Difference between revisions of "User talk:MayImilae"

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(killer 7 Blood Droplets: new section)
(killer 7 Blood Droplets)
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You're saying that Blood Droplets in this game are working on both OpenGL and D3D since 4.0 but i'm failing to make them work on OpenGL as of 4.0-2836. Is there a specific configuration to do to make them work?
 
You're saying that Blood Droplets in this game are working on both OpenGL and D3D since 4.0 but i'm failing to make them work on OpenGL as of 4.0-2836. Is there a specific configuration to do to make them work?
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:I just went with the information available, I don't have the game. You should post this question to the forum, specifically to the [http://forums.dolphin-emu.org/Thread-gc-killer7 forum thread], and there will be people there that have it and can help you properly. It's possible something has changed, as there has been a great deal of work put into the emulator since 4.0. - [[User:MaJoR|MaJoR]] ([[User talk:MaJoR|talk]]) 09:15, 5 September 2014 (CEST)

Revision as of 09:15, 5 September 2014

Phantasy Star Online Episode I & II Trial Edition

Why did you rate Phantasy Star Online Episode I & II Trial Edition as one star in the version compatibility? BBA has been supported since before 3.5, and even without it there is a Dummy for getting around this stuff. Are you able to get into the game? - MaJoR (talk) 07:33, 25 February 2013 (CET)

No. The game does not work. It requires the modem adapter. The BBA was not available when this game was initially released in Japan. (note that the demo was released a few months before the full version in Japan.) Even then, I think the BBA came out a while later after the game, but was still supported, but I'm not entirely sure about that. Even with the dummy, the game will not boot, just as the screenshot shows. So, no, that game does not work. It would need a modem dummy to function, as reported in this issue: https://code.google.com/p/dolphin-emu/issues/detail?id=6038 Redefined (talk) 09:20, 25 February 2013 (CET)
Sorry about that. Didn't see the issue report. - MaJoR (talk) 12:00, 25 February 2013 (CET)

New Page Guide?

Wasn't there a page somewhere that had a "guide" for new pages? A basic template that people could fill out? I seem to remember one, but I can't find it at all. If it does exist, we should put it someplace that we can actually find. - MaJoR (talk) 09:39, 18 November 2012 (CET)

I think your looking for this... Blank Game Page Kolano (talk) 11:12, 18 November 2012 (CET)

That's the one. Thanks. - MaJoR (talk) 11:24, 18 November 2012 (CET)

full-screen caps

Earlier after I set the aspect ratio to force 4:3 while that game is on widescreen and widescreen hack enabled. I noticed there is more top and bottom on the ssbm game. Why not try changing the aspect ratio to force 4:3 and enable widescreen hack and see what happens to the game's screen and post it.--Brandondorf9999 (talk) 07:51, 15 August 2013 (CEST)

Irrelevant, this is a compatibility wiki, and the widescreen hack introduces errors. Problem images and screenshots for a game should be in the game's original aspect ratio. There's a few bad apples here and there, granted, but that's a problem to be addressed. - MaJoR (talk) 07:55, 15 August 2013 (CEST)
If you use a force 4:3 on a 16:9 wii game, maybe you will notice the top and bottom on the screen. I uploaded some screens so that you can understand which one I'm talking about that's relating to widescreen hack.
This is known behavior. The widescreen hack breaks the game's rendering from aspect ratio, allowing any aspect ratio. Set it to stretch to window and you can have a super tall ratio. It still doesn't belong on gamepages though. It's a hack that the emulator does that allows you to make the aspect ratio whatever you want. It affects every game so it doesn't belong on any specific game page, it can cause glitches and weirdness, and it is moving away from the goal of this wiki: helping people get accurate emulation. Butchering the aspect ratio with the widescreen hack is very much not accurate emulation. - MaJoR (talk) 08:27, 15 August 2013 (CEST)
Well like the Super Mario Sunshine, that one has a heat wave. I know most games like Super Smash Bros. Melee has very good emulation on widescreen hack. Maybe if there seems to be a bug like that, I can post that to the page if I experience any nonsense bugs like Mario Sunshine or something like that. Also, setting the aspect ratio to 4:3 will be fine for wii games if widescreen is enabled and some game's texture huds would stretch if aspect ratio is changed, but the camera will change.--Brandondorf9999 (talk) 08:40, 15 August 2013 (CEST)
As outlined on the Wiki Conventions, we do not include problems with the widescreen hack. It's a hack: a feature that is foreign to the system and subtracts from emulator accuracy. And it has tons of problems. We'd have a problem revolving it on every single page. So it is our policy to avoid anything regarding the widescreen hack. Per that policy, all problems and images regarding the hack are going to be pulled. We'll sometimes make an exception for a widescreen hack alternative to avoid the hack's brokenness, such as what we do on The Legend of Zelda: The Wind Waker. - MaJoR (talk) 09:06, 15 August 2013 (CEST)

