[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
[GC] Dr. Muto
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02-05-2014, 10:14 AM
After starting up the game (Using any rendering mode), sometime during the starts of the first cutscene, the cutscene freezes and the game does not go on. I have tried going into the menu and looking through the actual cutscenes that come unlocked with an empty game file. It appears, after some testing, that the cutscene freezes but the game is still processing, since I can exit the cutscene from the menu, but i cannot skip the cutscene when actually playing the game so that makes it unplayable. This is one of my favorite games as a kid, but my gamecube nolonger works. Dolphin is my only option!
Yeah Dr Muto was one of my favorite GC games too .
I remember getting these freezes when I played the game with Dolphin (btw it was a long time ago and with some very old builds :p). Looks like the problem is still there. However I could solve the issue and get passed freezing cutscenes. But I don't remember how I did this exactly. I'm thinking of one or two things you could try. The first thing I'm gonna suggest to you is to set Framelimit to "Audio". Try that and tell me how it's working
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
02-06-2014, 05:42 AM
(02-05-2014, 11:00 PM)LordVador Wrote: Yeah Dr Muto was one of my favorite GC games too . Update on the situation here; I decided to try leaving the emulator just on, because the game's opening cutscene is pretty damn long (But hilarious) And eventually, the game just started up. Though a bit slow and choppy in the opening probably due to some settings I was messing with. Later some experimentation with different video backends, made the cutscene shorter, or longer. However, I noticed a huge difference when I switched to the openAL audio backend, having the openGL graphical backend. The cutscene played almost the entire way through. But it still froze at the end. Unfortunately I started the emulator up again this morning after playing some, and I couldn't see anything on the main menu, and when I loaded my savestate the area I was in had turned completely black, so I don't recommend using openGL. Before crashing, the cutscene almost always seems to desynch with the audio. I am experimenting with different DSPs and backends now. Tried your suggestion, setting FPS to audio both slows down the actual game, and doesn't fix the cutscene issue. But it says it uses the DSP to throttle FPS, so I'll try using HLE with audiolimit instead. Nope, that didn't work either. I have been able to play the game now that I've learned the cutscene stopping doesn't stop the game, and this is my analysis of it's compatibility. In most small areas, the game runs at a smooth 30 FPS 100% speed, though in larger or more particle intense areas the game slows to somewhere over 85% speed, and my FPS fluctuates but never drops below 20. OpenGL seems to cause issues, but I've only seen that issue once and it may be unrelated to the openGL backend. The few areas that slow (So far) are around Muto's telescope transpoder thing, and the vats entrance area in the first planet. (It happens to be a slightly open area with alot of enemies, particle effects, and things to collect, and likely leads into an even larger area, so that may be unfixable) |
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