EFB Copies to Texture Only''' is disabled by the GameINI, however it may still appear if the graphics configuration window is opened during play, or if the user manually overrides it while looking for a speed up.
 
*NOTE: You can re-enable '''EFB Copies to Texture Only''' once the game is running. Keep in mind that with '''EFB Copies to Texture Only''' disabled, every time a new model is introduced, such as meeting a new character, going through a loading screen, equipping a new armor, etc, it will not load. Switch to RAM before a new model is loaded to prevent it.
**A hotkey can be set to toggle '''EFB Copies to Texture Only'''. The hotkey can be assigned in Options > Hotkey Settings.


=== <s>Clothes Textures Missing</s> ===
With '''EFB Copies to Texture Only''', parts of the body and clothing will be missing, some will be rendered as complete black, and a few pieces will be properly textured. This is related to the game's texture color changing effect, and is only present on the main party characters. Disable '''EFB Copies to Texture Only''' to fix this. '''EFB Copies to Texture Only''' is disabled by the GameINI prior to {{revision|5.0-10000}}.
{{image|The Last Story Clothes Bug.jpg|Missing/black clothing|br}}
{{image|The Last Story Clothes Bug.jpg|Missing/black clothing|br}}


=== DoF Blur ===
=== <s>White Clothes</s> ===
The games' depth of field effect is not emulated properly. The DoF effect is meant to change constantly throughout gameplay, yet instead it is always stuck in one position or another throughout play. Usually it isn't in the way, and presents itself as having no DoF effect at all, and other times it will blur the characters and foreground elements beyond recognition. This is especially problematic during cutscenes, where the DoF effect is changed rapidly. If it becomes stuck in gameplay, you can create then use a savestate (Shift+F1 then F1) to get rid of it.
Releases beyond {{revision|5.0-7554}} render character clothing white. Refer {{Issue|11149}}.


As of ~{{revision|4.0-3500}}, the depth of field blur is remarkably better. Generally it will not become stuck and the depth of field effect's transitions are properly emulated. However, during some blur transitions it may flicker, and in some extreme circumstances (such as cinema scenes) it may become distorted and stuck. Unlike previously however, it can fix itself and the DoF becoming stuck is very rare.
}}}}
{{image|The Last Story Blur Bug.jpg|A stuck blur before the recent fixes}}
{{image|The Last Story Blur Bug2.jpg|Current extreme behavior|br}}


=== {{s}}Fifo Overflow{{/s}} ===
== Enhancements ==
In certain intense scenes, the game may present a Fifo Overflow error. Usually it is random throughout the game, but in the Lazulis Attack scene in Chapter 36, it becomes so bad it is impossible to clear the section. The only solution is to disable Dual Core or to use SyncGPU. GPUDeterminism fixes it, but does not work since it does not work with EFB Copies to Texture Only disabled. Fixed by {{revision|4.0-4203}}.
=== HD Textures ===
*[https://forums.dolphin-emu.org/Thread-the-last-story-hd-gui-texture-pack The Last Story HD GUI+ Texture Pack]
*[https://forums.dolphin-emu.org/Thread-the-last-story-hd-texture-pack The Last Story - HD Texture Pack]


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|efb2texonly            = Off
|shadercomp              = Asynchronous (Ubershaders)
|efb2texonlynotes        = Fixes transparent 3D models
|shadercompnotes         = Fixes stuttering
|accuratetexturecache = Balance (Middle)
|accuratetexturecachenotes = Required by the DoF Blur
|pal60              = Enabled
|pal60notes         = Needed for the game to start.
}}
}}


