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Full Version: [Wii] Monster Hunter Tri
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DAOWAce

(10-21-2013, 11:22 PM)DAOWAce Wrote: [ -> ]That is really unfortunate.

That moment when your account gets purged due to inactivity despite having old posts.

I mean, I guess it has been nearly 4 years, but still..

Suppose it wouldn't hurt to ask if anyone's gotten a 60FPS hack working for the game since my post in 2013?
I tried to get one, but no. No 60fps hack
What settings should I use? The game runs at a constant 30 fps but the screen flickers and the sound switches between normal and low.
People just want a bloom OFF code right? If this doesn't apply correctly as AR, then use it as a Gecko code.

$Bloom Off NTSC
04056F24 4E800020

monotony

(02-03-2018, 04:48 PM)One More Try Wrote: [ -> ]People just want a bloom OFF code right? If this doesn't apply correctly as AR, then use it as a Gecko code.

$Bloom Off
04056F24 4E800020

doesn't work, neither as patch, AR or gecko.

PAL version. i really need to get rid of that bloom. Sad


EDIT: works as AR code with the NTSC version RMHE08. many thanks.

EDIT2: fucks up the backdrop when tutorial messages are displayed, buit it's not a huge issue.
Thanks for the report. There are some methods for making universal codes, but I feel like I'd still need to look at the PAL code to make one, which I don't have.

Sol33t303

This is my first time using Dolphin (and almost emulators in general, I have used PCSX2 before though). I'm trying to play Monster Hunter Tri but performance is horrible, i'm getting around 15 fps in the intro (I haven't been able to test gameplay yet because i'm still waiting to get a controller, but I would presume fps would be worse). What settings should I use? I have great specs so it should be able to handle it. I already have Skip EFB Access from CPU turned on but there was only a slight difference. I am using Ishiiruka but I wouldn't imagine that would make such a dramatic impact and I'm using a .wbfs file which I read does decrease fps but it is difficult to turn it into an iso on Linux. I have tried OpenGL and Vulkun but no difference.
(02-16-2018, 05:04 PM)Sol33t303 Wrote: [ -> ]I am using Ishiiruka but I wouldn't imagine that would make such a dramatic impact

If you only have tested it in Ishiiruka, please ask in the Ishiiruka thread instead of here.

(02-16-2018, 05:04 PM)Sol33t303 Wrote: [ -> ]and I'm using a .wbfs file which I read does decrease fps but it is difficult to turn it into an iso on Linux.

WFBS doesn't decrease the performance by any measurable amount.

TheRaven81

(03-23-2013, 04:22 AM)MCMXCIX Wrote: [ -> ]I got it to work after LordVador helped me. I wasn't able (or at least didn't try) to get it all on the classic controller, but if you set the Wiimote to default, then change all of your classic controller inputs back, you can use the mouse to register. Go to Hunter Notes, hold the RMB, hover the mouse over the monster, hold the LMB, and drag to the book in the bottom right. It is possible to have all of the required inputs registered to the classic controller, but then some inputs would have to overlap.

I realize this is ages old now - but I still can't get this working. I use a PS3 controller, and it runs through XInput(to emulate a XB 360 controller). But you can't get XInput AND Keyboard/Mouse. KB/Mouse is set to look for DInput, and I can't get that with my controller, so I'm confused. The only way I'm able to do this is to have the game in a window, with the controller configurations open beside it. With the config's Device dropdown set to "XInput/0/Gamepad", I can use the controller to go to the Hunter Notes, then switch the dropdown to "DInput/0/Keyboard Mouse", and then I can use RMB, hover the mouse over the monster, hold LMB, and drag to the book in the bottom right. Then switch back to "XInput/0/Gamepad" to continue playing. 

I've tried switching my controller over to being a DInput device and pressing "Refresh" to make sure it re-detects the controller, and after doing so, in the drop down I'll get "DInput/0/Keyboard Mouse" and "DInput/0/MotioninJoy Virtual Game Controller". But then when I try to set/configure the controls for the Classic Controller attachment, the configuration will not detect the button presses on the controller unless it's set to "DInput/0/MotioninJoy Virtual Game Controller" The computer detects them fine though, I can see it does in the control panel test. So either way I do this, I can't use the mouse AND the controller at the same time in-game.

The only way around this I can think of is to just simply set it to "DInput/0/Keyboard Mouse", and use a keymapper to map the controller to Keyboard keys. Or just play without registering the monsters, I guess - I haven't played through the game far enough to know if this is really that important, if you have to do this to progress in any way shape or form. But I'd like to be able to do it, in the case I have to, without having to switch the detected input first.

Currently using the most recent build(downloaded today), version 5.0-6474 x64
You'll need to set up an advanced controller configuration:

First set up the controls so that they map to the XInput device. Once that is done, right click on the button which corresponds to the control that you want to map to your mouse. In the dialog box that pops up, change the device to DInput Keyboard/Mouse and set that control to the mouse button. Press Apply and OK. Repeat for the other mouse button. Now you'll find that both your PS3 controller as well as your mouse button works.
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