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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Support v
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Megaman 9 and 10 garbled graphics
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Megaman 9 and 10 garbled graphics
04-27-2010, 07:19 AM
#21
Trevor_Z Offline
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On rev 5397 I see no wiggle, but (get this...), the graphics only show correctly in MM9 in a window and resolution of 657x518.

Might have missed some config, tho.
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04-27-2010, 07:41 AM
#22
relshak Offline
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Right. 5367 fixed the wiggling, but 5341 started the weird graphics thing. I'm gonna try your resolution now.
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04-27-2010, 07:50 AM
#23
Trevor_Z Offline
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What I mean is, for me, since the option to choose window resolution was taken out and then put back again, plain 640x480 on a window doesn't work anymore for MM, and I had to try by hand until I found the "correct" resolution to avoid the garbled graphics. One pixel less or more, and artifacts are introduced.

By the way, I might be wrong, but I have a theory about MM9: these garbled graphics and the need for an exact resolution are actually result of the way the graphics engine of the game was built, on a tile-like system, so they could even simulate the NES flickering.
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04-27-2010, 08:17 AM (This post was last modified: 05-31-2010, 04:26 PM by relshak.)
#24
relshak Offline
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Yeah, I see what you're saying. I did like you said after trying your resolution (Thank you, by the way, for your responses), moved the window a pixel at a time until I came up with something close. I couldn't get it perfect, but for me, 656x515 windowed was the closest I could get. Unfortunately, it was too small, and still not perfect (Yeah I know, it's too much to want perfection, but I believe in this emulator's power and elegance. I'm sure it can be perfect.)

I wish I were a better programmer, maybe I could look over the revision differences between 5335 and 5341 to see what happened with the tiles/pixels (and between 5363 and 5367 to see how they fixed the wiggle).

Edit: I lied, 5335 didn't have the perfect graphics. It just defaulted to the semi-normal looking resolution you get from resizing the window. So, it's never been right. Oh well =(
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05-30-2010, 05:02 PM
#25
rasbill
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ok i got this to work perfect for me,

dolphin SVN R 5397

config ---
enable dual core
enable idle skipping
HLE the IPL
JIT recompiler
Lock threads to cores
DSPLLE
Use Panic Handlers
Window Size 651 x 673

Wii ---
Aspect Ratio 4:3

Plugin Direct3D9 ---
Enable CPU->EFB access
Safe Texture Cache - Fast
EFB Scaled Copy
Enable EFB copy - To Texture
Enable XFB

everything but the health bars show up perfect, and the health is readible its just a tiny bit off
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06-14-2010, 10:13 AM
#26
pakistexican88x Offline
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Ok, i'm trying to get this to work. I've gotten it close to working at full speed with the D3D9 plugin. The only thing i'm missing is that there is no "Enable XFB" option. Am I using a different D3D9 plugin?
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06-14-2010, 10:33 AM
#27
Kolano Offline
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(06-14-2010, 10:13 AM)pakistexican88x Wrote: Ok, i'm trying to get this to work. I've gotten it close to working at full speed with the D3D9 plugin. The only thing i'm missing is that there is no "Enable XFB" option. Am I using a different D3D9 plugin?

You're likely using a revision before XFB was enabled in the DirectX plug-in. Update to a more recent revisions posted here in the forums to resolve that.
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06-14-2010, 12:16 PM (This post was last modified: 06-14-2010, 12:17 PM by pakistexican88x.)
#28
pakistexican88x Offline
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I'm using the one from the Downloads page from the main site. Is that not the latest revision?
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06-14-2010, 03:12 PM
#29
Kolano Offline
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(06-14-2010, 12:16 PM)pakistexican88x Wrote: I'm using the one from the Downloads page from the main site. Is that not the latest revision?

That's likely the recent 2.0 release version. I believe adding XFB support to DirectX happened afterward. If you look in the SVN Revision Discussion section here you'll find more recent versions that support XFB with DirectX, or use the OpenGL plug-in which supports XFB emulation in your release.
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