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{{VersionCompatibilityVersion|6284|***|}}
{{VersionCompatibilityVersion|6284|***|}}
{{VersionCompatibilityVersion|3.0-484|****|Occasional freezing fixed}}
{{VersionCompatibilityVersion|3.0-484|****|Occasional freezing fixed}}
{{VersionCompatibilityVersion|4.0-4203|****|Fifo Overflow errors fixed}}
{{VersionCompatibilityVersion|4.0-4203|****|FIFO Overflow errors fixed}}
{{VersionCompatibilityVersion|5.0-11518|*****|Since prior to this revision}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/entry|revision=3.5-127|OS=Windows 7|CPU=Intel Core i5-2500K|GPU=AMD Radeon HD 5670|result=[http://www.youtube.com/watch?v=n_nv3_1nDL8 The Last Story on Dolphin Emulator]|tester=LaImpetoOscuro‎‏}}
{{testing/entry|revision=3.5-127|OS=Windows 7|CPU=Intel Core i5-2500K|GPU=AMD Radeon HD 5670|result=[http://www.youtube.com/watch?v=n_nv3_1nDL8 The Last Story on Dolphin Emulator]|tester=LaImpetoOscuro‎‏}}
{{testing/entry|revision=3.5-141|OS=Windows 7|CPU=AMD Phenom II 955 BE @ 3.2GHz|GPU=AMD Radeon HD 6850|result=Playable (30FPS). Slowdown in huge areas (15-30FPS).|tester=ramaGZ.‎‏}}
{{testing/entry|revision=3.5-141|OS=Windows 7|CPU=AMD Phenom II 955 BE @ 3.2GHz|GPU=AMD Radeon HD 6850|result=Playable (30FPS). Slowdown in huge areas (15-30FPS).|tester=ramaGZ.‎‏}}
{{testing/entry|revision=3.5-269|OS=Windows XP|CPU=Athlon II X2 215 @ 3.56GHz|GPU=NVIDIA GeForce 440|result=Game completed! FPS at town 11-24Hz, in dungeons 20-30Hz, in rendered video cutscenes - better set "EFB Copies to texture" to get 27-30Hz. Get random crashes/hangs during savestate save/load. Sometimes fog based lightning (fog of war) work's incorrectly. Also blurring depth set incorrectly (normally it should blur close? and very distant 3D-surfaces). Loading savestate seems to recalculate some variables and fix it.|tester=†.fl.l).‎‏}}
{{testing/entry|revision=3.5-269|OS=Windows XP|CPU=Athlon II X2 215 @ 3.56GHz|GPU=NVIDIA GeForce 440|result=Game completed! FPS at town 11-24Hz, in dungeons 20-30Hz, in rendered video cutscenes - better set "EFB Copies to Texture" to get 27-30Hz. Get random crashes/hangs during savestate save/load. Sometimes fog based lightning (fog of war) work's incorrectly. Also blurring depth set incorrectly (normally it should blur close? and very distant 3D-surfaces). Loading savestate seems to recalculate some variables and fix it.|tester=†.fl.l).‎‏}}
{{testing/entry|revision=4.0|OS=Windows 7|CPU=AMD APU A10-7700K|GPU=AMD Radeon R7 Series|result=Minor FPS Drops, 2xIR|tester=Zcair}}
{{testing/entry|revision=4.0|OS=Windows 7|CPU=AMD APU A10-7700K|GPU=AMD Radeon R7 Series|result=Minor FPS Drops, 2xIR|tester=Zcair}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core i5-3570K|GPU=AMD Radeon HD 7870|result=Graphics Settings Lowered to run in full 60FPS|tester=Zcair}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core i5-3570K|GPU=AMD Radeon HD 7870|result=Graphics Settings Lowered to run in full 60FPS|tester=Zcair}}
