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POKePark Wii and the endlessly plummetting Pikachu
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POKePark Wii and the endlessly plummetting Pikachu
03-12-2012, 10:41 AM
#61
RupeeClock Offline
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Posts: 445
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Probably unrelated to Poképark itself but framerate seems to have improved drastically for me after I updated my ATI Catalyst Control Centre + Drivers.

As for sharing a save file, it's actually a 16mb save for some reason.
I play to give the game a quick playthrough for bug testing and see how things go anyway.
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03-12-2012, 02:33 PM
#62
Nerketur
Unregistered
 
(03-12-2012, 10:41 AM)RupeeClock Wrote: Probably unrelated to Poképark itself but framerate seems to have improved drastically for me after I updated my ATI Catalyst Control Centre + Drivers.

As for sharing a save file, it's actually a 16mb save for some reason.
I play to give the game a quick playthrough for bug testing and see how things go anyway.

Framerate improved somewhat for me too. Dolphin seems not to crash as much, too.

And 16 megabytes? Mine is only about 14.4 MB, exported from Dolphin. Then again, that's with a completed save (From my SD card from playing PP2 on a real Wii) and a new one I made purely for Dolphin. (Out of the two slots per save-file)

In any case... I'm just glad Dolphin works at all. =) Now... to test a theory of mine. Since I have a completed save, will the same hang happen if I clear his attraction again on my completed save? Lets find out.

Edit: Hmm... As it seems, if you try to go to a new area (in any way) Dolphin either crashes, or freezes in a early part of loading, I'll do more tests later.
03-12-2012, 11:16 PM
#63
trollFace Offline
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Posts: 10
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ANYONE found to fix the crashing yet.. If yes please disuss..
i have been trolling around every revision since 3.0-436 but found the same result
(I have the latest drivers og gpu,sound card and everything else i guess) Sad
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03-13-2012, 04:26 AM (This post was last modified: 03-13-2012, 05:39 AM by RupeeClock.)
#64
RupeeClock Offline
Dolphin Enthusiast
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Posts: 445
Threads: 9
Joined: Dec 2009
I'm having trouble taking a screenshot in the game with the in-game screenshot tool.
I have managed this at least a couple of times, but I can't manage to take another photograph. If you can't take at least once for the mandatory tutorial, the game can't be progressed. Before, EFB To texture produced corrupt screenshots and EFB to RAM produced correct screenshots, the expected behaviour from Brawl and Wind Waker.

http://i.imgur.com/RilRt.png
http://i.imgur.com/0h6B6.png

I've tried all manner of configuration but can't seem to get it working, the game simply freezes after taking a snapshot. I'm not sure if it's the XFB, the internal resolution, anti-aliasing, texture cache, maybe even my graphics drivers.
I've even gone as far as to revert to 3.0-436, the earliest working revision.


Silly me, I tried everything in the graphical settings, the actual problem was using JITIL.
Taking a snapshot with JITIL will crash, with JIT it will be fine, although if you use EFB copy to texture you'll get a bad screenshot, not that it matters since Dolphin's internal snapshot tool is better.

So, yeah, JIT Recompiler is necessary.
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03-13-2012, 05:32 AM
#65
Parlane Offline
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Developers (Some Administrators and Super Moderators)
Posts: 147
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(03-12-2012, 02:33 PM)Nerketur Wrote:
(03-12-2012, 10:41 AM)RupeeClock Wrote: Probably unrelated to Poképark itself but framerate seems to have improved drastically for me after I updated my ATI Catalyst Control Centre + Drivers.

As for sharing a save file, it's actually a 16mb save for some reason.
I play to give the game a quick playthrough for bug testing and see how things go anyway.

Framerate improved somewhat for me too. Dolphin seems not to crash as much, too.

And 16 megabytes? Mine is only about 14.4 MB, exported from Dolphin. Then again, that's with a completed save (From my SD card from playing PP2 on a real Wii) and a new one I made purely for Dolphin. (Out of the two slots per save-file)

In any case... I'm just glad Dolphin works at all. =) Now... to test a theory of mine. Since I have a completed save, will the same hang happen if I clear his attraction again on my completed save? Lets find out.

