(09-14-2015, 09:49 PM)degasus Wrote: [ -> ] (09-14-2015, 07:02 AM)ISuperMarioI Wrote: [ -> ]Is there any way to turn on bounding box so that I can bypass the gate?
Of course, just search for "bbox" within our configuration files. IIRC it was within the OGL one.
I didn't find "BBoxEnable" in "gfx_opengl" since it isn't written in the .ini file. Fortunately, when I wrote "BBoxEnable = True" inside the .ini file, I managed to fix the issues that Paper Mario: The Thousand Year Door was having; however, it comes with a cost of greatly slowing the game down when the boat flips to the other direction (
https://www.youtube.com/watch?v=wEU1wwvmQTs). With it running at around 8 FPS while the boat is turning, it brings even the Nvidia Shield Android TV to its knees. Is there any way to speed up this scene so that it wouldn't run so slow? Also, could you add "BBoxEnable" to "gfx_opengl" so that you can change it to true or false?
There's an annoying issue with Birdo's eggs being invisible in Mushroom Kingdom II (
https://www.youtube.com/watch?v=Y5HhAJDHGK4). With this issue occurring during battles, it makes the entire match very unpredictable as you won't know when the egg will shoot and where the egg is being shot at.
Today, I stumbled upon a way to get Mario Kart: Double Dash!! intro to load. By setting "overclock" to 0.62, I no longer saw only a black screen after Lakitu flies away. Sadly, the framerates during the intro only run at 2 FPS, even though the top left of the screen shows 60 FPS (
https://www.youtube.com/watch?v=56fYeMslkZ4).
I'm not really concerned about the intro video, on recent builds at 1xIR I'm getting a solid 55+fps and the game is fully playable. Interesting finding though.
I'm playing Fire Emblem Radiant Dawn currently with overclock set to 0.2 - it seems to kick it down to a 30fps cap, but it plays perfect at that framerate and there are no sound glitches.
Interesting how some games react to various overclock settings.
(09-21-2015, 05:28 AM)ISuperMarioI Wrote: [ -> ]Today, I stumbled upon a way to get Mario Kart: Double Dash!! intro to load. By setting "overclock" to 0.62, I no longer saw only a black screen after Lakitu flies away. Sadly, the framerates during the intro only run at 2 FPS, even though the top left of the screen shows 60 FPS (https://www.youtube.com/watch?v=56fYeMslkZ4).
The intro has a regression within the last weeks. It did work fine earlier. Do you want to help checking which build did break it?
(09-21-2015, 06:34 PM)degasus Wrote: [ -> ] (09-21-2015, 05:28 AM)ISuperMarioI Wrote: [ -> ]Today, I stumbled upon a way to get Mario Kart: Double Dash!! intro to load. By setting "overclock" to 0.62, I no longer saw only a black screen after Lakitu flies away. Sadly, the framerates during the intro only run at 2 FPS, even though the top left of the screen shows 60 FPS (https://www.youtube.com/watch?v=56fYeMslkZ4).
The intro has a regression within the last weeks. It did work fine earlier. Do you want to help checking which build did break it?
I already knew what build broke the intro of Mario Kart: Double Dash!!. It was build #1319 (dolphin-master-4.0-7517) in the "release-android" section.
(09-21-2015, 10:08 PM)degasus Wrote: [ -> ]Really https://dolphin-emu.org/download/dev/ecbb83fa0f6c63def7b0e7d17b6f7e8b47bcb724/ ? I doubt as this is arm independent. And on the desktop, this issue doesn't exist.
May you recheck?
I uploaded a video that compares the intro to Mario Kart: Double Dash!! using build #1318 (dolphin-master-4.0-7512) and build #1319 (dolphin-master-4.0-7517). I'm thinking the issue with the intro might've something to do with booto's patch that he implemented to "dolphin-master-4.0-7517" (
https://www.youtube.com/watch?v=5avsb8HG3tY). After build #1318, the intro will no longer run (or, having overclock to 0.62, will always run at 2 FPS). Speaking of FPS, could the FPS be bigger in size? While I'm watching my own videos, I'm having trouble seeing how fast the emulator is running since the FPS is too small.
That's fancy. In fact, a missconfigured VI might have this behavior, *but* if it's booto fault, then this would also happen on the cached interpreter.
So it's likely an not discovered bug in setting the VI registers on the arch64 jit.
But thank you for bisecting this issue. I'll take a look at this issue.
I uploaded a video showing a comparison between having Ignore Format Changes set to "off" and having it set to "on" (
https://www.youtube.com/watch?v=g2CwgELh0M8). I'm not sure why having it set to "off" would make the opening cutscene to Luigi Circuit run faster than having it set to "on" when it should be the other way around.