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(03-13-2010, 02:27 PM)skid Wrote: [ -> ]
(02-27-2010, 04:22 PM)Xtreme2damax Wrote: [ -> ]Is this a similar issue to that of Starfox Adventures and if so, will fixing this game also fix Starfox Adventures?

I am finding that Starfox Adventures is more sensitive to the FIFO timing than Eternal Darkness is. I am thinking of a solution for that game at the moment.

Of the games I have, in order of FIFO timing sensitivity (from least sensitive to most sensitive):

1. Super Mario Galaxy
2. F-Zero GX
3. Metroid Prime
4. Metroid Prime 2
5. Eternal Darkness
6. Starfox Adventures

Battalion Wars is either just above Starfox Adventures or maybe even more sensitive.

Wii Sports is currently crashing for me in the svn version of Dolphin, so I am unsure if the Mii faces are now working.


The bad news for Eternal Darkness is that it has a JIT/MMU problem as well as a FIFO problem. The JIT/MMU problem appears after the intro finishes and the "Darkness comes" screen appears.

Does adjusting the Fifo sensitivity have any effect on SFA or ED? I would love to help test some things, but I wouldn't know what to change since I'm not a coder.
(03-14-2010, 11:12 AM)[SS] Starscream Wrote: [ -> ]That doesn't sound very hopeful that the FIFO sensitivity is as tough as SFA as well as other issues, fixing these games will probably break many other games. Is it not possible to have an option to pick certain FIFO values in the GUI to get other games working?

Yes, it is possible to pick the FIFO timing value. However, I'd much prefer for dolphin to be able to automatically determine what is the correct value. I have a few ideas on how this might be achieved but it will require a bit of experimentation on my part in the early stages.

Xtreme2damax, yes, by slowing down the FIFO data transfers to the GPU, I am able to get Eternal Darkness from boot until the "Darkness comes" screen which is just before in-game.

All of my other games also work with the slow FIFO timing, so there have been no regressions that I have found so far.

Starfox Adventures dies right after the Nintendo logo, using a fast FIFO timing.

I was hoping for a "one timing fits all" but no such luck.
Well, I did start an issue on the google page about the added feature of adding FIFO options to the GUI, but if it's not wanted, then remove it, or wait for the other devs to comment.
erm... the current fifo code in svn is non-adjustable. I am writing new fifo code. Sorry for not being clear.
@ Starscream: Dontcha know? Devs don't like hacks Wink
(03-14-2010, 06:42 PM)skid Wrote: [ -> ]erm... the current fifo code in svn is non-adjustable. I am writing new fifo code. Sorry for not being clear.

You were clear, but I started the issue before your comment.
I got the game to boot, finally, but it was not easy I'll explain more later.

[Image: 56768465.th.png]
can you play or just menu?
Only the menu right now, but if I had a save game I would be able to load it passed where the game hangs since I can get to the memory card screen, too.
I'm actually not familiar with how that is done. If someone wants to get the file ready for me, we could be in business here. {NTSC) I could then post the new save file here once I get passed the problem in-game, if it works.
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