{{testing/entry|revision=4.0-3482|OS=Windows 8.1|CPU=Intel Core i7-2600K @ 4.3GHz|GPU=NVIDIA GeForce GTX 680|result=With internal resolution set to 1x native, runs at 30FPS much at the time.  Drops to low 20s occasionally with associated audio skipping, making the game somewhat unplayable.  If EFB to RAM is explicitly disabled by editing the game INI (and set to EFB to texture), the game runs unthrottled, using the same settings, at ~100FPS, but with the missing/garbled texture anomalies described at the top of the page.|tester=Damaniel}}
{{testing/entry|revision=4.0-3482|OS=Windows 8.1|CPU=Intel Core i7-2600K @ 4.3GHz|GPU=NVIDIA GeForce GTX 680|result=With internal resolution set to 1x native, runs at 30FPS much at the time.  Drops to low 20s occasionally with associated audio skipping, making the game somewhat unplayable.  If EFB to RAM is explicitly disabled by editing the game INI (and set to EFB to Texture), the game runs unthrottled, using the same settings, at ~100FPS, but with the missing/garbled texture anomalies described at the top of the page.|tester=Damaniel}}
{{testing/entry|revision=4.0-4366|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.2GHz|GPU=AMD Radeon HD 6870|result=JITIL Recompiler, Framelimit: Auto, HLE, OpenAL, D3D, 2.5x Resolution @ 1920x1080p, Widescreen Hack, Aspect Ratio: Force 16:9, AA 2x, AF 8x, Scaled EFB Copy, EFB Copies: RAM, Texture Cache Accuracy: Fast, (Properties -> DISABLE: Idle Skipping, VBeam, Sync GPU, Speed up Disc, ENABLE: Dual Core.) // FPS: 26-30 - VPS: 60 - 100%.|tester=ArchaeA}}
{{testing/entry|revision=4.0-4366|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.2GHz|GPU=AMD Radeon HD 6870|result=JITIL Recompiler, Framelimit: Auto, HLE, OpenAL, D3D, 2.5x Resolution @ 1920x1080p, Widescreen Hack, Aspect Ratio: Force 16:9, AA 2x, AF 8x, Scaled EFB Copy, EFB Copies: RAM, Texture Cache Accuracy: Fast, (Properties -> DISABLE: Idle Skipping, VBeam, Sync GPU, Speed up Disc, ENABLE: Dual Core.) // FPS: 26-30 - VPS: 60 - 100%.|tester=ArchaeA}}
{{testing/entry|revision=4.0-4652|OS=Windows 7|CPU=Intel Core i5-4690K @ 4.5GHz|GPU=AMD Radeon R9 200 Series|result=OpenGL, HLE, 3x IR, 0xMSAA, EFB:RAM.  Texture accuracy medium still req'd for DoF effect.  Playable throughout with small slowdowns in places.  Cutscenes often are under 30FPS.  Temporarily setting EFB to Texture fixes performance issues, but ruins character textures if they're loaded.|tester=Keller999}}
{{testing/entry|revision=4.0-4652|OS=Windows 7|CPU=Intel Core i5-4690K @ 4.5GHz|GPU=AMD Radeon R9 200 Series|result=OpenGL, HLE, 3x IR, 0xMSAA, EFB:RAM.  Texture accuracy medium still req'd for DoF effect.  Playable throughout with small slowdowns in places.  Cutscenes often are under 30FPS.  Temporarily setting EFB to Texture fixes performance issues, but ruins character textures if they're loaded.|tester=Keller999}}
{{testing/entry|revision=5.0-4869|OS=Windows 10|CPU=Intel Core i7-5820K @ 3.3GHz|GPU=NVIDIA GeForce GTX 980 Ti|result=D3D11, 4x IR, 4xMSAA, EFB to RAM, Ubershaders Hybrid.  Runs at 30FPS 100% of the time with no serious frame stutter.  When the frame limiter is turned off, max framerate is around 45FPS.  |tester=Damaniel}}
{{testing/end}}
{{testing/end}}


