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[GC] Paper Mario: The Thousand-Year Door
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[GC] Paper Mario: The Thousand-Year Door
10-23-2015, 02:09 AM
#401
domjam Offline
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(10-15-2015, 05:43 PM)Aleron Ives Wrote: If you hold B from the moment you launch the game, you should get some kind of prompt asking if you want to use 60Hz mode once the game's initial loading is done
yes using the pal vershion brings a menu for 60hz and 50hz but regardles of whitch mode i choose my fps counter is locekd at 50. only way i can get it to go at 60 is if i configure it in dolphin with the fps limit. but doing this speeds up audio.
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10-25-2015, 01:24 PM (This post was last modified: 10-31-2015, 09:03 PM by Toasty.)
#402
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I'm having an issue with this game on 5.0-r34 as well as 4.0--8054 (running on OSX 10.10.5). When Professor Frankly goes to remove the fence near the beginning of the game, he just stands there and does nothing. The game continues to run normally (no freezes), but progress cannot be made.

I have tried running the game with all hacks disabled, in addition to running it with DSP LLE and with the cached interpreter (when trying with 4.0-8054, since 5.0-r34 doesn't have that feature, and the regular interpreter was way too slow).

I've also verified my ISO and the md5 matches what I've found online (db9a997a617ee03bbc32336d6945ec02) so I'm reasonably sure my image is good.

The last thing I see in the log before this happens is the following:

Code:
06:11:012 /build/release-osx-x64/build/Source/Core/DiscIO/FileMonitor.cpp:110 W[FileMon]:       3 kB a/OFF_d_saku
06:11:012 /build/release-osx-x64/build/Source/Core/DiscIO/FileMonitor.cpp:110 W[FileMon]:       0 kB a/OFF_d_saku-
06:11:325 /build/release-osx-x64/build/Source/Core/DiscIO/FileMonitor.cpp:110 W[FileMon]:    3786 kB sound/stream/stg_gor2_32k.stm

I believe 'a/OFF_d_saku' and 'a/OFF_d_saku-' are either part of some event routine that triggers the gate to fall off, or the sound itself (though you'd think the sound file would be located with all the rest of the sound files)

Any ideas? Anyone know what build this last worked on? The latest stable from the main site isn't available on OSX from what I can tell.

[EDIT]

Seems like this was an issue in the past as well, having to do with bounding box emulation. Apparently it was fixed at some point 4 years ago, but it looks like it's regressed since then.

[EDIT 2]

I tried 4.0-4219 which is nearly one year old, and the issue is gone. Supposedly there was a big change to the bounding box code in version 4219? The game seems to work fine in 4217 and 4219 though.

[EDIT3]

It appears that the last time this part of the game worked correctly was in 4.0-5124. The following build (5143) incorporated the following changes (VertexLoader: rewrite x64 JIT #1887 by Tilka).

I'm not sure how the builds are published, so there may have been additional changes between the two builds. I also tested 5147, 5154, 5287, and 6349 which all had this problem, so I think it's unlikely it was fixed and then broken again any time between 5124 and 5.0-r34.

I've attached my save file for others to test with if they please (please disregard the profile name). Just head right and then enter Professor Frankly's house to initiate the cutscene, and head outside once that's done. Professor Frankly should head to the fence, say something, and then the fence should drop off the screen. In build 5143, the fence does nothing, which halts further progress.

[EDIT 4]

Looks like this also affects a large transition below Rougeport that's triggered after jumping on a blue "!" block which reveals some stairs (this is right after your first encounter with a Punie). In 4124, the transition works, but there's graphical glitches.
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10-25-2015, 08:50 PM
#403
JosJuice Offline
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Since the new vertex loader JIT, bounding box emulation is not supported on certain GPUs. Either get a different GPU or use an older version of Dolphin. Using the software renderer should also work, but it'll probably not be fast enough to make the game playable.
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10-26-2015, 07:31 AM (This post was last modified: 10-31-2015, 09:04 PM by Toasty.)
#404
Toasty Offline
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(10-25-2015, 08:50 PM)JosJuice Wrote: Since the new vertex loader JIT, bounding box emulation is not supported on certain GPUs. Either get a different GPU or use an older version of Dolphin. Using the software renderer should also work, but it'll probably not be fast enough to make the game playable.