Edit: Hmm... As it seems, if you try to go to a new area (in any way) Dolphin either crashes, or freezes in a early part of loading, I'll do more tests later.


Can you please upload your save file for me? Hopefully it is USA version NTSC? And instructions of how to cause the crash. I am looking at this game at the moment and there are a few things wrong, so I need to reproduce as quickly as possible. Also let me know if you were using jitil or jit at the time. Thanks.
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03-13-2012, 02:02 PM
#66
Nerketur
Unregistered
 
(03-13-2012, 05:32 AM)Parlane Wrote:
(03-12-2012, 02:33 PM)Nerketur Wrote:
(03-12-2012, 10:41 AM)RupeeClock Wrote: Probably unrelated to Poképark itself but framerate seems to have improved drastically for me after I updated my ATI Catalyst Control Centre + Drivers.

As for sharing a save file, it's actually a 16mb save for some reason.
I play to give the game a quick playthrough for bug testing and see how things go anyway.

Framerate improved somewhat for me too. Dolphin seems not to crash as much, too.

And 16 megabytes? Mine is only about 14.4 MB, exported from Dolphin. Then again, that's with a completed save (From my SD card from playing PP2 on a real Wii) and a new one I made purely for Dolphin. (Out of the two slots per save-file)

In any case... I'm just glad Dolphin works at all. =) Now... to test a theory of mine. Since I have a completed save, will the same hang happen if I clear his attraction again on my completed save? Lets find out.

Edit: Hmm... As it seems, if you try to go to a new area (in any way) Dolphin either crashes, or freezes in a early part of loading, I'll do more tests later.


Can you please upload your save file for me? Hopefully it is USA version NTSC? And instructions of how to cause the crash. I am looking at this game at the moment and there are a few things wrong, so I need to reproduce as quickly as possible. Also let me know if you were using jitil or jit at the time. Thanks.

http://dl.dropbox.com/u/15751634/data.bin

That's the file. (I uploaded it to dropbox) And yes USA NTSC. This is the save file straight from when I beat the game. (and extra mission, so everything is unlocked I think.)

As for steps to reproduce:
Way 1:
  1. From camera store, head out (SE area of minimap)
  2. Select yes (To go to Seasong Beach)
  3. Watch it freeze(JIT)/crash(JITIL) on loading
Way 2:
  1. From camera store, head to drifblim (S of camera shop)
  2. Select Seasong Beach. (To go to Seasong Beach)
  3. Watch it freeze(JIT)/crash(JITIL) on loading.

I haven't tested any other areas, but I believe it crashes on loading new areas. The strange part is that it does NOT crash/freeze upon going to Wish Park (the first time (Using JITIL), after tutorial). I'll have to test the other areas soon. I'll show my results here once I do.

Edit: I've tested going to other areas manually (Not using Drifblim) and they all crash, using JITIL. What intriuges me is now JIT won't work. I'm guessing it's because of my compy running too slow. Maybe these things are time-based? I'll try unchecking dual core and see if that fixes issues.
03-19-2012, 06:08 AM (This post was last modified: 03-19-2012, 07:04 AM by Parlane.)
#67
Parlane Offline
Developer
**********
Developers (Some Administrators and Super Moderators)
Posts: 147
Threads: 1
Joined: Jan 2012
(03-13-2012, 02:02 PM)Nerketur Wrote:
(03-13-2012, 05:32 AM)Parlane Wrote:
(03-12-2012, 02:33 PM)Nerketur Wrote:
(03-12-2012, 10:41 AM)RupeeClock Wrote: Probably unrelated to Poképark itself but framerate seems to have improved drastically for me after I updated my ATI Catalyst Control Centre + Drivers.

As for sharing a save file, it's actually a 16mb save for some reason.
I play to give the game a quick playthrough for bug testing and see how things go anyway.

Framerate improved somewhat for me too. Dolphin seems not to crash as much, too.

