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[GC] Paper Mario: The Thousand-Year Door
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[GC] Paper Mario: The Thousand-Year Door
11-12-2014, 10:07 PM
#201
Diamondog Offline
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Single core? It will be slower that way, but I didn't think about that. Guess I'll try.
[color=#000080]Warning Level: 99.9999999999...%[/color]
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11-22-2014, 04:36 PM (This post was last modified: 11-25-2014, 03:32 PM by Franpa.)
#202
Franpa Offline
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Thanks everyone involved in getting the various graphical bugs resolved (Fiora, Crudelios etc.), the game is visually much improved from what it was in the past! I , however, have a minor issue I'd like to report. When Mario stops walking and starts moving in the opposite direction (From walking to the right to suddenly walking to the left for example) the camera will shift to ensure Mario is slightly closer to the edge of the screen he's walking away from (Similar to running in Super Mario World where the camera shifts to be slightly ahead of you). When the camera is shifting because of this, frame loss seems to happen (Visual stutter).

Again, it's a minor issue, just don't change the direction you're walking in often to not experience it often.

OpenGL.
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11-22-2014, 05:19 PM (This post was last modified: 11-22-2014, 05:20 PM by JMC47.)
#203
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It's likely something bounding box related and there is nothing that can be done; bounding box is extremely demanding.
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11-24-2014, 05:34 AM
#204
Invader Offline
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Okay so I just found out the problems I reported back in this post never appeared on my desktop PC (I tested both with 4.0-3771). I updated to 4.0-4231 and the problem disappeared. The blimp garbage issue in that post was the only one I tested. I'll have to wait and see if any other issues pop up when I pick up this game again. Smile
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11-24-2014, 02:44 PM (This post was last modified: 11-25-2014, 01:41 AM by Franpa.)
#205
Franpa Offline
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I'm almost at that point in the game myself (I need to raise 64 coins somehow >.>"). I believe most visual anomalies like that are resolved in OpenGL via either disabling the "Enable Dual Core (Speedup)" optimization or alternatively, set EFB to RAM with the Cache enabled and set to Safe. The latter is vastly less performance diminishing than disabling the dual core optimization.

Either method also (I believe) resolves most of the issues with the punies in boogly woods (Lots of garbage square graphics when there are lots on screen).



Edit: I just discovered the emulator specifically states that EFB should indeed be set to RAM in order to improve Bounding Box effects. Kind of strange that you have to right-click a game and view its properties to find this compatibility information... couldn't you folk add a column in the main window showing this info? Or a button next to games featuring additional information like that that when clicked, or moused over will show the information?
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11-27-2014, 08:46 PM (This post was last modified: 11-27-2014, 10:25 PM by Franpa.)
#206
Franpa Offline
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I can confirm the following issues with the Blimp to Glitz Town (Or whatever).

1) When you hop on the Blimp to travel to Glitz Town Mario will fall through the platform and the whole world, the cutscene proceeds like normal aside from this issue and gameplay progression is not halted by this issue.
2) When returning to Rogue Port via the Blimp, the Blimp will become garbled graphics when flipping from facing left to facing right.

These issues are easily repeatable by simply taking the Blimp back & forth between the locations without needing to reload a save game after each occurrence.

Dolphin 4.0-4247 Windows x64
OpenGL
Direct3D - Blimp still glitches while flipping but Mario no longer falls through the platform when traveling to Glitz Town
Software Renderer - Various OpCode errors and graphics flickering during opening credits, game is basically unplayable.


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11-28-2014, 01:57 AM (This post was last modified: 11-28-2014, 03:01 AM by Franpa.)
#207
Franpa Offline
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Here's some other issues I've noticed too:

1) During scripted moments where you're following someone in Glitzville, you walk slower than the person you're following. Unsure if this is how it is meant to behave.

2) When entering/exiting the Drink Shop in Glitzville, the animation for the outside wall animatating to reveal the interior of the shop is glitchy.

3) When leveling up, the values displayed are incorrect. For me it says the Heart, Flower and Badge upgrades will boost my stats to what they currently are instead of higher than what they currently are. Functionally the correct thing happens.


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11-28-2014, 02:09 AM
#208
JMC47 Offline
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Try running single core. It should fix all the glitchy stuff.
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11-28-2014, 04:49 AM
#209
Franpa Offline
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Performance loss by disabling that option is too great with my hardware, I can of course test out if it fixes glitches though for future bugs that I stumble upon.
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11-28-2014, 05:08 AM
#210
JMC47 Offline
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You can also try enabling deterministic dualcore to fake-completion in the game properties page; that should fix anything that single core fixes without as large of a performance loss.
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