• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Game Support › GameCube v
1 2 3 4 5 ... 36 Next »

[GC] Paper Mario: The Thousand-Year Door
View New Posts | View Today's Posts

Pages (89): « Previous 1 ... 74 75 76 77 78 ... 89 Next »
Jump to page 
Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
[GC] Paper Mario: The Thousand-Year Door
06-18-2018, 07:43 PM
#751
riryoku1311
Unregistered
 
There's a new graphic glitch or bug that I found that isn't listed on here and I can't seem to fix. Vivian is too tall. How do I make her normal size? She was fine a couple months ago but I think either the Windows update messed it all up or the new Dolphin version. Not sure.
Reply
06-27-2018, 10:59 AM
#752
Waocats
Unregistered
 
I updated from the stable release to the newest one as I started to have bounding-box related stuttering issues (namely after Chapter 1, where Bowser breaks the wall of his castle) that caused the emulator to drop to 10-20 FPS during the animations. In order to get all of the others to work, I was using D3D11.

After updating and not changing any settings from what they were (still on D3D11), the textures around Bowser's hole in the wall were messed up, with different colors, the colors being mostly (iirc) pink, green, and white. The only solution to this problem, that fixed the other one I was having as well, was switching to OpenGL.

But now, OpenGL is causing random frame-drops just from walking around. It can drop anywhere from 10-30 frames, and it happens everywhere, some places more than others. I tried running it at native resolution as well, no effect. Prior to the Dolphin update, this wasn't an issue.

Any help would be appreciated.
Reply
07-12-2018, 10:32 PM
#753
JaPeL Offline
Junior Member
**
Posts: 22
Threads: 1
Joined: Mar 2009
the gecko codes for the widescreen hack causes constant stutter, use the AR code (it would be nice to have a warning on the wiki)
Find
Reply
07-13-2018, 08:07 AM
#754
CC_
Unregistered
 
In the middle of chapter 6, when pulling into the station my game locks up (right after catching the culprit and the transition happens). I've tested the save on my machine and on a friend's and it consistently locks up regardless of what settings are changed. I'm unsure what to do at this point; if someone here knows the issue or can simply get a working save state past that point it'd be much appreciated.
MD5 is db9a997a617ee03bbc32336d6945ec02


Attached Files
.zip   MemoryCardMario.USA.raw.zip (Size: 33.81 KB / Downloads: 76)
Reply
07-15-2018, 09:49 AM
#755
Waocats
Unregistered
 
(07-12-2018, 10:32 PM)JaPeL Wrote: the gecko codes for the widescreen hack causes constant stutter, use the AR code (it would be nice to have a warning on the wiki)

I never used the Gecko codes at all, nor the AR codes.  Does the AR code improve performance in some way?
Reply
07-15-2018, 05:45 PM
#756
JosJuice Offline
Developer
**********
Developers (Some Administrators and Super Moderators)
Posts: 8,958
Threads: 7
Joined: Oct 2014
(07-15-2018, 09:49 AM)Waocats Wrote: I never used the Gecko codes at all, nor the AR codes.  Does the AR code improve performance in some way?

Yes, because of the problem that Dolphin currently has where all (or just many?) Gecko codes will cause stuttering.
Find
Reply
07-22-2018, 02:21 PM
#757
Waocats
Unregistered
 
(07-15-2018, 05:45 PM)JosJuice Wrote: Yes, because of the problem that Dolphin currently has where all (or just many?) Gecko codes will cause stuttering.

I meant as opposed to not having any codes entered at all.  Although, I tried entering in the AR codes on the wiki. Performance didn't increase one bit.  Anything else I can try?
Reply
07-22-2018, 04:28 PM
#758
JosJuice Offline
Developer
**********
Developers (Some Administrators and Super Moderators)
Posts: 8,958
Threads: 7
Joined: Oct 2014
(07-22-2018, 02:21 PM)Waocats Wrote: I meant as opposed to not having any codes entered at all.

No, the AR widescreen code shouldn't improve the performance compared to having no codes.
Find
Reply
07-27-2018, 05:50 AM
#759
Waocats
Unregistered
 
(07-22-2018, 04:28 PM)JosJuice Wrote: No, the AR widescreen code shouldn't improve the performance compared to having no codes.

My problem still stands, though.  Anything we can try to fix it?
Reply
08-06-2018, 10:29 AM
#760
cosmia
Unregistered
 
Hey guys, new Dolphin user here trying to have a decent paper mario run. I believe I have a pretty good laptop, and Intel Core i7 @2.8GHz, Geforce GTX 1050, but I keep having framerate drops.

I've started by using the OpenGL backend, but it was very bad, the whole game was basically running at 10-20fps. Then I changed to D3D11 as suggested by other users, and the game plays smoothly for some time, but frame rate drops still occur somewhat frequently. I'm using the HD Texture Pack, at 2x Native, and I've read through the post and tweaking configs as some users suggest, to no luck. The thing I can't really understand is that, while looking at the wiki page, I see on the Test section people with very similar computer specs claiming they are running their games perfectly (with minor problems) using better configs than what I'm using. Is there something obvious I should be doing to improve the frame rate I am not seeing?

Thanks!
Reply
« Next Oldest | Next Newest »
Pages (89): « Previous 1 ... 74 75 76 77 78 ... 89 Next »
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode