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Full Version: [GC] Skies of Arcadia Legends
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A Reasonable Man

I don't know if this is helpful or not, but I was doing some screwing around with the DC version of this game on NullDC and discovered that the red-green polygons beneath the characters can be forced on and off using NullDC's settings.

Of course, in NullDC the shadows normally appear correctly for the DC version, but the entire blob can be rendered as a transparent black or made invisible using the settings under Settings->PowerVR. The blobs themselves referred to as 'modifier volumes' by NullDC.

Again, I don't know if this would assist at all in finding a way to isolate or disable them in Dolphin (I'm sure many would be okay with no shadows instead of those giant blobs following everyone around), but I figured since I have been watching this thread I would let you guys know about it.
i just found this bit in the wiki's "Documentation" section - "Passing pixel coordinate values greater than 1278 or 1216 or less than 0 or 162 to texRECT() is allowed. If 0, 1278, or 1216 is exceded, the return value is the color of the closest existing pixel. However, if uv0[1] is less than 162, the color returned will be black.". Could that last bit be the reason for the texture mapping to all black? i wouldn't know how to test this - or what would be causing that value to return - but i thought it might be an interesting lead.
@Xana - Have you manually tried setting the projection hack as described in Mako's post on the previous page?

Fwiw I'm almost done with this game :3 Should beat it this week.
(01-04-2013, 09:44 AM)Mako Wrote: [ -> ]
(01-01-2013, 03:26 AM)makotech222 Wrote: [ -> ]I still can't get it to work on dx9 with projection hack either Tongue
makotech222, follow these steps to solve your issue.

Right click on the skies listing in your iso menu.
There click 'Custom Projection Hack' [color=#ff0000]Do Not Use the preset Skies option/hack it breaks the game[color=#000000].[/color][color=#000000]
Instead put in [/color][/color]zFar correction: 1.99998.
Done.

Hope this helps...
Hi Mako,

Can you provide some info on the issues seen when using the preset Skies hack? We should update the Wiki page if it's broken, but I'm not clear what's wrong with it.
Shonumi, my projection hack had already been set appropriately (and i think normally defaults to that), but i have pictures on the bottom of page 3 of what i'm talking about with directx11 mode. what Mako's referring to is that, under the projection hacks dropdown menu, there is a "skies of arcadia" preset that incorrectly sets zfar to .4 instead of 1.999998
(01-09-2013, 04:25 AM)Xana Wrote: [ -> ]Shonumi, my projection hack had already been set appropriately (and i think normally defaults to that), but i have pictures on the bottom of page 3 of what i'm talking about with directx11 mode.

Refer to rpglord's comment here. DX11 just might not be suitable for this game. DX9 or OGL didn't give you any trouble, correct? You'll probably be better off with them in the end.
doesn't mean i can't try and figure out the problem Tongue
(01-09-2013, 05:30 AM)Xana Wrote: [ -> ]doesn't mean i can't try and figure out the problem Tongue

When I said "might not be suitable," I was kind of hinting that it might not be solvable atm, at least not without going through Dolphin's code. If you're just wanting to play the game from start to finish, changing your graphics backend is the easiest solution Wink

Even if you did examine the code and fix it, there's no guarantee DX11 will run any faster than DX9 or OGL (it's usually in between the two for a majority of users in a number of games). You might spend more time fixing the issue than playing and enjoying the game (it's happened to me while working on other emus :p) Nothing's stopping you though.
Quote:Hi Mako,



Can you provide some info on the issues seen when using the preset Skies
hack? We should update the Wiki page if it's broken, but I'm not clear
what's wrong with it.
Sure, but someone else has beaten me to the punch. It incorrectly sets the zfar. As for the effects, depends on the backend. In DX9 and OpenGL it loads to a black screen, hence the many 'black screen' posts as for DX11 it makes the menus not visible or textures load a black color.

On my end I was able to churn up a bit more performance... but the fps are all over the place, way to wild to be playable. Any hints guys?
  • Backend: OpenGL
  • Resolution: 1920x1080 (Native)
  • Aspect Ratio: Force 16x9
  • V-Sync: On
  • Internal Resolution: 2x Native
  • AA: None
  • AF: 1x
  • Scaled EFB: On
  • Force Texture Filtering: On
  • Widescreen Hack: On
  • Per-Pixel Lighting: On
  • Skip EFB Access: On
  • Ignore format changes: On
  • EFB Copies: RAM with enabled cache.
  • External Frame Buffer: Disabled
  • OpenMP Decoder: On
  • DSP LLE (Recompiler)
  • DSP On Thead: On
  • Enable Dual Core Speedup: On
  • Enable Idle Skipping: On
  • Enable Frame Limit: Auto
  • JIT (Recompiler)
If you need any more info please let me know. Attached to my post is my log file. The sound is pretty laggy to I've tried disabling all the enhancements but I don't think this is GPU related (maybe it is) but I was under the impression that my specs would blow away this game...

Edit: So it turns out this game ran at a solid 30fps at one point! The release of SVN 3144 64bit. I'm narrowing it down to when this game was broken, so far SVN 6000 x64 it takes a nose dive in performance.

The game is still unplayable in SVN 3144 due to music being broken... But maybe this information will track down what that release did as opposed to the new one. Or I can find a release that has working sound with the performance of 3144.
I can confirm that v3.5.202 with HLE enabled runs at full speed. With the above configuration. I did enhance the visuals with zero issue, a solid 30fps.

The music is just slightly off, and there is that 'red square' issue but overall very playable.

EDIT: Enabling DSP seems to cause the framerate to take a nose dive.