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Ace2020boyd

Im trying to find a way to get this game running smoothly. Ive tried other games like AC:city folk and game runs perfect when with AA cranked up.

Running
Wins 7 64bit
amd phenom ii x6 1100t
8Gb DDR3 1600
8800GT
Dolphin r7617

Now ive tried every setting When ever i use Direct3D9 is get those bars but using OpenGL they go away. And the Framerate is playable about 20-23FPS but in some random areas i can get 30-33frames.
Overclock your CPU, this can increase your framrate.
Yep. Strong CPU is a must have if you want to emulate new consoles.
What settings do I need to play this game with the latest revision? Except for JITIL and Texture Cache, none of the settings listed earlier in this thread even exist.

Except with OGL, the startup screen is just gray, and even with OGL, the game locks up on the screen right after- as just a black screen with dx9/11, and a picture of Mickey with OGL. At that point, the status line says "JIT64IL DC| FPS: 0 - VPS: 48 - SPEED: 95%"
(06-11-2012, 02:11 PM)NaturalViolence Wrote: [ -> ]http://wiki.dolphin-emu.org/index.php?title=Epic_Mickey

That's the first place I looked. Those settings don't work. Or at least, those settings are what got me to the picture of Mickey before the game hanged.

Also, the "Texture Accuracy" should be changed from "Normal" to "Safe". I didn't know what it meant at first, because there's only three settings; Safe, Fast, and in-the-middle.
In the middle is normal. Safe is not needed and will produce unnecessary slowdowns.
(06-12-2012, 03:26 AM)NaturalViolence Wrote: [ -> ]In the middle is normal. Safe is not needed and will produce unnecessary slowdowns.

Ah, I see. I tried it in the middle, with JITIL and Texture Filtering off. I'm still unable to get past the Mickey screen.
Im quoting skidau here:

"Turning on Accurate VBeam emulation fixes this issue."

That's what he wrote on Issue 5398. Though the guy that created the issue said it was fixed by using the JITIL Recompiler. Also x64 versions of Dolphin seem to have problems with this game, so maybe try a 32bit one.

Why do you even need the latest revision if others work fine?
(06-13-2012, 12:09 AM)dEnigma Wrote: [ -> ]Im quoting skidau here:

"Turning on Accurate VBeam emulation fixes this issue."

That's what he wrote on Issue 5398. Though the guy that created the issue said it was fixed by using the JITIL Recompiler. Also x64 versions of Dolphin seem to have problems with this game, so maybe try a 32bit one.


None of that fixes the problem:
[Image: Epic%2520Mickey%2520-%2520config.png][Image: Epic%2520Mickey%2520-%2520general.png][Image: Epic%2520Mickey%2520-%2520enhance.png][Image: Epic%2520Mickey%2520-%2520hacks.png]
Using above settings:
64bit:[Image: Epic%2520Mickey.png]32bit:[Image: Epic%2520Mickey%252032-bit.png]
3.0 64bit:[Image: Epic%2520Mickey%2520-%25203.0.png]3.0 32bit:[Image: Epic%2520Mickey%2520-%25203.0%252032%2520bit.png]

(06-13-2012, 12:09 AM)dEnigma Wrote: [ -> ]Why do you even need the latest revision if others work fine?
1) Which others? If earlier revisions can play this game, when did the regression occur? 3.0 hangs at exactly the same place, as well, so I would assume the regression happened before 3.0. And since I need WiiMotion+ Remote and Toshiba BT stack support, I can't use anything 3.0 or earlier.

2) I only got Epic Mickey two days ago, so I have no experience of it working. Ever. With any revision I have tried, it hangs at the Mickey picture, regardless of the settings I have tried.
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