Dolphin, the GameCube and Wii emulator - Forums

Full Version: [Wii] Little King's Story
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I don't know, I'd like to find out as well. It's one of my favorite Wii games. I'd love to play it again in 1080p.
I bought the game today to try it out (PAL version). So far, I can get it started, but as soon as the game zooms in to the house after the intro, it freezes. Not sure what to do from here.

edit: I changed it to JITIL and now it's inside the house.

edit2: it froze after I walked outside and the cow moo'd.
I tried again with the latest version of dolphin but it still froze. Some notes:

XFB is needed to stop the flickering, for all plugins. Since DX11 doesn't have that option, it probably (my card isn't dx11) wont work.

Whenever the cow "moo" sound is heard either during the intro screen or after you exit your castle and wait, the game will freeze - every time.

Also, when I untick all of the boxes in DSP the audio in the FMV's still have sound and work? I tried doing this in SSBB and when "HLE Audio" was unticked, the FMV's would instead freeze until it was re-ticked. Is it something to do with the sound plug-in that this game doesn't like?
I don't know really know what I'm doing, but I did some more testing with the sound. I opened the iso and replaced the intro music (ironically name M00) with a different music file. Now, when the title screen is meant to load it just freezes as it has been. I also swapped a different music file to test if this should work, and it played fine. Hopefully this extra information will help in some way if anyone is debugging this problem.

It's a real shame, cause the game looks pretty and runs super well, so if the crashes were fixed this would be a "perfect" game.

ttester

is a patch for this game available now?
I've been trying it out almost every update and the freezes still appear. I'm suspicious that it's related to SMG2 Grand star bug so I've been holding out for that since it's more of a mainstream issue, but I also think it may have nothing to do with the DSP.

A few new things I've found:

The same bug happens with LLE. When the cow moo's during the intro it still freezes. People keep saying that the LLE emulates the DSP more accurately, so if it fails with LLE then shouldn't that mean the freeze has nothing to do with the DSP?

It probably has something to do with the core. If you turn off Idle skipping, the "moo" during the intro happens a lot faster. That might be a coincidence, but is still relevant.

In my opinion, that bug happens because of some sort of syncing. Basically, after the freeze, if you watch the assembly code for the game, it gets stuck in a continual loop of checking something, so whatever it's waiting for doesn't occur. I'd try and step through Dolphin's code trying to find where it trips over, but my programming skills aren't the best so I don't know what I would be doing.
lol...evil cow!
Hm, I don't think this is related to the SMG2-issue...however, you could just try to disable the audio options in the HLE plugin and see if you get past the point without a freeze.
Yeah, I've tried it before and that works, but there's some wierd stuff that happens without the HLE audio on. The first is that the FMV audio plays fine, but after the movie the title screen wont show until you enable HLE audio.

Then if you tick-untick the HLE audio the title will load and no matter how long you leave the the title screen going, it doesn't freeze and allows you to get into the game. When you retick the HLE Audio box all of the queued up ambient sound files play (including the "moo") and if you leave the audio ticked long enough for the "moo" sound to finish, the game will then lock up. Also, the title screen will behave differently (camera won't move, stuff doesnt load) if the HLE is off.

I think even with the HLE off, the freeze that occurs as you sometimes walk towards the town will still happen, again making me unsure if it's related to the DSP or the core. I haven't tested that in a while though.

Something I've noticed in log (not a debug build) is that large music files get called a number of times each. I have no idea how the plugins are programmed to handle this (or if this is even handled by the emulator or the game?) but it makes me think that this might also be caused by some sort of buffer issue.
wouldn't be the first game where larger music files have issues, so yeah, could be a buffer issue.
It's not totally strange that ingame stuff get's stuck if audio is disabled...some games wait for some audio event to happen to continue with something else.
i've unpacked most of all .brsar/.brstm sound files , converted to raw -> .wav with vgstream. the only "moo" was in Etc.brsar, strangely replacing this file doesn't kill the "moo" sound. need more research
LOL...that's one wicked cow you got there! xD

The idea is a good one, however. Maybe it's some very special format which the devs could further look into if they knew it.
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