Here !!! This is config screen Wiimote and I just change A -> A, B -> Z. I use image file Tales of Symphonia - Dawn of the New World.wbfs .
[Wii] Tales of Symphonia: Dawn of the New World
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08-27-2013, 09:35 PM
Hey. So I wasn't sure if it was better to start my own thread about this or just hijack this one, so apologies if the former is preferred.
I'm trying to play Dawn of the New World on Dolphin but I'm experiencing some problems. Firstly, using the official 3.0 or 3.5, the emulation speed is perfect, no slow downs or anything in terms of graphics, but the sound effects during cut scenes run way too fast and are out of sync with what is actually occurring graphically, but this only occurs with sound effects (Footsteps, sword sounds.etc) and all the voices are in sync with the video. I've played around with the settings for weeks but I can't seem to fix the problem. I also tried using some of the development versions of Dolphin, namely 3.5 - 1935, but I also tried a range of builds from that to 1916. In doing this the problem I encountered with sound effects being too fast was fixed and they were in sync with the graphics, but in its place I'm experiencing lag and slow down which makes the game near enough unplayable. Does anybody know how to fix this? It seems I kind of need the two versions of dolphin that I'm using to sort of meet in the middle xD So that I get the normal speed of the stable versions but the normal sound effect speed of the development versions. Help is appreciated.
Your CPU is too weak.
In old versions you can't sync audio and video. The solution would be to use LLE but your system isn't powerful enough. Recent versions are much more demanding. That's why you got slowdowns
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
08-27-2013, 10:47 PM
What's the framelimit set to in config?
Set it to audio if it already isn't. 09-17-2013, 11:39 PM
I've been playing Dawn of the New World on Dolphin 3.5, and I've gotten through most of the game without any problems. Slowdowns are tolerable considering I was playing on my laptop (the specs I entered in my registration on these forums are those of my actual PC, though).
However, now that I'm getting close to the end of the game, I get to point where I can't progress: [possible spoiler]After I go to the Tower of Salvation for the first time, the cutscene with Lloyd and Yuan triggers. After that cutscene, the message "Emil obtained the title "Summon Spirit Ratatosk"." appears before a black background.[/possible spoiler] The problem is, the game seems to be stuck at that point - no matter which buttons I press, the message won't disappear, obviously leaving me unable to continue playing. It's not a freeze per se, as the FPS counter still fluctuates. It obviously isn't a general problem with the game itself, so it has to be some kind of conflict with Dolphin. I've tried Dolphin 3.5, 3.0, and one of the new developer versions (I don't remember exactly which one). I'll upload my game save file from right before you can enter the problematic area, as well as a quicksave file from a couple of seconds before the problem occurs. Hope one of you has an idea on how to fix this for me . Alternatively, if one of you can get through that scene without getting stuck, I'd appreciate it if you saved the game immediately and sent me the save file. http://www.mediafire.com/?6dcwddk22blr9b5 http://www.mediafire.com/?j9de1oqe1hlocb2
Interesting. I had the same thing happening to me on 3.5-2371 just a while ago. I then tried it with 3.5 and got past the scene.
Now, the only thing you have missed is the following message: Spoiler: Generally you don't share save states though. As for the save game you sent; a better way is to export it by using the built-in functionality of Dolphin by right-clicking the game in Dolphin and clicking on Export Wii save (Experimental). To import them again, go to Tools -> Wii Save Import and import the .bin file. You can download the save past the black screen here. Import it by following the steps above. Edit: I found out what the problem was. Your Wiimote simply gets disconnected if you leave it idle for too long. You can press ALT + F5, or go to Tools -> Connect Wiimote 1 to connect the first Wiimote and you should be able to get past the scene. 09-18-2013, 08:39 PM
Awesome - thanks for the quick response . I'll keep your pointers in mind if I have to share a savegame again at some point.
The idle thing is something I never would've guessed; I suppose that comes with the territory of being primarily a PC gamer who doesn't have to deal with battery-powered controllers . 09-22-2013, 05:55 PM
Hello,
I'm currently trying to config my gamepad, so that it resembles wiimote+nunchuck. It's also working decent so far, but there's still an issue, regarding the ingame cursor. I've mapped the ingame cursor to my right stick (using PS3 controller with MotioninJoy). When moving the ingame cusor with the stick, it always drops back to the center of the screen. Is there a way to disable this, so that it works like a regular mouse cusor, wihtout dropping back to the center? Another point... Is it possible to hide the ingame cursor, without holding a button for it, all the time? Like... pushing the button = cursor visible, pushing button again = cursor invisible. I just started the game, so I do not know about the importance of the ingame cursor yet, but I'd like to solve this, before starting the game. Thank you in advance. 09-22-2013, 07:30 PM
Hi Gaia,
Unfortunately mapping the cursor to your right-stick will cause that to happen. Best is to just map the cursor to your mouse. Right-click the button next to Up, Down, Left and Right and search for Cursor X-, etc in the list. You should map it like the following: Up: Cursor Y- Down: Cursor Y+ Left: Cursor X- Right Cursor X+ As for hiding it, you can simply move it off screen for now. You'll have to use the cursor in some parts of the game, so it's not very important. 10-05-2013, 10:14 AM
I'm having problems with the Garuda scene. I played up to the point with the emulated wiimote and all default controller settings and didn't have a problem. But there I couldn't get the swing to register at all. So, I googled a bit and came up with several suggestions, but none of them even budged the meter. I've tried: shake (x,y,z as default, just x, and just y), swing left/right, tilt left/right, swing and tilt left/right, the three previous holding back to theoretically point the wiimote up, and all previous with upright wiimote. Seems people don't have a problem using a real wiimote, but I don't have bluetooth. So, I thought I'd try the UDP wiimote with an Android phone. The swing on there seems to work in general, but the ir cursor keeps recentering to the middle of the screen (I might be able to fix that with some tinkering, but that's probably unrelated to this issue). But even with that set up and frantically waving the phone, the meter at the Garuda still doesn't budge. Am I missing something obvious or might there be a bug? All this has been done on a self-compiled build of 4.0-125.
Thanks in advance, Steel01 |
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