Wii MotionPlus

What's with the recent revisions of "Wii MotionPlus" to "Wii Remote with MotionPlus"? I'm guessing because there are two separate devices the Wii MotionPlus (a attachment to the bottom of a non-MotionPlus remote), and a Wii Remote Plus (a Wii Remote with built in MotionPlus)? I'm much prefer we just use "Wii MotionPlus" since it doesn't include the name of the non-motionplus input in that text and does align with an official name of the product. Let's work this out beforehand, so we don't break all the input categories/links. Kolano (talk) 22:47, 31 August 2013 (CEST)

Why do people always post here instead of in my user talk that gives me an alert? *shrug* Well, "Wii Remote with MotionPlus" was the syntax I had been using, I had just been lazy and hadn't spread it throughout. Sorry about derping a little there and breaking stuff at first. I've fixed them all to "Wii Remote with Wii MotionPlus" that works with your templates. Anyway, personally I much prefer the "Wii Remote with Wii MotionPlus" branding since they are two separate devices more or less. Even the Wii Remote Plus is properly titled "Wii Remote with Wii MotionPlus INSIDE" which means pretty much exactly "Wii Remote with Wii MotionPlus". It's a way to work around it the two devices then merged into one "device" issue. This is especially important since 99% of Wii Remote Pluses don't work with Dolphin out of the gate (Delroth gave me a -TR remote and I've been working on a guide for it). But it is true that this gets a little weird when it has Wii Remote OR Wii Remote with Wii MotionPlus functionality. It just seems rather silly to me to use "Wii MotionPlus" alone, since all it does is add 3 more axis to the 3 already in the Wii Remote. Well, what do you prefer? - MaJoR (talk) 23:50, 31 August 2013 (CEST)

I don't really care that much about this, but do want things to be consistent. We still seem to have some pages using "Wii Remote, Wii MotionPlus" or "Wii Remote + Wii MotionPlus". More or less we need to go through all the Category:Wii MotionPlus input supported pages and make them consistent. I'd suggest...

  • Wii Remote, Wii MotionPlus
  • Wii MotionPlus

...for non-required/required respectively, which would allow the required category to be added automatically, but if you want to use...

  • Wii Remote, Wii Remote with Wii MotionPlus
  • Wii Remote with Wii MotionPlus

...that's fine with me (though automatic required category won't be possible with that).

We also may want to move the content from Wii MotionPlus to the Category:Wii MotionPlus input supported page. Since I think the Wii MotionPlus page is an orphan otherwise (though won't be now that it's linked here). Kolano (talk) 00:51, 1 September 2013 (CEST)

I definitely prefer this:
  • Wii Remote, Wii Remote with Wii MotionPlus
  • Wii Remote with Wii MotionPlus
There are very few games that require the MotionPlus so it's not hard to set them manually. I agree on moving Wii MotionPlus; the category is better. - MaJoR (talk) 12:15, 1 September 2013 (CEST)

Collapsible section

It shouldn't be too hard to implement this, I'll take a look soon... Crush me if I haven't done something until 2013/09/05 ;) Jhonn (talk)

Sorry for the delay, I tried to force the page refresh some times but the page guide won't get updated... The possible issue would be if the page embed code doesn't include the MediaWiki javascripts, but I'm unsure because it's the same used in the Navigation and Testing entries and they work well in the forum, that (I think) shares the same embed rendering engine of the guides. As this is related to website itself, I suggest talking with delroth... Jhonn (talk)

