11-12-2012, 04:33 AM
04-12-2014, 11:21 AM
This game has some sort of a flashing background bug in Dolphin.
You can see it during the midboss fight (4:45) in this video, and also during the intro before stage 1:
https://www.youtube.com/watch?v=YGs6qoJmVv4&feature=player_detailpage#t=288
For reference, here's a video capture from an actual Wii
https://www.youtube.com/watch?v=WRqnn8sH7PI&feature=player_detailpage#t=209
You can see it during the midboss fight (4:45) in this video, and also during the intro before stage 1:
https://www.youtube.com/watch?v=YGs6qoJmVv4&feature=player_detailpage#t=288
For reference, here's a video capture from an actual Wii
https://www.youtube.com/watch?v=WRqnn8sH7PI&feature=player_detailpage#t=209
04-12-2014, 04:51 PM
Weirdly with efb to ram when the screen is about to flash i get a freeze and errors in the console, perhaps efb to ram is supposed to fix those flashes but instead gives a crash?
31:26:717 HW\MMIO.cpp:198 E[MI]: Trying to read32 from an invalid MMIO (addr=ff00ff04)
31:26:717 HW\MMIO.cpp:198 E[MI]: Trying to read32 from an invalid MMIO (addr=ff00ff14)
31:26:717 HW\MMIO.cpp:198 E[MI]: Trying to read32 from an invalid MMIO (addr=ff00ff10)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff0c, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff08, val=ff00ff00)
31:26:717 HW\MMIO.cpp:198 E[MI]: Trying to read32 from an invalid MMIO (addr=ff00ff10)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff14, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff18, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff10, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff18, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff14, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff18, val=ff00ff00)
31:26:717 HW\MMIO.cpp:198 E[MI]: Trying to read32 from an invalid MMIO (addr=ff00ff04)
31:26:717 HW\MMIO.cpp:198 E[MI]: Trying to read32 from an invalid MMIO (addr=ff00ff14)
31:26:717 HW\MMIO.cpp:198 E[MI]: Trying to read32 from an invalid MMIO (addr=ff00ff10)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff0c, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff08, val=ff00ff00)
31:26:717 HW\MMIO.cpp:198 E[MI]: Trying to read32 from an invalid MMIO (addr=ff00ff10)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff14, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff18, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff10, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff18, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff14, val=ff00ff00)
31:26:717 HW\MMIO.cpp:207 E[MI]: Trying to write32 to an invalid MMIO (addr=ff00ff18, val=ff00ff00)
04-13-2014, 03:17 AM
After trying a bunch of stuff, DX9 mode fixes the flashing. It has more issues with frame pacing, though. Scrolling isn't smooth at all. It was close in DX11.
04-19-2014, 09:25 AM
I tested this in OpenGL and had no issues.
02-23-2015, 06:53 PM
Hi folks, I ran this from my virtual Wii System Menu and it gave me an error, as though my NAND memory were full, but the actual Wii Memory Management tool says I still have 1900 blocks or so...
But if I run the wad from the GUI, it works fine! Opened the wad from the GUI, created a save, and now the game seems to work from the system menu. Don't know if this information helps but hope so.
But if I run the wad from the GUI, it works fine! Opened the wad from the GUI, created a save, and now the game seems to work from the system menu. Don't know if this information helps but hope so.
01-13-2016, 01:01 PM
Hello.
I noticed that the background in this game does not scroll smoothly, even though dolphin reports 60 FPS. Most of my 3D games, like DKC scroll very smoothly. Is this an issue with 2D games and vsync?
I noticed that the background in this game does not scroll smoothly, even though dolphin reports 60 FPS. Most of my 3D games, like DKC scroll very smoothly. Is this an issue with 2D games and vsync?
01-13-2016, 09:51 PM
Probably needs safe texture cache.
01-13-2016, 11:02 PM
(01-13-2016, 09:51 PM)JMC47 Wrote: [ -> ]Probably needs safe texture cache.
I will try that. Thank you.
If that doesn't work, I'm guessing that the game wants to run at a framerate slightly different than the display's refresh rate which would leave me with one of three options:
1. screen tear
2. choppy scrolling like I'm getting
3. running the game at a speed slightly different than original to match display's refresh rate
The third option is something that MAME has as a feature to cope with games that ran at non-standard frame rates.
01-15-2016, 04:59 AM
(01-13-2016, 01:01 PM)themanuel Wrote: [ -> ]Hello.
I noticed that the background in this game does not scroll smoothly, even though dolphin reports 60 FPS. Most of my 3D games, like DKC scroll very smoothly. Is this an issue with 2D games and vsync?
The intro, and the rain, the movement of the monsters, the subweapons, items, etc all move smoothly, but not the backgrounds when you move. It's just how the game manages scrolling (some other 2D games from other consoles do this). You can't do anything about it.
By the way, this game proves my point about the smart aspect ratio. It should be pure 4:3 (at least in this level. The moon is a circle among other things), but SmartAR assumes something narrower.
SmartAR:
![[Image: castleauto540.jpg]](http://u.cubeupload.com/masterotaku/castleauto540.jpg)
Stretched to 16:9 (which is displayed in 4:3):
![[Image: castle43540.jpg]](http://u.cubeupload.com/masterotaku/castle43540.jpg)
Edit: screenshots updated. I made them with Ishiiruka before, now with the latest official Dolphin build. The automatic aspect ratio is less wrong now, but the moon is still a perfect circle in the second screenshot and not in the first one.