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[GC] Super Smash Bros. Melee
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[GC] Super Smash Bros. Melee
06-04-2013, 09:53 PM
#41
LordVador Offline
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Also give us your exact specs (CPU/GPU)
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
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06-05-2013, 01:17 AM
#42
killazys
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I have an issue where VPS reports 60fps constantly, but there is intermittent lag in the game. I play 1v1 against CPUs in VS mode only. Sometimes, I notice that the VPS dips to 59fps. But, when I run without a framerate limit I get 300+ fps. Direct3D 11, Fullscreen resolution 640x480.

1x Native internal resolution, no AA, 1x AF. Everything in Enhancements unchecked.

Hacks: Ignore format changes is checked. EFB Copies set to Texture. Texture Cache is all the way on the Fast side. External Frame Buffer is Disabled. Fast Depth Calculation and OpenMP are enabled. Nothing is checked in Advanced. Using DSP LLE Recompiler with DSound backend.

I set framelimit to 60fps.
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06-06-2013, 09:09 AM
#43
Skarmand
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I have a problem with the games physics or hit detection or something.

When a character performs a multi hit attack like [color=#666600]Pikachu's [/color]down smash, or [color=#999900]Pichu's[/color] side smash, the enemy isn't held in place while they are damaged, then spit out like it does on the GameCube.

Rather than Pikachu's attack hitting 10 times then tossing them upwards, they just hit it once or twice then go sideways and recover very fast.

This only happens when I'm playing against the AI set to a [color=#660000]high [/color]level, it works fine in Training, and most of the time against level 1 AI's.

I'm running the game with a perfect 60FPS and no other issues. Any ideas? Idea
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06-06-2013, 12:31 PM
#44
killazys
Unregistered
 
(06-06-2013, 09:09 AM)Skarmand Wrote: I have a problem with the games physics or hit detection or something.

When a character performs a multi hit attack like [color=#666600]Pikachu's [/color]down smash, or [color=#999900]Pichu's[/color] side smash, the enemy isn't held in place while they are damaged, then spit out like it does on the GameCube.

Rather than Pikachu's attack hitting 10 times then tossing them upwards, they just hit it once or twice then go sideways and recover very fast.

This only happens when I'm playing against the AI set to a [color=#660000]high [/color]level, it works fine in Training, and most of the time against level 1 AI's.

I'm running the game with a perfect 60FPS and no other issues. Any ideas? Idea
I'm not a Dolphin dev. But, on your Gamecube, when you play against the same AI at the same high level, they get hit by every part of for example Peach's d-smash? This might be the high level cpu DI'ing out of the smash and then teching the hit. Low-level CPUs don't DI at all, which might be the explanation.
Edit: Just tested on my cube. It seems this is what it is. DI = Directional influence, when you hold the control stick in a direction to influence where you're going after you're hit. You can use DI to get out of those smashes by DI'ing up.
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06-06-2013, 01:03 PM
#45
Skarmand
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(06-06-2013, 12:31 PM)killazys Wrote: I'm not a Dolphin dev. But, on your Gamecube, when you play against the same AI at the same high level, they get hit by every part of for example Peach's d-smash? This might be the high level cpu DI'ing out of the smash and then teching the hit. Low-level CPUs don't DI at all, which might be the explanation.
Edit: Just tested on my cube. It seems this is what it is. DI = Directional influence, when you hold the control stick in a direction to influence where you're going after you're hit. You can use DI to get out of those smashes by DI'ing up.
Oh really? I don't think it's possible to DI just by holding up though, I suppose the AI probably does a Mash DI and presses up after each hit to escape it quicker. Thanks for testing that for me though.
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06-07-2013, 02:45 AM
#46
InternetExplorer
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Actually, the issue is this! On console, you have v1.00 of the game, and in Dolphin you're using v1.02. The difference is that in v1.00, there is no hitlag on attacks that do less than 1% damage, making them impossible to Smash DI. This means attacks like Pikachu's Dsmash, Young Link's grounded upB, and Samus' upB are inescapable. However, in v1.02, this oversight was fixed, but as a side-effect, those attacks no longer effectively work well.

So if you want your familiar behavior then you should rip your v1.00 disc ;]

edit: DI is possible by holding Up, by the way, as long as the hit trajectory is in a leftward or rightward direction. Both DI and SDI work in any direction.

I also have another issue to bring up... In the latest build, it seems game SFX are delayed by a good 20 frames or so. I've had this issue in the past but have previously remedied it by changing my backend to XAudio2. Now, it seems no backend remedies this delay. It occurs on both HLE and LLE. Also, I'm not the only one with this issue, as a friend of mine experiences it as well. Any input on this? Thanks :]
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06-14-2013, 11:38 PM
#47
manolo88
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Hey guys. Ive played the game for several weeks without any problems. But today it says me when i start the game "dolphin found a problem and have to be closed"
Already reinstalled the game, can anyone help me? I changed NOTHING!
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06-15-2013, 12:10 AM
#48
LordVador Offline
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Quote:3.0-151-dirty

You might wanna try a more recent build
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
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06-15-2013, 12:45 AM
#49
manolo88
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but why it worked the last few weeks? the other games still work fine
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06-15-2013, 12:53 AM
#50
LordVador Offline
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Posts: 8,851
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Joined: Mar 2011
Are you using save states?
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
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