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[GC] Harvest Moon: A Wonderful Life
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[GC] Harvest Moon: A Wonderful Life
04-29-2009, 03:53 PM (This post was last modified: 06-30-2012, 07:45 AM by elegyempty.)
#1
elegyempty Offline
wants a Dolphin PC inside of a GCN
**
Posts: 18
Threads: 4
Joined: Mar 2009
Harvest Moon: A Wonderful Life
(NTSC-U)

[Image: cFR1j.png]

---------------------------

About

Wikipedia Wrote:Harvest Moon: A Wonderful Life is a video game for the Nintendo GameCube that was released on March 16, 2004. It was developed by Marvelous Interactive Inc. and released by Natsume, and is part of the long-running Harvest Moon series of video games. The game offers connectivity with the Game Boy Advance game Harvest Moon: Friends of Mineral Town and Harvest Moon: More Friends of Mineral Town.

Settings Used
(assume anything not listed is set to "default")
(The [color=#FF0000]red[/color] stuff is important!)


Revision
  • [color=#FF0000]Dolphin 3.0-413 or later[/color]

General
  • Framelimit: Off

DSP
  • [color=#FF0000]DSP LLE recompiler[/color]
  • DSP LLE on Thread
  • Audio Throttle: On
  • Audio Backend: XAudio2

Graphics
  • Backend: Direct3D9
  • Internal Resolution: Auto (Window Size)
  • 9x SSAA
  • Anisotropic Filtering: 16x
  • Force Texture Filtering: On
  • OpenMP Texture Decoder: On

Game Properties
  • No change

Emulation Status

Emulation Speed:
  • Excellent, even with LLE enabled. I haven't experimented with any of the more unstable speed boosts (Skip EFB access, JITIL recompiler, Cache Display Lists) or playing the game with HLE, but I usually get anywhere from 100-125% on my rig. Every now and then, the speed might dip to 85-90%, but that's probably due to the slowness of LLE emulation.

    [UPDATE]: The game does seem to slow down significantly at night-time, specifically when the street lamps come on.


What needs to be fixed:
  • Night-time Textures - Textures seem to go totally bonkers at night. Take a look at some the examples below.
    [Image: 2Xn6ms.jpg] [Image: VfrOus.jpg] [Image: xcAdEs.jpg]
  • Texture "seams" - In most of the in-game menus, "seams" appear between individual textures, sometimes in the middle of words. Not a big deal, personally. (These might even be present in the original, rendered invisible due to the general blurriness of 480i TV screens) No amount of AA seems to fix the issue.
    [Image: ILye6s.jpg] [Image: Yle7os.jpg]


Screenshots
(click for full size)


[Image: vA23Ml.jpg]

[Image: lTixZl.jpg]

[Image: KDlv3l.jpg]

[Image: IjKsol.jpg]

...and more!


Videos

Thanks to Heyokajan for the video:
http://youtu.be/1C4wX3EDzzw

Additional Notes

None at this time.
Windows 7 64-bit
Intel i5 2500k @ 4.5 GHz
8 GB DDR3 RAM @ 1333 MHz
AMD Radeon HD 6870 (1 GB)

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04-30-2009, 02:30 AM
#2
Glurion Offline
The Evil Dragoon
***
Posts: 193
Threads: 4
Joined: Mar 2009
ah A wonderful Life, so many good memories lol Smile
~Specs~

Q6600 @ 3GHz
OCZ HydroFlow MK1 Waterblock (15-18c idle is awesome)
Gigabyte G31M-ES2L
EK CoolStream 120mm Radiator
XSPC 5.25" Reservoir&Pump
NVIDIA GeForce GT240 512mb
OCZ 2GB*2
500GB Western Digital (OS)
1TB Samsung (Backup)
XCLIO Propeller
Windows 7 Professional x64
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01-02-2010, 10:11 AM
#3
Brian10122
Unregistered
 
Bumping this for a hopeful eventual sound and text fix.
02-01-2010, 11:16 PM
#4
Dark_Howler
Unregistered
 
/Bump
I hope the text gets fixed soon, to; both on Harvest Moon: A Wonderful Life and Another Wonderful Life, which seems like same problem with text.
02-02-2010, 11:14 AM
#5
guidodi
Unregistered
 
PLEASEEEE fix the text, i love this game.

