Dolphin, the GameCube and Wii emulator - Forums

Full Version: Metroid Prime issue
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(10-13-2017, 04:59 AM)Jimothy Wrote: [ -> ]So does a decrease in clock speed actually have any effect on game speed, as far as making slow games closer to normal?

Yes, it has an effect, though it's not as simple as making it "closer to normal". It increases the emulation performance in exchange for decreasing the performance of the emulated system, which is useful because it can let you use a lower framerate while still having the gameplay logic and sound running at the proper speed. (As you probably know, if the framerate is too high for your device to handle, Dolphin will normally just slow down everything including the gameplay logic and sound.)

(10-13-2017, 04:59 AM)Jimothy Wrote: [ -> ]i.e. is there a balance point between slowing down the emulator and speeding up the phone?

Yes.

(10-13-2017, 04:59 AM)Jimothy Wrote: [ -> ]EDIT: Wait. How is it even running at zero percent?

Yeah, that's the question. Maybe you understand now why I asked if it was a typo Tongue

It should technically make the emulated system infinitely slow so that nothing will be able to run. But I've looked into it a bit now, and it seems like Dolphin is dividing 1 by the overclock rate, leading to a division by 0 in this case, meaning that Dolphin runs into undefined behavior. I'll see if I can do something about that later.
Alright, so I put it back up to 100%, and it ran slower (as expected), but the blackout happened at the same time in the game that it usually does. However, this time I didn't mess with the control stick, I just spammed 'A', and after several seconds of this, Dolphin told me up by the top that it had "saved" data to somewhere, though the screen remained black, firming my belief that it's the save game screen that overlays and causes the graphical error.
Doesn't this game need something like EFB/XFB access to show the overlays which is off by Default on Android and you need to create an ini-file for the game to turn it on?
(10-13-2017, 04:58 PM)mstreurman Wrote: [ -> ]Doesn't this game need something like EFB/XFB access to show the overlays which is off by Default on Android and you need to create an ini-file for the game to turn it on?

No. The only thing the game INI for this game sets is the texture cache accuracy. I suppose increasing the texture cache accuracy is worth a try, but this doesn't seem like the kind of issue that would be caused by that.
Texture cache change has no effect. Sad BUT! The brief flicker is definitely the interval of time between the save menu and the save confirmation message; I confirmed the timing with that of a playthrough. In watching the playthrough, I also realized that the tiny ball Samus mode is displaying no HUD or transition effects, and I'm starting to question the validity of my ISO. Is there any way to check that?
I really doubt that this problem could be caused by your ISO, but if you have a program that can calculate MD5 hashes, you can check if the ISO's MD5 hash matches an MD5 hash on a site like gametdb.com or redump.org. (Personally, I google for the MD5 hash and see if I get any results from those two sites.) The PC version of Dolphin can calculate MD5 hashes, but the Android version doesn't expose that functionality.
Thanks! The hash checks out, which means my problem is still unsolved Tongue
Is there some form of FIFO Player for Android, so I could record the processes and post them here?
No, that's only available in the PC version of Dolphin.
you can play FIFOs on android tho.

but yeah nobody has implemented UI for a recorder on Android
Drat.
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