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[Wii Ware - NTSC] Final Fantasy IV: The After Years
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[Wii Ware - NTSC] Final Fantasy IV: The After Years
05-21-2010, 08:52 AM
#11
Lady Otacon
Unregistered
 
(05-15-2010, 03:49 PM)sseraphim Wrote:
(05-15-2010, 06:29 AM)Lady Otacon Wrote: I have been having problem with playing FInal Fantasy IV the after years. On the world map and battle sequences are really slow. but in the menu screen it plays normally. Does anybody have any suggestions.

I've finished the entire game and it has worked flawlessly.

I have also found that by turning on vsync and disabling audio throttle/frameskip to off made the game run at 60 fps on the world and dungeon maps.

I am able to turn on the vsync, but I don't know where the audiothrottle/frameskip button is. Where is this button? I'm running on Dolphin 2.0.

It could be my computer. The speficiations are

AMD Athlon 2850e processor
Nvidia GeForce 6150se Intergrated
320 GB HDD
2 GB DDR2 memory
07-03-2010, 01:55 PM
#12
Kad
Unregistered
 
I'm having a very minor issue when playing this game.
Any alterations to sprite colors aren't showing up. When a sprite is hit with haste, slow, protect, shell, et cetera, the colored 'aura' that indicates the effect isn't showing up. Or when an enemy attacks, they don't do their little "flash". Also, when certain sprites fade in or out, they don't really fade, they just remain in their original color. A good example is when a summon is cast, the sprite for the summon remains pure white the whole time instead of fading to it's proper colors.
This does not affect when one sprite is switched for a pallete-swap of the same sprite.

Is anyone else having this problem? Is this just something inherant to the Emulator or the Rom that cannot be fixed, or is there a setting somewhere that I can adjust to correct this? It's a minor issue that doesn't really affect the game play, but a bit of an irritation nonetheless.
07-08-2010, 07:14 AM
#13
Wyrick
Unregistered
 
(07-03-2010, 01:55 PM)Kad Wrote: I'm having a very minor issue when playing this game.
Any alterations to sprite colors aren't showing up. When a sprite is hit with haste, slow, protect, shell, et cetera, the colored 'aura' that indicates the effect isn't showing up. Or when an enemy attacks, they don't do their little "flash". Also, when certain sprites fade in or out, they don't really fade, they just remain in their original color. A good example is when a summon is cast, the sprite for the summon remains pure white the whole time instead of fading to it's proper colors.
This does not affect when one sprite is switched for a pallete-swap of the same sprite.

Is anyone else having this problem? Is this just something inherant to the Emulator or the Rom that cannot be fixed, or is there a setting somewhere that I can adjust to correct this? It's a minor issue that doesn't really affect the game play, but a bit of an irritation nonetheless.

Go into your graphics plugin and check "Enable Safe Texture Cache". That should fix it Big Grin
07-10-2010, 06:50 AM
#14
Kad
Unregistered
 
(07-08-2010, 07:14 AM)Wyrick Wrote:
(07-03-2010, 01:55 PM)Kad Wrote: I'm having a very minor issue when playing this game.
Any alterations to sprite colors aren't showing up. When a sprite is hit with haste, slow, protect, shell, et cetera, the colored 'aura' that indicates the effect isn't showing up. Or when an enemy attacks, they don't do their little "flash". Also, when certain sprites fade in or out, they don't really fade, they just remain in their original color. A good example is when a summon is cast, the sprite for the summon remains pure white the whole time instead of fading to it's proper colors.
This does not affect when one sprite is switched for a pallete-swap of the same sprite.

Is anyone else having this problem? Is this just something inherant to the Emulator or the Rom that cannot be fixed, or is there a setting somewhere that I can adjust to correct this? It's a minor issue that doesn't really affect the game play, but a bit of an irritation nonetheless.

Go into your graphics plugin and check "Enable Safe Texture Cache". That should fix it Big Grin

That did it. I'm experiencing a little bit of slowdown, but it's negligible and it fixed the problem. Thank you very much for your help.
07-28-2010, 06:52 AM
#15
Shadowbr2
Unregistered
 
Hello everybody im a new member here and on this topic im here to ask... HELP can someone pass me the settings to play FFIV TAY on dolphin 2.0 plz i want graphics,emulation, configuration and all. its hard to find those on net.
just if necessary: window xp service pack 3, nvidia GeForce FX 5200 (indeed this one is old),CPU 2.53 GHz, 1 Gb RAM.
plz help want play this epic game.
07-29-2010, 02:53 AM
#16
Shadowbr2
Unregistered
 
Hello everybody im a new member here and on this topic im here to ask... HELP can someone pass me the settings to play FFIV TAY on dolphin 2.0 plz i want graphics,emulation, configuration and all. its hard to find those on net.
just if necessary: window xp service pack 3, nvidia GeForce FX 5200 (indeed this one is old),CPU 2.53 GHz, 1 Gb RAM.
plz help want play this epic game.
12-21-2010, 11:05 PM
#17
Ordlad Offline
Junior Member
**
Posts: 14
Threads: 3
Joined: Oct 2009
Well I cant use OpenGL for my laptop for some reason, and the other graphic plugin runs the game in a weird manner. Can this be helped?
Find
01-21-2011, 03:49 AM
#18
zolthorg
Unregistered
 
This game looks terrible when trying to render it to native resolution :???:
Here is my best attempt with direct3d; i've tried this at all three of the native resolutions for wiiware games
and this is 0x, 4x, and 9x antialiasing (the only option that seems to affect anythingl)
0x:
[Image: a4Gx0.png]

4x:
[Image: 3qYiA.png]

9x:
[Image: NZQXY.png]

---

then i shrink 4x by nearest neighbor
[Image: jJvQ6.png]

compare this to normal 1x rendering
[Image: MzN9p.png]

and upsize 4x that was shrunk to normal size again
[Image: dHOC6.png]

fixes most of the graphical glitches from the half-pixels
is this an issue with the rendering of the engine or something i can fix?
the game crawls along on opengl and looks similarly terrible/has the same
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