== Gameplay Video ==
== Gameplay Videos ==
<!--A full list of options is available at Template:VideoGallery/doc-->
{{VideoGallery
{{VideoGallery
|vid1=0e9_UibrHVw|cap1=Dolphin Emulator 4.0-5416 - The Last Story (1080p HD) - Nintendo GameCube
|vid1=0e9_UibrHVw|cap1=Dolphin Emulator 4.0-5416 - The Last Story (1080p HD) - Nintendo GameCube
|vid2=s0dOce8_SUg|cap2=Dolphin Emulator 4.0.1 - The Last Story (1080p HD) - Nintendo Wii
|vid2=s0dOce8_SUg|cap2=Dolphin Emulator 4.0.1 - The Last Story (1080p HD) - Nintendo Wii
|vid3=tzMyrLYI_IM|cap3=The Last Story on Dolphin Emulator (HD)
|vid3=n_nv3_1nDL8|cap3=The Last Story on Dolphin Emulator
|vid4=n_nv3_1nDL8|cap4=The Last Story on Dolphin Emulator
}}
}}


[[Category:Wii games]]
[[Category:Wii games]]
[[Category:Dual Layer Disc games]]
[[Category:Dual Layer Disc games]]

Revision as of 03:46, 19 February 2020

The Last Story
Last Story Cover.jpg
Developer(s) Mistwalker, AQ Interactive
Publisher(s) NA XSEED Games
JP/EU/AUS Nintendo
Platform(s) Wii
Release date(s) JP January 27, 2011
AUS February 23, 2012
EU February 24, 2012
NA August 14, 2012
Genre(s) Action role-playing
Mode(s) Single-player, Co-op (6)
Input methods Wii Remote + Nunchuk, Classic Controller
Compatibility 4Stars4.pngEdit rating: The Last Story
Playable
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

The Last Story (ラストストーリー, Rasuto Sutōrī) is a JRPG for the Wii console from Hironobu Sakaguchi, the creator of Final Fantasy, that lets you take charge of a band of mercenaries and journey with them into a sprawling cinematic adventure. Enjoy the adventure alone in this epic Wii game or jump into online multiplayer modes with up to five other players. Music by veteran Final Fantasy composer Nobou Uematsu.

Emulation Information

Shader Compilation Stuttering

The Last Story is one of the most susceptible titles to shader compilation stuttering. The GC and Wii have no concept of shaders - everything is executed directly by the hardware without an intermediate programming language (API). Modern computers and mobile systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed directly. Shaders have to be generated though, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for a few demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering, in severe cases pauses of over a second may occur.

Since 5.0-4869, this problem can be solved by enabling ubershaders. Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since 5.0-6461, Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. This allows cached shaders to work across different video backends, platforms, hardware configurations and even Dolphin versions as long as changes aren't made to Dolphin's actual shader pipeline. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. Enable Compile Shaders Before Starting to avoid this.

Problems

Depth of Field Blur

The games' depth of field effect is not emulated properly. During some blur transitions it may flicker, and in some extreme circumstances (such as cinema scenes) it may become distorted and (very rarely) get stuck. Texture cache accuracy on middle can help.

Texture Cache Accuracy can be set fast with modern graphics card,current versions of Dolphin, and the most recent version of Last Story. This has been fixed since at least 5.0-10560.

Clothes Textures Missing

With EFB Copies to Texture Only, parts of the body and clothing will be missing, some will be rendered as complete black, and a few pieces will be properly textured. This is related to the game's texture color changing effect, and is only present on the main party characters. Disable EFB Copies to Texture Only to fix this. EFB Copies to Texture Only is disabled by the GameINI prior to 5.0-10000.

White Clothes

Releases beyond 5.0-7554 render character clothing white. Refer issue 11149.

Enhancements

HD Textures

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Shader Compilation Asynchronous (Ubershaders) Fixes stuttering

