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Dolphin, the GameCube and Wii emulator - Forums › Game Support › Wii v
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[Wii] New Super Mario Bros. Wii
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[Wii] New Super Mario Bros. Wii
03-28-2014, 07:26 PM
#111
delroth Offline
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(03-28-2014, 06:52 PM)dissident Wrote:
(03-18-2014, 10:25 PM)BatJoe Wrote: This game is pretty much unplayable for me with my i7 3939k and 780 Ti with EFB-RAM (in order to get the accurate presentation). Huge audio lag/stuttering and general terrible performance, even in OpenGL with 4.0-1146-x64.

Smooth for me on my 2600K running at 4.3 with GTX 670.. also play 'newer super mario bros' which I got from a torrent. No problems, no stuttering, very nice picture, everything works. 4.0 runs games more smoothly with less audio stuttering and higher framerate than past releases for me.

Go re-read our forum rules.
Pierre "delroth" Bourdon - @delroth_ - Blog

<@neobrain> that looks sophisticated enough to not be a totally dumb thing to do
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04-01-2014, 02:05 AM
#112
gdfsgdfg Offline
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I'd like to try out netplay! anyone up for it?
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04-01-2014, 05:43 PM
#113
AboodxD
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Shocked 
(11-22-2012, 10:53 PM)alanlcarlos Wrote: Someone did work on Dolphin?

When renaming files and make substitutions with WiiScrubber not work, black screen. Can not load the tiltle sets.

If you are talking about NSMB. U titlesets on Dolphin

I'm making a tutorial on how to run titlesets without Riivolution (works with Dolphin too)

also I will make a remake for the first level from New Super Mario Bros. U

If that's not what you are searching for, will I'm sorry Sad
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04-14-2014, 06:44 AM
#114
TurboK Offline
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I just wanted to add this on game specific thread (originally on Support, https://forums.dolphin-emu.org/Thread-graphic-glitches-on-d3d-backend-on-intel-hd-4600-since-dolphin-version-4-0-1288 ) so it's found more easily later, and because the issue involves mostly NSMB.

As of Dolphin revision 4.0-1288, Intel HD graphics (4000 and 4600 verified, at least) on D3D backend (OpenGL works) will produce various small pixelsize glitches on some objects and ground texture. It can be easily spotted in Birthday / Kidnapping -scene in the beginning of the game, but is present throughout the game.
These glitches can not be reproduced on NVIDIA or AMD GPU as far as I know. None of the settings in Dolphin fixes this (except for the backend itself, of course).

Latest Intel HD drivers are at the time of this post 3/11/2014 / 15.33.18.64.3496 .
Latest Dolphin version is 4.0-1388 .

Feel free to reply, if / when you notice that the issue has been solved (either with later revisions or driver updates). I'll try to remember to do it, too.
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01-22-2015, 07:34 AM
#115
StripTheSoul Offline
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So, for a second there I hoped this would make the coins look right even with EFB2Texture: https://github.com/dolphin-emu/dolphin/pull/1916
Seems I was wrong -_-
Is mimimi on to something there, though?
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
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01-22-2015, 07:49 AM
#116
mimimi Offline
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(01-22-2015, 07:34 AM)StripTheSoul Wrote: So, for a second there I hoped this would make the coins look right even with EFB2Texture: https://github.com/dolphin-emu/dolphin/pull/1916
Seems I was wrong -_-
Is mimimi on to something there, though?

Right now i can only write a hack that makes it run faster, while still properly displaying the spinning coins. But this hack is nowhere near anything that could actually be merged into master. It's basically the same as i posted in the last story thread, but with the characteristics of the coins instead of the clothes.

I'm looking into that, and this is one of the things i really want to improve. Also, i didn't have any luck yet in getting those coins upscaled. The mini map in twilight princess is upscaled now, when using efb2tex(!), but it's in grayscales.

Info for developers: The texture containing the coins seems be moved and also maybe changed after doing the efb to ram copy. This makes the texture cache fail for the coins, which results in the texture being rebuild with the data from ram, which makes it low resolution(1xIR). When using efb2tex, the texture is never updated, the texture cache fails, and the texture is texture is rebuild using the original data from ram. Well, that's how i understand it, i might be wrong, a lot of guessing is involed instead of knowing.
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01-22-2015, 08:01 AM
#117
StripTheSoul Offline
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Heya, thanks for answering!
What I always found strange was that those red coins (which look exactly the same only in red) are rendered perfectly, even with EFB2Texture. Maybe they are a clue to some kind of bug that's happening here...?
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
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01-22-2015, 08:07 AM
#118
mimimi Offline
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(01-22-2015, 08:01 AM)StripTheSoul Wrote: Heya, thanks for answering!
What I always found strange was that those red coins (which look exactly the same only in red) are rendered perfectly, even with EFB2Texture. Maybe they are a clue to some kind of bug that's happening here...?

It's even worse. The coins you get when killing enemies with fire, those are the same as the static ones, but they are working perfectly.
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01-22-2015, 08:13 AM
#119
StripTheSoul Offline
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Right! They're mocking us! Those bastards!
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
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01-29-2015, 11:00 PM
#120
ppmeis Offline
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Tested with latest available build. Using EFB2RAM is showing all coins without slowdowns! But coins are scaled a 1x IR as @mimimi commented above. I have a question, There's a Speed hack available in Patches options for this game. What does it do? It would be fine to have an explain of how this patch works.

Thanks for your intensive job developers!!!!
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