Anti-aliasing/AA

Overriding application Anti-aliasing via Graphics Card (ex. AMD Catalyst Control Center or the NVidia graphics equivalent) settings rather than using the settings inside Dolphin DOES increase performance if you are using DX9/DX11 as the backend. I tested this myself with version 4.1 of Dolphin and the FPS comparison is the FPS difference when running Xenoblade Chronicles. I know for a fact it is overriding the AA because OpenGL backend will give a black screen unless I turn off the override and it was noted in a bug report as the reason for the black screen. 98.248.145.164 10:23, 24 November 2013 (CET)

FPS with no AA in Dolphin: 30, FPS with no AA in Dolphin, Graphics Card override to 24x: 30, FPS with 2x AA in Dolphin: 20, FPS with 8xAA in Dolphin: 5, FPS with 4xSSAA in Dolphin: 5. I don't know why you wouldn't consider this an improvement in performance since you get better graphics with same FPS. 98.248.145.164 10:26, 24 November 2013 (CET)

1. You are likely sending your videocard into a higher performance state by enabling AA in the graphics drivers system. That doesn't count for the performance guide since most GPUs do not have that limitation. Furthermore there are a large number of differences between Antialiasing types. I get the distinct impression your speed increase is because one is an inferior type of AA than the other. Either way, for it to be on the performance guide it must be a performance increase that anyone can implement, and not isolated to certain drivers or classes of hardware.

2. Even if you get a speed improvement for AA that is reproducible on all systems, it doesn't matter to the performance guide. Anti-aliasing is an enhancement and not a part of the raw performance considerations that the performance guide is about.

- MaJoR (talk) 13:18, 24 November 2013 (CET)


It's not worse AA, I have it set to Super Sampling 24x in my graphics card, and a majority of graphic cards within the last 3 years can do it. NVidia drivers allow you to override just like AMD driver (I'm typing this on my laptop which has a NVidia card and I assure you the options has an override as well). Pretty much any graphics card that supports DX11 that is not an integrated card will allow you to do it on Windows. So you don't consider telling people how to get the best out of their experience with no impact on the performance (framerate) of the game worth mentioning? 98.248.145.164 01:20, 25 November 2013 (CET)
Antialiasing reduces performance by it's very nature. Any use of AA will reduce performance on some level (well, maybe minus FXAA, but it sucks). So it doesn't fit into the performance guide, which is about pushing pure performance for low end systems. There's no reason you can't say it elsewhere, like on the forums or something. Just doesn't fit in the performance guide. - MaJoR (talk) 00:06, 26 November 2013 (CET)

Ucode => uCode => ucode?

Hello, I saw your recent edits about Zelda uCode category, but I think the capitalization is incorrect (Ucode => uCode). Is there a specific reason? I was going to edit them, but I prefer hearing from you first, if you agree... Jhonn (talk)

I'm not sure what convention Nintendo / the Dolphin team has been using, but:

  • Wikipedia treats it like other English nouns (all lowercase unless it leads a sentence, ucode), though such seems to conflict with the article, which states it's writen in lower case.
  • uidcenter.org always uses all lowercase, even when starting sentences: What is ucode?.

I'd lean toward the all lowercase usage, though it looks a bit odd when such conflicts with other capitalization rules. Kolano (talk) 23:09, 20 March 2014 (CET)

I asked the devs. And uh, they don't really care. But they generally preferred "ucode" in all lowercase. That's what wikipedia uses so, I'll just go with that. Thanks for the OCD busy work Jhonn! :P - MaJoR (talk) 00:24, 21 March 2014 (CET)

SNES global

https://wiki.dolphin-emu.org/index.php?title=Template_talk:GlobalProblems/Super_Nintendo

see this talk page regarding the SNES gloabls. thanks.

