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[GC] Paper Mario: The Thousand-Year Door
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[GC] Paper Mario: The Thousand-Year Door
10-02-2014, 09:19 AM (This post was last modified: 10-02-2014, 09:22 AM by Invader.)
#151
Invader Offline
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Okay so I've noticed that this game behaves strangely with dual core turned on. Whenever the game slows down, the VPS stays the same (keeping the sound from stuttering) but the FPS drops. Kind of like what kinkinkijkin said except this doesn't seem to happen after a certain period of time but rather at certain locations and situations in the game. It seems to happen the most when going through pipes or when Mario turns sideways by pressing R. I have screenshots showing this happening below.

Is this normal behavior? Can anyone try to reproduce this? The easiest way I found was to go by Flurrie's house and turn sideways by pressing R (the exact spot in the screenshots).

The Framelimit was set to auto, VSync was turned off, and I'm using Dolphin 4.0-3471.

Example Screenshots: (Show Spoiler)
Dual Core Framelimit Auto
[Image: mKWu6Lx.jpg]

Single Core
[Image: VVEMnkd.jpg]

Dual Core Framelimit Off (holding the Tab key)
[Image: ZKfaznH.jpg]
Settings: (Show Spoiler)
[Image: TGA0MYb.png]
[Image: nvPxIbZ.png]
[Image: uz5A8QV.png]

my specs are the notebook in my sig btw. Smile
[Image: 3qpbaX8.png]
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10-02-2014, 09:25 AM
#152
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I think it's because bounding box emulation is so strenuous.
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10-02-2014, 09:46 AM
#153
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(10-02-2014, 09:25 AM)JMC47 Wrote: I think it's because bounding box emulation is so strenuous.
That makes sense. That would explain why it only happens with this game. I wonder if someone with much better hardware than me would run into this problem at all. I'll have to test that when I upgrade my desktop pc's CPU Tongue
[Image: 3qpbaX8.png]
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10-02-2014, 09:59 AM (This post was last modified: 10-02-2014, 10:00 AM by JMC47.)
#154
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It does happen on my computer too, just at framerates higher than 60 fps.
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10-02-2014, 10:05 AM
#155
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(10-02-2014, 09:59 AM)JMC47 Wrote: It does happen on my computer too, just at framerates higher than 60 fps.
That's very informative. Thanks for the info! Big Grin
[Image: 3qpbaX8.png]
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10-17-2014, 07:10 AM (This post was last modified: 10-17-2014, 07:16 AM by shellashock.)
#156
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Okay, two things. One, is the corrupted puny texture thing going to get crossed out from being fixed in master or is there still ongoing work with the Bounding Box emulation? Second, I tried launching the game in JITIL and entered the battle with Macho Grubba (Final Boss Act 3) and I did not get an immediate crash. Am I supposed to wait a bit for the crash or does it only happen in certain battles? EDIT: Ok, just started new profile and got into the fight with Lord Crump with no issues. Also managed to finish the fight with no issues. Is this still an issue?
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10-17-2014, 08:03 AM
#157
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JITIL got some upgrades from magumagu and phire, it may work now. Bounding Box is finally fixed as of the last modification to the implementation.
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10-17-2014, 03:47 PM
#158
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Does that mean this game is perfectly playable now?
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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10-17-2014, 04:05 PM
#159
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The game shouldn't be only perfectly playable, but should have no remaining problems at all.
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10-17-2014, 04:36 PM
#160
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Nice! There has always been some major annoyance with this game.
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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