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Full Version: [GC] Soulcalibur II
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(11-15-2014, 11:14 AM)Aleron Ives Wrote: [ -> ]I have a rather obscure question regarding this game: does anyone know anything about how the voiceovers are stored? It's my understanding that the Western release got English voice actors exclusively this time around, so I was wondering if it's possible to transplant the audio from the Japanese version into the North American one, or if it would require more patches than simple file swapping and building a new ISO.
Doesn't it have a voice language option in the options menu? I have the PAL version and I use the japanese voices.
I don't know, because I don't have it yet. I thought I'd ask a few questions before deciding which disc(s) to buy. If the Japanese voices are included, then that answers my question. Thanks!
Howdy, first time user of Dolphin here. Playing with Soulcalibur II in the emulator, it seems to work pretty well for the most part, save for one tiny feature - the game seems to be missing the fade-in/fade-out effects that you see when playing the game on the original hardware. It's most noticeable with the title screen (which is supposed to fade in after the opening cinematic), as well as the transition from the end of one match to another in arcade mode (it fades out from the win screen of the current match and fades in to the versus screen) - rather than the fade effects seen on the original hardware, the transition just seem to jump straight to the next screen, which is kind of jarring.

Found one YT of the game on original hardware that shows what I'm talking about: https://www.youtube.com/watch?v=LgjuDI7hfpY

TBH, it's just a minor effect and doesn't affect playability, but it's something that I noticed after having played the game on GC and Xbox for so long.

ETA: Forgot to add this is on Dolphin 4.0-5921. System specs:
Intel Core i5-4670
8 GB Crucial DDR3
nVidia GeForce GTX 780
Windows 7 x 64
I wonder if it uses gamma or something strange for fading in an out? Try setting External Frame Buffer to real and Store EFB Copies to Texture Only off.
Tried each of those settings separately, no dice.
Has anyone noticed that the ice isn't slippery on the ice level?  I used to play this on the ps2 all the time and it was one of my favorite levels.  Is this a difference with the gamecube version?  Also, team battle on the ps2 could select up to 8 characters instead of only 3 on gamecube.  
Have anyone notice those frame skip or frame pace issues that happens when you are attacking and when effects like particles are appearing on screen when the oponent is guarding on Soulcalibur II?

It happens on all backends, but it is worse on OpenGL, using the wireframe option you can see it better, the game should play full smooth 60fps I tried many config here but nothing seems to change.

This issues happens on 5.0 and on lastest build too.

@JMC47 about the fade-in/fade-out effects, even with the wireframe ON nothing changes, nothing appears on screen.

btw: add this on the wiki, Soulcalibur II needs efb to Ram for lens flare effects work and maybe for others effects too.

alexybubble

I booted up the game, and it randomly crashed on the CSS screen. I was on it for a minute or two, and it stopped taking input. No other crash-like features, just lack of input. The Rom was dumped fine based on the internal integrity checker. Does anyone have any idea what this is?
(08-16-2019, 04:35 PM)alexybubble Wrote: [ -> ]The Rom was dumped fine based on the internal integrity checker.

By this, do you mean that you compared the hashes that the integrity checker gave you with known good hashes?

alexybubble

I don't know where to find the known hashes. I looked on Redump, but that only has the player's choice version. The only error that I get in the integrity checker is "The format that the disc image is saved in does not store the size of the disc image." Other things that I found to do with this (Reported as soon as it happened). This only happens in arcade mode, and it isn't just on the css there. It has crashed multiple times since reporting.
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