might want to take a look at my neogeo workaround, and some sega genesis bugs/fixes im about to post for earthworm jim 2 and sonic+knuckles. (fixed the sync and audio, but video is stretched, opposite of what happens in secret of mana, chrono trigger, etc). Porkchop7 (talk) 21:47, 26 March 2014 (CET)

if you want to discuss all of the issues, including my neogeo edits, snes, and sg, you can take it up here. or on my talk page (it's the only reason i made this account). they definitely do work on a intel quad core i5 with ati graphics using d3d. not sure about nvidia. Porkchop7 (talk) 23:43, 26 March 2014 (CET)

regarding your reverts this morning to the SNES and TG16 globals -> the SNES games listed DO in fact require idle skipping or major graphical glitches will occur.. how on earth you/he cannot see that is beyond even me. as for the TG16 which you said you're testing now? i have little faith in your being able to spot the skipping/stuttering if you can't find something as obvious as the previous issues. good luck, that's the last piece of information i provide you. not going to waste my time any longer with your junk. Porkchop7 (talk) 14:54, 27 March 2014 (CET)
Dude, when you add global problems, they must occur with all Dolphin users. MaJoR and JMC47 tested SNES games and confirmed idle skipping not changing anything for their SNES games. Then I tested my SNES games too, and in the latest development version with default settings, nothing changed. In your reverted edit you also wrote "Some titles require Idle Skipping or graphical/emulator glitches may occur". If this doesn't apply to all SNES VC titles, then it doesn't deserve a Global Problem entry, only a normal problem entry in the page of the game that have this issue reproducible by all users, all time (which doesn't seems to be the case, since only you is reproducing this). Jhonn (talk)

NEOGEO settings

found an even better set of settings which further reduce video and audio glitches. set limit by fps to 55, and enable progressive scan as well (my previous settings had it disabled). now games run almost perfect with some minor to major audio distortion. the other settings are idle skipping, dsp lle, virtual xfb, efb copy to ram+cache, safe texture cache. Porkchop7 (talk) 02:15, 27 March 2014 (CET)

hmmm, it seems it depends on the title. some suffer more of a slowdown than others. some work pretty well though, apart from audio issues. Porkchop7 (talk) 02:18, 27 March 2014 (CET)
hmm, actually, with framelimit on auto, they don't seem to suffer from slowdown in-game, but menus are too fast, and audio suffers greatly. Porkchop7 (talk) 02:48, 27 March 2014 (CET)

re: muramasa (wii)

i'm checking it out now, i actually own the wii version :\ i'll report them as i see them. Porkchop7 (talk) 04:45, 28 March 2014 (CET)

re:again, i reverted that prog scan edit. i could repor it 3 times in a row, but can't any longer. it must be some in-game trigger that causes it. i ran into audio issues of a different nature. with prog scan disabled, if you let the intro run for too long, audio issues (popping) will develop, and will remain permanently, until some other condition i haven't been able to identify either. Porkchop7 (talk) 05:55, 28 March 2014 (CET)
i'll leave further discussion of this on https://wiki.dolphin-emu.org/index.php?title=Talk:Muramasa:_The_Demon_Blade i found the issue, it's related to safe texture cache. Porkchop7 (talk) 06:01, 28 March 2014 (CET)


re: Punchout!!

I'm not sure I see the issue you have with my submission. Setting EFB to RAM or setting texture cache to "Safe" both got rid of performance issues with no recognizable expense to compatibility or performance. I know it seems like it shouldn't, but it does improve performance because it is used in conjunction with "Idle Skipping" disabled. When Idle Skipping is enabled, Texture cache to fast or EFB to RAM cause slow downs, but when Idle Skipping is disabled (as the wiki page recommends) both Safe texture cache and EFB to RAM cause performance improvements, and have the same compatibility.

killer 7 Blood Droplets

Hi,

You're saying that Blood Droplets in this game are working on both OpenGL and D3D since 4.0 but i'm failing to make them work on OpenGL as of 4.0-2836. Is there a specific configuration to do to make them work?

I just went with the information available, I don't have the game. You should post this question to the forum, specifically to the forum thread, and there will be people there that have it and can help you properly. It's possible something has changed, as there has been a great deal of work put into the emulator since 4.0. - MaJoR (talk) 09:15, 5 September 2014 (CEST)