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[GC] Super Mario Sunshine
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[GC] Super Mario Sunshine
06-13-2018, 12:24 PM
#461
zara70 Offline
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is the final broswer boss battle on this game fixed now with the latest dev build
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06-13-2018, 04:00 PM
#462
JosJuice Offline
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(06-13-2018, 12:24 PM)zara70 Wrote: is the final broswer boss battle on this game fixed now with the latest dev build

Yes, it should be fixed now.
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06-20-2018, 04:17 AM
#463
Reonu Offline
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The 16:9 code for the PAL version of the game in the wiki causes my game to crash after a while in the first area in where the FLUDD is stolen from you

This area:
[Image: zPu9Z7.png]

I can reproduce it 100% of the time. I just enter this area, turn off the frame limiter so it crashes faster (but it will crash regardless) and it WILL crash. 100% of the time. 
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06-20-2018, 04:31 AM
#464
Reonu Offline
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(06-20-2018, 04:17 AM)Xharos Wrote: The 16:9 code for the PAL version of the game in the wiki causes my game to crash after a while in the first area in where the FLUDD is stolen from you

This area:

I can reproduce it 100% of the time. I just enter this area, turn off the frame limiter so it crashes faster (but it will crash regardless) and it WILL crash. 100% of the time. 

Okay, it was because I'm using the old codehandler to avoid stutters. With the new codehandler it doesn't crash... but it stutters. 

Sad
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07-28-2018, 07:00 PM
#465
Mario
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Hello,

I get the following error when playing Super Mario Sunshine for a while at random times:

AccesEFB failed in C:\buildbot\release-win-x64\build\source\core\videobackends\d3d\render.cpp at line 458: Map staging buffer failed (https://imgur.com/a/ppwPEDe)

The game crashes after the error pops up. Im using the lates dev build and i don't use any hacks. Sync GPU thread is enabled as stated on the wiki.

Does someone know a solution?
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08-18-2018, 06:35 PM
#466
kode54
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I don't know if this is because of my video card being busted, or because I'm using development snapshots of the video drivers for it. Possibly both?

The game renders the Delfino Plaza shadow effect incorrectly on the left side of the screen, using default settings, except for Auto internal resolution, which should be native when running at a normal sized window.

https://youtu.be/A3QHuRbXtgI

At least, unlike the default display drivers, these updated drivers don't result in the game eventually locking up the video card, minus the still movable cursor, after about 5-10 minutes of gameplay.

E: Here's a Vulkan trace log: https://f.losno.co/dolphin-emu-vktrace.7z
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08-19-2018, 01:47 AM
#467
DJBarry004 Offline
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You should install the latest Vulkan runtime version.
Rig 1: Windows 10 Home | AMD A6-1450 @ 600/1000/1400 MHz | AMD Radeon HD Graphics 8250 | 4GB RAM | HP Pavilion TouchSmart 11.

Rig 2: Windows 10 Pro | Intel Core i7-2640M @ 780/2800/3500 MHz | Intel HD 3000 Mobile | 8GB RAM | Dell Latitude 6320.
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08-20-2018, 01:31 PM
#468
CaptainNinjaKid
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I still drop to 20ish fps when opening the map. I'm using opengl but this still happens. Anyfix?
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08-21-2018, 12:25 AM
#469
DJBarry004 Offline
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(08-20-2018, 01:31 PM)CaptainNinjaKid Wrote: I still drop to 20ish fps when opening the map. I'm using opengl but this still happens. Anyfix?

Beats me. I´ve heard that the transition uses some (rather demanding) effect until the map shows up, same thing when switching back to gameplay.

Nothing that your PC shouldn´t handle though.
Rig 1: Windows 10 Home | AMD A6-1450 @ 600/1000/1400 MHz | AMD Radeon HD Graphics 8250 | 4GB RAM | HP Pavilion TouchSmart 11.

Rig 2: Windows 10 Pro | Intel Core i7-2640M @ 780/2800/3500 MHz | Intel HD 3000 Mobile | 8GB RAM | Dell Latitude 6320.
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08-22-2018, 05:38 AM
#470
deku Offline
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so every time i alt tab to another screen my game gets super stuttery is there a fix to this?
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