Thanks
02-04-2010, 04:12 PM (This post was last modified: 02-04-2010, 04:15 PM by Lorderagon.)
#6
Lorderagon Offline
Junior Member
**
Posts: 27
Threads: 0
Joined: Feb 2010
It's exactly the problem what i has with the game....
the text get bugged and it's smoothly...
and the cow looks like a paper xD...
the main character ....his arms looks like wings...
the sky and the sun doesn't seem good...equal to the grounds :S
some textures doesn't seem good...
and a lot of bugs more....

the game need a fix :S

please fix it...
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02-12-2010, 08:12 AM
#7
85e Offline
Member
***
Posts: 50
Threads: 0
Joined: Jan 2010
Up till now the text was still broken... is there no way to fix it?
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02-14-2010, 05:40 AM
#8
girezaiteru
Unregistered
 
^bumping this up^

hope it will be fixed soon,,
even with the newest dolphin
the text still blurred

fix it plz,,
03-17-2010, 08:05 PM
#9
Wonka
Unregistered
 
Bumpity bump bumpbump....bump! Preggo sis is needed something to do and was hopin to find a fix for this game for her to keep her occupied and out of my hair so BUMP!
04-11-2010, 10:41 AM
#10
blackcipher Offline
Junior Member
**
Posts: 10
Threads: 2
Joined: Apr 2010
(03-17-2010, 08:05 PM)Wonka Wrote: Bumpity bump bumpbump....bump! Preggo sis is needed something to do and was hopin to find a fix for this game for her to keep her occupied and out of my hair so BUMP!

Been looking into this (graphical error - jumbled text) just a little bit today well actually quite a lot mainly because I figured it would be a simple fix. Well the first thing I did was to get into the actual font texture files on the disc. There was no problem there the image is crystal clear.

This leaves really only 2 other possible causes that would be an error in the Texture Decoding, or in the instruction from the game saying which part of the texture is each letter.

The font in this game is formated as RGB5A3 the rest of the textures other than the menu's are all CMBR format which is flawlessly decoded.

I am uncertain if its a problem in the TextureDecoder or in the instructions from the game telling the emu what part of the image = what letter.

If anyone knows about the decoder here is the code for the RGB5A3 section.
Code:
kernel void DecodeRGB5A3(global uchar *dst,
                         const global uchar *src, int width)
{
    int x = get_global_id(0) * 4, y = get_global_id(1) * 4;
    int srcOffset = x + (y * width) / 4;
    for (int iy = 0; iy < 4; iy++)
    {
        ushort8 val = convert_ushort8(vload8(srcOffset, src));
        ushort4 vs = val.odd | (ushort4)(val.even << (ushort4)8);
        
        uchar16 resNoAlpha;
        resNoAlpha.s26AE = convert_uchar4(vs >> (ushort4)7); // R
        resNoAlpha.s159D = convert_uchar4(vs >> (ushort4)2); // G
        resNoAlpha.s048C = convert_uchar4(vs << (ushort4)3); // B
        resNoAlpha &= (uchar16)0xF8;        
        resNoAlpha |= (uchar16)(resNoAlpha >> (uchar16)5) & (uchar16)3; // 5 -> 8
        resNoAlpha.s37BF = (uchar4)(0xFF);
        
        uchar16 resAlpha;
        resAlpha.s26AE = convert_uchar4(vs >> (ushort4)8); // R
        resAlpha.s159D = convert_uchar4(vs >> (ushort4)4); // G
        resAlpha.s048C = convert_uchar4(vs);      // B
        resAlpha &= (uchar16)0x0F;
        resAlpha |= (resAlpha << (uchar16)4);
        resAlpha.s37BF = convert_uchar4(vs >> (ushort4)7) & (uchar4)0xE0;
        resAlpha.s37BF |= ((resAlpha.s37BF >> (uchar4)3) & (uchar4)0x1C)
                            | ((resAlpha.s37BF >> (uchar4)6) & (uchar4)0x3);
        uchar16 choice = (uchar16)((uchar4)(vs.s0 >> 8),
                                   (uchar4)(vs.s1 >> 8),
                                   (uchar4)(vs.s2 >> 8),
                                   (uchar4)(vs.s3 >> 8));
        uchar16 res;
        res = select(resAlpha, resNoAlpha, choice);
        vstore16(res, 0, dst + ((y + iy) * width + x) * 4);
        srcOffset++;
    }

now in this here the following section looks off....
Code:
resAlpha.s26AE = convert_uchar4(vs >> (ushort4)8); // R
        resAlpha.s159D = convert_uchar4(vs >> (ushort4)4); // G
        resAlpha.s048C = convert_uchar4(vs);      // B

However I am not a pro at it by any means. The file is located in */User/OpenCL for anyone who wants to tinker with it.

Ok I forgot where I was I ended up looking through some other files while writing. Anyways hope this helps.

For help in finding the cause of text error. Does anyone know what other games have a similar font bug. If so please tell me so I can confirm if its the same formatting. If so this may actually be the cause of it.
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