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[Wii] New Super Mario Bros. Wii
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[Wii] New Super Mario Bros. Wii
12-02-2009, 11:42 AM
#31
ARtex
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(12-02-2009, 11:36 AM)Apostacious Wrote:
(12-02-2009, 11:34 AM)ARtex Wrote: How do you get passed the 4-X airship? Instead of using the propeller blocks to float up, they are just thrown instead? I tried wall jumping but it seems pretty near impossible!

Bounce jump off the wall Smile Also, when you grab a propeller block don't let go of the 1 button

Tried that! It worked in the earlier levels, but not this one. It seems even holding the one button has no effect?
12-02-2009, 11:47 AM
#32
sok98 Offline
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guys how is everyone getting past the player select screen??
Windows 7 x86
Intel Pentium Core 2 Duo 2.13GHz
2GB DDR2 RAM
Nvidia Geforce 7900 GS
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12-02-2009, 11:54 AM
#33
Rodrix Offline
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(12-02-2009, 11:47 AM)sok98 Wrote: guys how is everyone getting past the player select screen??

Download newest revisions svn 4634 is the latest Orleans builds are verys fast updates check for his builds.
(Sorry for my english)
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12-02-2009, 12:04 PM
#34
sok98 Offline
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(12-02-2009, 11:54 AM)Rodrix Wrote:
(12-02-2009, 11:47 AM)sok98 Wrote: guys how is everyone getting past the player select screen??

Download newest revisions svn 4634 is the latest Orleans builds are verys fast updates check for his builds.
(Sorry for my english)

im using r4633 right now but ill try the new one... is it because im on ntsc? or because i use d39 plugin? anything??
Windows 7 x86
Intel Pentium Core 2 Duo 2.13GHz
2GB DDR2 RAM
Nvidia Geforce 7900 GS
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12-02-2009, 12:39 PM (This post was last modified: 12-02-2009, 12:47 PM by Boxhead.)
#35
Boxhead Offline
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*NO WIIMOTE SYNC ISSUES* r4633 x64 on windows 7 using keyboard, and I mean NO issues at all with it!!! (PAL)

Dual core and idle skipping on, panic handlers off, frame limiter off with watchdog at 60, use eurg860 pal6 mode, 16:9 for both wii and graphics setting, 2x resolution, crop, 1920x1080, vsync on, render to main window on, autoscale on, analias and anisotropic at minimum (higher if youre system can), Copy EF8 to GL texture hack on, use safe texture cache on, HLE sound plugin with just the HLE on and DSsound for the backend. Of course I had to put the two files in from the gamecube emulator as always. Now everything is near perfect, full 60 FPS and very few graphic glitches. Looks much better than when I play it on the wii. I've played for a few hours now and no issues at all like when I tried the same on r4630.
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12-02-2009, 12:45 PM (This post was last modified: 12-02-2009, 01:12 PM by sok98.)
#36
sok98 Offline
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(12-02-2009, 12:39 PM)Boxhead Wrote: Dual core and idle skipping on, panic handlers off, frame limiter off with watchdog at 60, use eurg860 pal6 mode, 16:9 for both wii and graphics setting, 2x resolution, crop, 1920x1080, vsync on, render to main window on, autoscale on, analias and anisotropic at minimum (higher if youre system can), Copy EF8 to GL texture hack on, use safe texture cache on, HLE sound plugin with just the HLE on and DSsound for the backend. Of course I had to put the two files in from the gamecube emulator as always. Now everything is near perfect, full 60 FPS and very few graphic glitches. Looks much better than when I play it on the wii.

Trying this now. I didnt have PAL mode on... lets see.

EDIT: works! i had my dsp on "null sound" which was the prob... but also im getting weird textures on the characters in dx9... look at marios shirt and turtles.
[Image: jv6txd.png]
Windows 7 x86
Intel Pentium Core 2 Duo 2.13GHz
2GB DDR2 RAM
Nvidia Geforce 7900 GS
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12-02-2009, 12:58 PM (This post was last modified: 12-02-2009, 01:28 PM by Boxhead.)
#37
Boxhead Offline
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It is a pal disc too, I'm a old time nintendo fan so I got it overseas since it was released earlier, might not work with ntsc. Try just using the keyboard with the first person shooter layout for movement and the number pad for the 1,2,shake,pause functions. w for up, s for down, a for left, and d for right = universal first person movement lol. I still have yet to set the tilt for the moving platforms, haven't done that yet. There is no issue holding stuff that I see so far while using num3 for the spin/shake. I'm very picky about graphics and sound in my games and so far these guys rock that have been working on this. I don't believe I've seen games emulated so quickly before...

Edit: Even if their is some strange textures it still looks to be going well for you now. Try it with the keyboard and with the above settings, it's easy and works great with it. I'm doing this at 60fps on a little SG33G5 shuttle (9600GT card, q6600 quad core, 4GB DDR2 ram) lol. This game is very undemanding compared to pc games, especially considering it's emulated.
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12-02-2009, 01:30 PM
#38
MarioMadness
Unregistered
 
NTSC Version is Perfect!! Only thing that seems to be a problem sometimes is it freezes when toad gets kidnapped, But I Still got passed them with save states and LLE. (Now im at the 8th world)
Keep Up the Good work, Cant wait to see this game to be perfect
12-02-2009, 04:55 PM (This post was last modified: 12-02-2009, 05:38 PM by wingzrow.)
#39
wingzrow Offline
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I've got it running at good speeds almost always 60FPS, but for some reason the same problem as sok98. It seems like the koopas and some other enemies are maybe missing their outlines? In addition there's three other minor problems.

1: I'm missing some sound effects, they appear but sound distorted like the effect when you get a mushroom.
2: when entering the main over world from beating a level the whole screen goes white. I can fix it by pressing start but it's a pain.
3: enemies dance to the music but they seem out of sync.
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12-02-2009, 07:21 PM
#40
Boxhead Offline
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I tried a logitech dual action and no problems. It wouldn't work unless I set the pitch/roll to a analog stick rather than r/l buttons. I tried out progressive scan and it does make it look funky.
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