And 16 megabytes? Mine is only about 14.4 MB, exported from Dolphin. Then again, that's with a completed save (From my SD card from playing PP2 on a real Wii) and a new one I made purely for Dolphin. (Out of the two slots per save-file)

In any case... I'm just glad Dolphin works at all. =) Now... to test a theory of mine. Since I have a completed save, will the same hang happen if I clear his attraction again on my completed save? Lets find out.

Edit: Hmm... As it seems, if you try to go to a new area (in any way) Dolphin either crashes, or freezes in a early part of loading, I'll do more tests later.


Can you please upload your save file for me? Hopefully it is USA version NTSC? And instructions of how to cause the crash. I am looking at this game at the moment and there are a few things wrong, so I need to reproduce as quickly as possible. Also let me know if you were using jitil or jit at the time. Thanks.

http://dl.dropbox.com/u/15751634/data.bin

That's the file. (I uploaded it to dropbox) And yes USA NTSC. This is the save file straight from when I beat the game. (and extra mission, so everything is unlocked I think.)

As for steps to reproduce:
Way 1:
  1. From camera store, head out (SE area of minimap)
  2. Select yes (To go to Seasong Beach)
  3. Watch it freeze(JIT)/crash(JITIL) on loading
Way 2:
  1. From camera store, head to drifblim (S of camera shop)
  2. Select Seasong Beach. (To go to Seasong Beach)
  3. Watch it freeze(JIT)/crash(JITIL) on loading.

I haven't tested any other areas, but I believe it crashes on loading new areas. The strange part is that it does NOT crash/freeze upon going to Wish Park (the first time (Using JITIL), after tutorial). I'll have to test the other areas soon. I'll show my results here once I do.

Edit: I've tested going to other areas manually (Not using Drifblim) and they all crash, using JITIL. What intriuges me is now JIT won't work. I'm guessing it's because of my compy running too slow. Maybe these things are time-based? I'll try unchecking dual core and see if that fixes issues.

Thanks for that save, it turns out that with our IOS hle implementation we were using file FDs starting with 33, in the latest wii sdk it looks like they do some strncpy's to an array based on the file fd. That array is 0x20 (32) big, and our file fds were 33+ so we had strncpy(&array[33], "/tmp/Pokemon/blah", 60); which meant we were causing overwriting of any data past the array.
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03-19-2012, 09:52 AM
#68
RupeeClock Offline
Dolphin Enthusiast
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Posts: 445
Threads: 9
Joined: Dec 2009
I thought it'd be worth posting, I've since cleared a game of Poképark Wii from start to finish.
Game is 100% playable, there are only two things to be concerned with.

If you use JIT, NPCs may jump around at random which is annoying, but you'll be able to take snapshots in-game. You need to take at least one to be able to progress the story.
If you use JITIL, NPCs won't jump around, but snapshots will crash the game, meaning you need to use JIT at least once to move the game forward.

I only experienced one random crash throughout the whole game, and it was probably tied to the large number of snapshots I had just taken in succession.
Areas tend to experience slow-down as more pokémon come to visit one of the park's areas. The Beach zone is probably the slowest area once it starts getting full.

There tend to be some sound issues after finishing a skill game with another pokémon. The regular zone music resumes, but the skill-game music sort of continues for a couple of seconds and sounds very loud and grainy. On rare occasion, the music might get stuck and repeat on the same few seconds.
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03-19-2012, 05:12 PM
#69
trapikachu Offline
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Posts: 7
Threads: 1
Joined: Mar 2012
I'm glad to hear some news after all this time. I was starting to lose some hope.

I hope this new brief of events leads to a fix for pokepark 2 ^^
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03-20-2012, 12:39 AM
#70
RupeeClock Offline
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Posts: 445
Threads: 9
Joined: Dec 2009
(03-19-2012, 05:12 PM)trapikachu Wrote: I'm glad to hear some news after all this time. I was starting to lose some hope.

I hope this new brief of events leads to a fix for pokepark 2 ^^

I think Parlane commit something to the main branch a while ago that was supposed to fix up Poképark 2.

I'm gonna grab the game on Friday hopefully, then I'll be able to test it, the EU release specifically.
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