Version Compatibility

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

Δ
5.0-21264 (current)
Δ
Δ
Δ
Δ
Δ
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.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r6505 Windows 7 AMD Phenom X4 965 ATI Radeon HD 4870 Dolphin-r6505_DKTOS_MH3_FifoBs, turn off fifo busy under iso properties, use JITIL not JIT, Use Xaudio as HLE, for graphic use dx9 set to RAM, DOESN'T HANG IcemanSR
r6505 Windows 7 Intel Core i5-2500K @ 4.5GHz AMD Radeon HD 6870 PAL version tested; Used 6505 by Lectrode, which is the speediest build I've tested. The game is fully playable, but suffers from random freezings, despite using JIT or JITIL. (Happens less often with JITIL) Garteal
3.0 Linux Intel Core i5 ATI Radeon HD 5700 Playable (60FPS) tomtoom
3.0 Windows 7 Intel Core i5-2500 NVIDIA GeForce 560 Ti Playable (25-30FPS) Deathykins
3.0-415 Windows 7 Intel Core i7-2600K NVIDIA GeForce GTX 580 Playable (30FPS, sometimes fall to 21FPS.) dnishimura
3.0-763 Windows 7 Intel Core i5-2450M AMD Radeon HD 7610M Playable, 30FPS Chinmorph
3.0-766 Mac OS X 10.8.1 Intel Core i7 @ 2.7GHz NVIDIA GeForce GT 650M Playable, 60FPS TresCoole
3.5-127 Windows 7 Intel Core i5-2500K AMD Radeon HD 5670 The Last Story on Dolphin Emulator LaImpetoOscuro‎‏
3.5-141 Windows 7 AMD Phenom II 955 BE @ 3.2GHz AMD Radeon HD 6850 Playable (30FPS). Slowdown in huge areas (15-30FPS). ramaGZ.‎‏
3.5-269 Windows XP Athlon II X2 215 @ 3.56GHz NVIDIA GeForce 440 Game completed! FPS at town 11-24Hz, in dungeons 20-30Hz, in rendered video cutscenes - better set "EFB Copies to Texture" to get 27-30Hz. Get random crashes/hangs during savestate save/load. Sometimes fog based lightning (fog of war) work's incorrectly. Also blurring depth set incorrectly (normally it should blur close? and very distant 3D-surfaces). Loading savestate seems to recalculate some variables and fix it. †.fl.l).‎‏
4.0 Windows 7 AMD APU A10-7700K AMD Radeon R7 Series Minor FPS Drops, 2xIR Zcair
4.0.2 Windows 7 Intel Core i5-3570K AMD Radeon HD 7870 Graphics Settings Lowered to run in full 60FPS Zcair
4.0-3482 Windows 8.1 Intel Core i7-2600K @ 4.3GHz NVIDIA GeForce GTX 680 With internal resolution set to 1x native, runs at 30FPS much at the time. Drops to low 20s occasionally with associated audio skipping, making the game somewhat unplayable. If EFB to RAM is explicitly disabled by editing the game INI (and set to EFB to Texture), the game runs unthrottled, using the same settings, at ~100FPS, but with the missing/garbled texture anomalies described at the top of the page. Damaniel
4.0-4366 Windows 7 Intel Core i5-2500K @ 4.2GHz AMD Radeon HD 6870 JITIL Recompiler, Framelimit: Auto, HLE, OpenAL, D3D, 2.5x Resolution @ 1920x1080p, Widescreen Hack, Aspect Ratio: Force 16:9, AA 2x, AF 8x, Scaled EFB Copy, EFB Copies: RAM, Texture Cache Accuracy: Fast, (Properties -> DISABLE: Idle Skipping, VBeam, Sync GPU, Speed up Disc, ENABLE: Dual Core.) // FPS: 26-30 - VPS: 60 - 100%. ArchaeA
4.0-4652 Windows 7 Intel Core i5-4690K @ 4.5GHz AMD Radeon R9 200 Series OpenGL, HLE, 3x IR, 0xMSAA, EFB:RAM. Texture accuracy medium still req'd for DoF effect. Playable throughout with small slowdowns in places. Cutscenes often are under 30FPS. Temporarily setting EFB to Texture fixes performance issues, but ruins character textures if they're loaded. Keller999
5.0-4869 Windows 10 Intel Core i7-5820K @ 3.3GHz NVIDIA GeForce GTX 980 Ti D3D11, 4x IR, 4xMSAA, EFB to RAM, Ubershaders Hybrid. Runs at 30FPS 100% of the time with no serious frame stutter. When the frame limiter is turned off, max framerate is around 45FPS. Damaniel

Gameplay Videos