From what I understand, anything from Nvidia newer than a 400 series should work. I'm playing this on a late 2013 rMBP which has a GT 750M, so there shouldn't be any problem (although OSX 10.10.5 only supports up to OpenGL 4.1, so maybe that's the problem?). Unless I'm mistaken about something?
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10-26-2015, 09:11 AM
#405
OatmealDome Offline
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Try updating to El Capitan, and if it still doesn't work, I would assume its the OS X drivers. In that case, I'd recommend for you to install Windows via Boot Camp.
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10-26-2015, 10:27 AM (This post was last modified: 10-31-2015, 09:04 PM by Toasty.)
#406
Toasty Offline
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If this requires OpenGL 4.3 to work then it would explain the issue. 4.3 isn't available in 10.11, and at this point it seems unlikely that Apple will ever support anything newer than 4.1 on OSX (since they've left it in this state for a while and they have Metal now anyway).

[EDIT]

The May 2015 blog post says this the case. Should have noticed that sooner. What was the rationale for completely removing the software implementation for BBox, if anyone doesn't mind my asking?
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10-26-2015, 12:48 PM
#407
mbc07 Offline
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(10-26-2015, 10:27 AM)Toasty Wrote: The May 2015 blog post says this the case. Should have noticed that sooner. What was the rationale for completely removing the software implementation for BBox, if anyone doesn't mind my asking?

AFAIK it was slower and demanding when compared to current implementation...
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10-31-2015, 09:06 PM
#408
Toasty Offline
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I ended up patching r5124 with support for the new texture format. A link to the build thread is in my signature.
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11-05-2015, 03:16 AM (This post was last modified: 11-05-2015, 03:21 AM by domjam.)
#409
domjam Offline
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completed the game using 2 builds though could not get it to run at 60fps regardles of what setting i choose at the start of the game. using (euro). started on 4.0 7630 had the texture glitch on train and got as far as the warehouse were fps would drop when entering elevator and game would constantly crash beforhand when loading a savepoint and trying to move. switched to 4.0 8046 and completed game done everything. only issues i had was not been able to do the first option with the fortunteller in the town under rogueport. woud allways resort in dolphin stoped workign error. everytime i tryd to choose that option. and i experinced a slowdown in the moon base when hitting the block to make the yellow stairs . other then those 2 issues it was smooth sailing. using d3d @4k 8k IR
OS: Windows 10 64bit
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CPU: i7 7700k 4.5ghz
MB: ASUS MAXIMUS IX FORMULA
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HD1(OS): Samsung 840evo 250GB
Game drives
HD2: Samsung 860EVO 1TB
HD3: Samsung 860EVO 500GB
HD4: WDCB1TB
HD5: WDCB4TB
PSU: EVGA G2L 850watt
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11-06-2015, 01:22 PM
#410
nate2000 Offline
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(08-23-2015, 08:49 PM)masterotaku Wrote:
(08-23-2015, 12:41 PM)doesboknow Wrote: Is this the best the widescreen can look?

I fixed it! Place the files inside this 7z file in the Dolphin folder:

https://www.dropbox.com/s/5uz13myxt67xf20/PaperMarioBlackBars.7z?dl=0

If you use the Ishiiruka builds instead of master, you need to place this file inside the "ShaderFixes" folder instead of the one that is already inside:

https://www.dropbox.com/s/b08ciwzc90ju3c1/cc9467e4f7764248-vs_replace.txt?dl=0

Inside those shader files (ending in ".txt") you'll find this line:

r1.x = dot(cproj[0].xyzw, r0.xyzw)*2;

I multiplied the length of the black bars by 2 just to be sure. If instead of "2" you use "0", the black bars will be disabled.

The files in the "ShaderFixes" folder can affect other games. Remember to rename or delete the folder if you play other games.

Proof:

http://u.cubeupload.com/masterotaku/Dolphin2015082312370.png


The vertical black bars at the sides are just the effect of the accurate aspect ratio correction of Dolphin.


Awesome fix thank you. Couldn't get it working initially but after turning off the AR code it worked
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