The Last Story: Difference between revisions

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(Updating. Sadly I don't know exactly when the DoF effect was improved, and skid doesn't either. :( I may test later to find out. I've NEVER seen overly bright areas, so I removed it.)
(Whoops, missed some. It's about time I added an image for that!)
Line 15: Line 15:


=== Clothes Textures Missing ===
=== Clothes Textures Missing ===
Parts of the body and clothing are missing. Enable "EFB Copies to RAM" to fix this.
With EFB to Texture, 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. Use "EFB Copies to RAM" to fix this. EFB to Ram is forced 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 change it back to EFB to Texture once the game is running. Keep in mind that with EFB to Texture active, every time a new model is introduced, such as meeting a new character, going through a loading screen, equipping a new armour, etc, it will not load. Switch to RAM before a new model is loaded to prevent it.
*NOTE: You can change it back to EFB to Texture once the game is running. Keep in mind that with EFB to Texture active, 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.
**The "Enable Hotkeys" setting, found in the Graphics settings, under the Advanced tab, can be used to speed up this process. With hotkeys enabled, press "5" to toggle between EFB to Texture and EFB to Ram.
**A hotkey can be set to toggle EFB Copies and switch between EFB to Texture and EFB to RAM. The hotkey can be assigned in Options > Hotkey Settings.
**Models may partially load when loading a game save,even when EFB to RAM is set.This can be fixed by changing the dyes of the clothing worn by the characters.Also saves states seems to keep the EFB copies in memory so when the clothes are fully rendered and a state is saved,loading that state load the same models,whether EFB is set to Texture or RAM.
 
{{image|The Last Story Clothes Bug.jpg|Missing/black clothing|br}}


=== DoF Blur ===
=== DoF Blur ===
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 cutscnes, 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.
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 cutscnes, 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.


As of ~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.
As of ~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 Bug.jpg|A stuck blur before the recent fixes}}
{{image|The Last Story Blur Bug2.jpg|Current extreme behavior|br}}
{{image|The Last Story Blur Bug2.jpg|Current extreme behavior|br}}

Revision as of 07:58, 21 November 2014

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 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.

Problems

Clothes Textures Missing

With EFB to Texture, 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. Use "EFB Copies to RAM" to fix this. EFB to Ram is forced 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 change it back to EFB to Texture once the game is running. Keep in mind that with EFB to Texture active, 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 and switch between EFB to Texture and EFB to RAM. The hotkey can be assigned in Options > Hotkey Settings.

DoF Blur

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 cutscnes, 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.

As of ~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.

Fifo Overflow

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 to RAM effects correctly. Fixed by 4.0-4203.

Configuration

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

Graphics

Config Setting Notes
Texture Cache Accuracy Balance (Middle) Required by the DoF Blur

Wii

Config Setting Notes
Use PAL60 Mode (EuRGB60) Enabled Needed for the game to start.

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
5.0-21455 (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 x64 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 x86_64 Intel Core i5 ATI Radeon HD 5700 Playable (60 FPS) tomtoom
3.0 Windows 7 Intel Core i5-2500 nVidia GeForce 560 Ti Playable (25-30 FPS) Deathykins
3.0-415 Windows 7 Intel Core i7-2600K nVidia GeForce GTX 580 Playable (30 FPS, sometimes fall to 21 FPS.) dnishimura
3.0-763 Windows 7 x64 Intel Core i5-2450M AMD Radeon HD 7610M Playable, 30 FPS Chinmorph
3.0-766 Mac OS X 10.8.1 Intel Core i7 @ 2.7GHz nVidia GeForce GT 650M Playable, 60 FPS TresCoole
3.5-127 Windows 7 x64 Intel Core i5-2500k AMD Radeon HD 5670 The Last Story on Dolphin Emulator LaImpetoOscuro‎‏
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 cut-scenes - 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).‎‏
^3.5-141 Windows 7 x64 AMD Phenom II 955 BE @ 3.2GHz AMD Radeon HD 6850 Playable (30 FPS). Slowdown in huge areas (15-30 FPS). ramaGZ.‎‏
4.0 Windows 7 x64 AMD APU A10-7700K AMD Radeon R7 Series Minor FPS Drops, 2xIR Zcair
4.0.2 Windows 7 x64 Intel Core i5-3570k AMD Radeon HD 7870 Graphics Settings Lowered to run in full 60 FPS Zcair
4.0-3482 Windows 8.1 x64 Intel Core i7-2600k@4.3GHz nVidia GeForce GTX 680 With internal resolution set to 1x native, runs at 30 FPS 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 ~100 FPS, but with the missing/garbled texture anomalies described at the top of the page. Damaniel

Gameplay Video