Try turning them off
[GC] Super Mario Sunshine
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11-27-2014, 03:57 AM
(11-25-2014, 05:33 AM)JMC47 Wrote: Do you have any cheat codes on? Disabling them resolved the issue completely, thank you. Also (this is a separate issue), I can't save the game no matter what I do. There was a fix (deleting my save from the memory card manager loading a save state and saving) but it stopped working so I'm kind of at a loss here, any ideas? 12-26-2014, 10:14 PM
(This post was last modified: 12-27-2014, 09:48 AM by sl23.
Edit Reason: Possible cause for crash found
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I've been playing this game for months on a new build without issues, it even played on my old laptop, though with a fair amount of slowdown. But since updating Dolphin, though I can't now be sure from which dev build, possibly v4.0-3919, it won't load and Dolphin just crashes. It used to show an error with possible causes, but now just show a popup window saying Dolphin.exe has stopped working. Does anyone else have this issue or any idea why it wouldn't be working? Btw, when I say the game doesn't load, what I mean is that it loads the title, you press the Start button, choose Save slot A by moving Mario left and Jumping. As the saved game loads, Dolphin then crashes.
Is it possible the 'Memory Card' file could be corrupt in some way? I do have some issues with memory cards that I'm unsure of. I don't have issues with any other game in this way but a couple of games I have don't work. My main issue with the memory cards is that I don't understand how to manage them and if it affects other games. For example, do the memory cards work the same as on the GC, meaning they have a size/slot limitation? What happens when you get to this limit? Is it possible to have a second card, a third, fourth, etc? How do you change memory cards should a game require a save on a second or third card? I also have three memory cards: MemoryCardA.EUR MemoryCardA.USA MemoryCardB.EUR Does Dolphin automatically select the required card depending on country? All the EUR games I have won't save. I either get asked to format or continue without saving?! But there is a MemoryCardA.EUR file so I don't understand why I can't save EUR games? Is there a way to check what's on each card? And to manage the content by copy, delete, move, as on the GC? I looked at the Tool/Memcard Manager (GC) but though the path is correct, my cards listed above don't appear in the list and it's just empty. I'm sure at one point the USA card was listed but is no more. What does Convert to GCI mean? I'm not sure if all this is linked to why Mario Sunshine isn't working but if anyone could advise on how to manage cards would be helpful please. Thanks Scott EDIT: I've just tried loading Mario save from 'slot B' ie using Mario to jump and hit block B in-game, and it loaded, so I take it my save is corrupt? Is there a way to sort this out? Why would this happen? Could another game have caused the issue? Or the Dolphin update?
Win10 x64, i7-8750H, 16GB RAM, GTX 1060.
Live for an ideal and leave no place in the mind for anything else - MuLab - SoundCloud - 01-03-2015, 10:56 AM
Hey there! I just tried the Wii U gamecube adapter, and it is awesome! But, I was trying out Super Mario Sunshine (on today's build, 4901) and now, with the heat effect, it has a stereoscopic duplication of people/etc, right on delfino island. I can post a screenshot if you can't reproduce it.
I am running i7 4770k@4.2GHz, AMD 7970 gfx, and I am using OpenGL with a resolution of 2560x1440, with an Auto IR multiplier. I also tried running it with D3D, and I got a crash when loading my save (a 'memory cannot be read' error). Let me know if you need more info! IBJamon
Okay, I just realized that the double ghosting effect is a result of forcing widescreen. I don't recall this being an issue before, but no big deal. It works as intended normally. But D3D still crashes, so that is a legitimate bug.
Thanks! IBJamon Edit: Sniped! 01-12-2015, 03:08 AM
I wasn't sure either or not to post this in it's own thread. I kinda want to because it'd be nice if other people could do something similar to other games, especially with the overclock branch being merged and all.
I discovered a way to get this game to run at 60fps. It involves patching what I assume is some frame multiplier value which causes the game to generate more frames of animation. Watch the video off Youtube here, or download the raw video here. I recommend the raw video since you can see that the game is much smoother that way. A copypasta of the video description since it goes into more details about the patch: Quote:[color=#333333]The game contains a function called SMSGetVSyncTimesPerSec(void) located at 0x802A7C48 in the US version that is executed at start up. The function name was taken from a symbol map list that can only be found in the demo version. Since this game uses a consistent 30fps throughout, this is only executed once at start up. This function takes the current value of whatever sets the frame limit at 0x804167B8 and multiplies it into 60 (in double precision floating point) to generate a certain number of frames within the frame buffer (I think anyway). This value seems to dictate how many frames the game will render, since setting this location to a smaller value seems to create a choppier frame rate, while increasing the value from the default creates a much smoother output within the 30 frame cap. By default, the value at 0x804167B8 is set to 0.5 in single precision floating point, which halves the number of frames to 30. By changing this value to 0x3F800000 (or '1' in single precision floating point), it seems to generate more frames within the 30fps limit that the game sets.[/color] On top of what I've described in the video, another way of achieving the same effect would be to enable the Vbeam hack in the Game Properties. This way you don't have to change the frame limit every time you want to play the game with the patch. I also noticed upon reevaluating the effects of the patch that there's another function that reads the modified value called SMSGetAnmFrameRate(void). The patch should have an effect as long as the game is not running in progressive scan mode. There are some additional problems the patch causes that can hinder gameplay on top of what I mentioned in the video description, such as the inability to knock Shadow Mario with one final squirt of water with FLUUD. I'm sure there are other problems too. I can definitely port this patch to other versions of the game, but I think it'd be better if the current patch were improved first. I don't claim to be knowledgeable hacker, so I'd rather someone else with more knowledge of the PPC instruction set and frame buffers in general take a whack at this. (I attempted to do something similar for Wind Waker/Wave Race, but no luck...) 01-12-2015, 03:16 AM
(This post was last modified: 01-12-2015, 03:17 AM by StripTheSoul.)
Heh, nice... getting it to run at 60 FPS without any issues would be great. 30 FPS just feels laggy... could something similar be done with, say, Xenoblade Chronicles?
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
01-12-2015, 07:46 AM
Hacking the audio in Dolphin for something like this is pretty easy... we had a hack for it way back when with the Melee 30 fps and 120 fps hacks.
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