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[Wii] Tatsunoko vs. Capcom: Ultimate All-Stars
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[Wii] Tatsunoko vs. Capcom: Ultimate All-Stars
08-03-2010, 02:46 PM (This post was last modified: 08-07-2010, 03:04 AM by ICAC123.)
#111
ICAC123 Offline
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(01-27-2010, 07:27 AM)jedikevin20 Wrote: So open gl is slower on the american version? I know the ntsc-j version runs fullspeed in open gl and you can stop the first hit stutter by disabling material lighting and get rid of any black artifacts by checking destination alpha pass. How does those open gl settings stack up to the ntsc version? Why do you have lock thread to cores enabled?

Is there a way to get rid of the black artifacts and the stutter with the directx9 plugin?

And why is the pal version locked at 50fps? Forced Pal 60hz is activated.
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11-11-2010, 01:06 PM
#112
himuradrew
Unregistered
 
Hi guys!

Just recently started using Dolphin. It's a great piece of software, allowing me to play Muramasa (which is the only game I ever considered buying a Wii for).

Anyways, a friend of mine had a copy of Tatsunoko vs Capcom and I figured I'd try it out. Seemed to play fine aside from the minor stuttering once special attacks and super moves were executed. But the game was playable (already beaten arcade mode twice).

Thing is, when ever I select Hurricane Polymar, the screen gets all messed up - the whole screen turns flickering grey but you can still control characters and the match just goes on, but you just can't see a thing.

I've tried using Dolphin builds 6364, 6367 and 6372 which I downloaded here.

Using the 64-bit version with the following settings:

1280x720 (makes no difference whether windowed or fullscreen)
DX11 plugin (DX9 gives me a shaking screen)
16x anisotrophy
Enable CPU->EFB On
Dual-core On
Enable Idle Skipping On
Enable Pixel Lighting On
Safe Texture Cache Off
OpenCL Off
Vsync On
Disable Fog Off

I'll try and post a screenshot later if I can. If anyone has any idea, please help. Thanks!

Oh, system specs:

Core i7-720QM
Mobility Radeon HD5870 (Catalyst 10.6 - works best for me)
8 gigs of RAM
Windows 7 x64

I've only tried 2 games so far - Muramasa and Tatsunoko (planning to try GC versions of REmake and Zelda: TP hopefully). Muramasa works perfectly, only TvC isn't working as well. Thanks again.

Edit: Added Screenshot

[Image: STKE08-1.png]
11-13-2010, 12:54 PM
#113
himuradrew
Unregistered
 
Ok, thanks to someone from the other forum, found out that this only happens with the DX11 plugin. Problem goes away when using DX9.

11-21-2010, 03:06 AM
#114
inteGReddy Offline
Somewhat Useful Senior Member
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Posts: 421
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(06-29-2010, 07:26 PM)brnz Wrote: Hi there, I have a question.
When using OpenCL, theres no more hang ups, but models have messed colors, is that happening to everyone?

[Image: eamhop.jpg]

thx.

Yeah, my colors are like this too. Tried a multitude of settings and it def is an issue get only in OCL builds.
[Image: 53r3k4.png]
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12-12-2010, 11:52 AM
#115
d3stroyah Offline
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Posts: 24
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Joined: Dec 2010
hello everyone, this is my first reply here. I never thought even possible wii emulation..as it seems i was so far from reality. This emulator is a great piece of software, i can run tatsunoko smooth as silk 50 / 60 fps @1080p. I only changed the resolution, everything else is at default settings, opengl too. If i'll be able to play smash bros decently i'll grant you access to paradise Big Grin

My hardware:
E6300 dual core @ 3ghz
2gb ddr2
GTX4601gb
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12-12-2010, 11:55 AM
#116
pokekil Offline
Junior Member
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Posts: 33
Threads: 4
Joined: Oct 2010
also got that color change. did happen before with ocl builds. it only started after i switched to an ati video card. i get around 30-40 fps on latest sse3 optimized revisions.

(11-21-2010, 03:06 AM)inteGReddy Wrote:
(06-29-2010, 07:26 PM)brnz Wrote: Hi there, I have a question.
When using OpenCL, theres no more hang ups, but models have messed colors, is that happening to everyone?

[Image: eamhop.jpg]

thx.

Yeah, my colors are like this too. Tried a multitude of settings and it def is an issue get only in OCL builds.

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12-12-2010, 11:56 AM
#117
StripTheSoul Offline
YouKittenMe?
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Posts: 4,639
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Joined: Oct 2009
hm? do those colors not disappear when you disable OpenCL?
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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01-16-2011, 12:40 AM
#118
Pistacchio
Unregistered
 
Hello boys, I have a problem.
When I load the game, it always returns the error "There is no Save Data".
I did a lot of settings, but never....
Please help me. Thanks.
02-16-2011, 06:43 PM
#119
kidaware Offline
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Posts: 11
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wow. r7170 x64 build does this game well (near perfection). i can play in full screen with anisotropic and anti-aliasing max using dx11 with opencl enabled. no color problems like with earlier builds when you have opencl turned on. Big Grin

amd 1090t @3.2 ghz stock speed
amd hd 5850 2gb
w7 x64 os
8 gb ram
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02-16-2011, 11:56 PM
#120
inteGReddy Offline
Somewhat Useful Senior Member
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Posts: 421
Threads: 11
Joined: Jun 2010
(02-16-2011, 06:43 PM)kidaware Wrote: wow. r7170 x64 build does this game well (near perfection). i can play in full screen with anisotropic and anti-aliasing max using dx11 with opencl enabled. no color problems like with earlier builds when you have opencl turned on. Big Grin

yeah it works now but, there is still a stuttering issue. its okay in single player but it is game ruining with multiple players.


[Image: 53r3k4.png]
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