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Fatal Frame 4: Mask of the Lunar Eclipse - Zero: Tsukihami no Kamen.
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Fatal Frame 4: Mask of the Lunar Eclipse - Zero: Tsukihami no Kamen.
03-04-2010, 07:48 PM
#181
xat Offline
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Posts: 36
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I traced one of the audio / video sync problems to r4830 (http://code.google.com/p/dolphin-emu/source/detail?r=4830).

The "loosening" of the frame limiter caused the video to go ahead of the audio during pretty much any dialogue/cutscene/movie.

So the fix is just to revert this part of the revision in Core/Core.cpp:
Code:
        // Make the limiter a bit loose
        u32 frametime = DrawnVideo * 1000 / ++TargetVPS;
        while ((u32)Timer.GetTimeDifference() < frametime)
            Common::YieldCPU();
            //Common::SleepCurrentThread(1);
    }

    // Update info per second
    u32 ElapseTime = (u32)Timer.GetTimeDifference();
    if (ElapseTime >= 1000)
    {
        SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter;

        u32 FPS = Common::AtomicLoad(DrawnFrame) * 1000 / ElapseTime;
        u32 VPS = --DrawnVideo * 1000 / ElapseTime;

The lines of interest:
u32 frametime = DrawnVideo * 1000 / [color=red]++[/color]TargetVPS;
u32 VPS = [color=red]--[/color]DrawnVideo * 1000 / ElapseTime;

Delete the parts in red. Video and audio in sync again! Yay. Smile

This doesn't fix the inexplicable slowdown during the intro (where the game runs at about 85% for no real reason) - that seems to be something else entirely. For what it's worth, I don't experience that particular slowdown anymore ever since using the x64 build + regular JIT, but I do experience it using JITIL.
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03-05-2010, 04:49 AM
#182
StripTheSoul Offline
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huh? since when have there been desyncs? I wasn't able to play it the last few weeks, but before I played just fine and no desyncs.
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
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03-05-2010, 05:31 AM (This post was last modified: 03-05-2010, 05:38 AM by xat.)
#183
xat Offline
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(03-05-2010, 04:49 AM)StripTheSoul Wrote: huh? since when have there been desyncs? I wasn't able to play it the last few weeks, but before I played just fine and no desyncs.

I've personally noticed a consistent desync on two systems. It's not something that got worse over time, just a constancy of the video being ahead of the audio by X amount of time. Making the change above fixed it for me but your mileage may vary.

edit: again, I only started noticing it from r4830 onward.
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03-05-2010, 06:02 AM (This post was last modified: 03-05-2010, 06:04 AM by Apostacious.)
#184
Apostacious Offline
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I think i only got an an itsi bitsi desync on the intro when using jitIL experimental recompiler, in the normal jit recompiler it didn't happen.
that goes for 5xxx revs. not a big issue... the game runs fine for me.
My Specs: AMD Phenom II x4 940 3.0ghz - w7/Ubuntu 11.04
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03-06-2010, 03:53 PM
#185
85e Offline
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Posts: 50
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Joined: Jan 2010
(02-25-2010, 05:28 AM)nosound97 Wrote: Well, there are some parts where you need to shake the controller when a ghost attacks you. Also you need pitch up & pitch down to control flashlight. Other than that, you can play the game with any regular controller.

Thanks Blush
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03-06-2010, 04:32 PM
#186
atomsk
Unregistered
 
I have a weird lighting (texture?) problem if I use OGL. Faces get ...errhm... blocky, which is sort of convinient I might say, cause beside the game by itself it looks quite eerie:
http://img189.imageshack.us/img189/3912/r4zj011.jpg
http://img193.imageshack.us/img193/6761/r4zj012.jpg

So far tried on 4697, 4823 and a bunch 5xxx revisions with no differences whatsoever.

The thing is... With D3D plugin FF4 stutters on loadings (doors) and in some cutscenes (just a bit), but for some reason runs totally smooth on OGL.

This is probably due to my old graphic card (x1950), but maybe somebody delt with the same problems?

System:
Win XP SP3 32-bit
ASUS ATI x1950
E6550 C2D OCd to 3.1 GHz
2 GB ram

Dolpin settings:
I think, I've tried everything x_x
03-06-2010, 11:39 PM
#187
StripTheSoul Offline
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Posts: 4,639
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Joined: Oct 2009
i also have short single loading stutters every time the camera changes (like at doors or in cut-scenes). I think it even got less after the shader cache was introduced in dolphin. OpenGL ran smoother, yes...however, it somehow looks meshy...the graphics look much crisper for me with dx9.
(all i say refers to dolphin state a months ago...couldn't play since then)
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
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03-08-2010, 08:23 AM
#188
atomsk
Unregistered
 
Well, mamario's r5163 helps with stuttering. Not like it's all gone now, but certainly better.
03-13-2010, 01:26 PM
#189
Chris85 Offline
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Guys please help me with emulation. Whichever build I try to use the game won't start at all. The following error appears and program crashes: virtual c++ runtime library - Runtime error!
I didn't have such problems with other games...
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03-13-2010, 01:43 PM
#190
xZabuzax
Unregistered
 
(03-13-2010, 01:26 PM)Chris85 Wrote: Guys please help me with emulation. Whichever build I try to use the game won't start at all. The following error appears and program crashes: virtual c++ runtime library - Runtime error!
I didn't have such problems with other games...

I also had this issue when i "ripped" the iso from my original game disc.

To fix this problem you have to...errrr "re-rip"
the game again from another disc you have bought... if you know what i mean...
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