Dolphin, the GameCube and Wii emulator - Forums

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It seems no matter what audio setting I use, the audio is messed up or choppy. Anybody have experience with this?
Also, the audio is MORE stable on 3.5 with HLE than the dev builds that supposedly have better HLE stablility
Just use LLE if your system can support it
(07-23-2013, 09:59 AM)LordVador Wrote: [ -> ]Just use LLE if your system can support it
I tried. It's WORSE with LLE.

I've talked with a few people that can get the game's audio to run flawlessly, and even had them send over their entire dolphin directory, and it is still messed up for me.
Quote:Also, the audio is MORE stable on 3.5 with HLE than the dev builds that supposedly have better HLE stablility

Sounds like your computer isn't strong enough to run the game at fullspeed. If it is not running at a consistent 50 (PAL) or 60 (NTSC) frames per second, then you will get terrible audio.
(07-23-2013, 01:14 PM)MaJoR Wrote: [ -> ]
Quote:Also, the audio is MORE stable on 3.5 with HLE than the dev builds that supposedly have better HLE stablility

Sounds like your computer isn't strong enough to run the game at fullspeed. If it is not running at a consistent 50 (PAL) or 60 (NTSC) frames per second, then you will get terrible audio.
Okay. Also, a note regarding compatibility: the swing commands in game are triggered by shake input, not by swing, so that makes it impossible to control heavy attacks without using an actual wimmote, since they are direction dependent, and you can't assign a different input for each direction, only on axes.
(07-23-2013, 11:37 PM)MajoraZ Wrote: [ -> ]
(07-23-2013, 01:14 PM)MaJoR Wrote: [ -> ]
Quote:Also, the audio is MORE stable on 3.5 with HLE than the dev builds that supposedly have better HLE stablility

Sounds like your computer isn't strong enough to run the game at fullspeed. If it is not running at a consistent 50 (PAL) or 60 (NTSC) frames per second, then you will get terrible audio.
Okay. Also, a note regarding compatibility: the swing commands in game are triggered by shake input, not by swing, so that makes it impossible to control heavy attacks without using an actual wimmote, since they are direction dependent, and you can't assign a different input for each direction, only on axes.

Actually, I was able to ask a dev about how the swing attack inputs are read by the game, and this was the response I got:

"1 - The acceleramator must pass a certain centripital threshold.
2 - The angle of the swing from the past few seconds is analyzed, to determine whether the swing was left, right, up, or down.
3 - This directional information is added to the button input information, to determine which of the 13 heavy attack animations is played."


He then states:

"I can't imagine you'd be able to get that working properly without a 3-axis joystick emulating the remote motion."

So, I'm not exactly sure what all that means in regards to if the swing attacks are supposed use the shake input or not.
Regardless, this issue could be fixed if I could either assign an axis on my controller to shake instead of individual directions, or if the shake input had binds for directions instead of/in addition to axes.

Is there some place I can put that in as a feature request?

GODZILLAUNLEASHEDFAN2222

please i playing this game on training say to me what control of nunchuk of wiiemote on dolphin i use to jump?

GMMAwesome

Every time I try to run this, it freezes when it tries to load a video (right after it asks you if you have a nunchuck in).

I'm using Dolphin 4.0-648 and I'm using the settings from the P:M Netplay Guide here: http://www.reddit.com/r/SSBPM/comments/1t4iab/project_m_30_netplay_guide/

Has anyone had this problem and knows how to fix it?
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