Emulator Issues #1115
closedEFB Access doesn't give proper results when MSAA is activated
0%
Description
Mario Galaxy now has the correct fps but pull star doesn't respond
i think i needn't say more...
Updated by baby.lueshi over 15 years ago
Looks like it's just broken for Dual Core mode.
Updated by Nolan.Check over 15 years ago
I recently made changes to EFB access code. Lens flare in Wind Waker works OK. Now
I'm trying to get Mario Galaxy to run...
Updated by Autoran1 over 15 years ago
Lens flare in Wind Waker looks on SC the same way as DC still look's like sps, but
as baby.lueshi Pull Stars broken only on DC
Updated by fsahmkow27 over 15 years ago
here's prove: http://img25.imageshack.us/img25/1810/bugb.gif
like him, I run Vista 32 bits, on Dual Core.
Updated by fsahmkow27 over 15 years ago
damm I hate to doublepost but:
The EFB is the problem. Try disabling it or changing to RAM, it will fix. However,
game runs slower.
Updated by fsahmkow27 over 15 years ago
damm why doesn't this have an edit button?
Anyways, ignore what I said I was only able to fix it once that way.
Updated by flatflat over 15 years ago
i was having trouble with that even in rev r3680. i had to run back and forward /
change camera angle .. eventually it worked.
Updated by rodiabloalmeida over 15 years ago
Also does not work in r3766. Switching to single core solves the problem. I confirm that.
Updated by federelli over 15 years ago
Funny how newer revs make sound better in SMG, but also make it unplayable :P.
Updated by hamzafaran over 15 years ago
federelli, just replace the LLE and HLE plugins of the old builds that are playable
with the new build's plugins.
Updated by rodiabloalmeida over 15 years ago
It works indeed, but the old builds are slow compared to new ones, so the only reason
to do such thing is to be able to rear sound with more quality (but the game runs
slower). I had done this few days ago.
Updated by hamzafaran over 15 years ago
Yeah, the old builds ARE quite a bit slower, but that's all we have for now until
this issue gets fixed. Anyways, in which revision did the pull stars get broken? I'm
using r3661 with HLE, LLE, and Wiimote plugins from r376x. Is there a faster rev than
3661 in which pull stars still work?
Updated by rodiabloalmeida over 15 years ago
Working, yes. Faster AND working, I'm afraid there is not. Let's hope Nolan fix this,
I think he is trying right now.
Updated by Nolan.Check over 15 years ago
- Status changed from Work started to Fixed
Updated by enb141 over 15 years ago
nop is not fixed yet, not in x64 3771 mario galaxy can't hang the blue star. Only
works if you set Single Core.
Updated by fsahmkow27 over 15 years ago
actually it's not fixed. Turn off Optimize Quantifiers and it won't work.
Also with optimize quantifiers on, the thing work but rendering isn't smooth(very
annoying to my eyes) and sometimes this will break, it has happened me twice in rev
3774, one in the ghost mansion world and other at good egg galaxy.
I suggest re-revising this issue so it works without optimize quantifiers. Specially
because turning off optimize quantifiers improves speed and makes rendering smooth.
Updated by enb141 over 15 years ago
Tested with 3774 as well and it sometimes doesn't works, basically it works 80% of
the times weird isn't it.
Updated by XTra.KrazzY over 15 years ago
- Status changed from Fixed to Work started
What?! That's odd... Unfixed.
Updated by rodiabloalmeida over 15 years ago
I was going to open an issue report about the rendering-not-smooth-that-hurt-my-eyes
thing, because my Mario Galaxy is PAL and basicaly the deal is: when the pull star is
fixed (or supposed to been) the rendering is very choppy (its like some frames going
back and forward, like a frameskip issue, I don't know how to explain) unless I
change the frequency from 50Hz to 60Hz, but I lost performace by doing this 'cos my
rig is not powerfull enough to render at 60 frames per second rate (50Hz is easier).
I think there is something wrong with EFB behavior (and Mario Galaxy PAL, btw).
Aparently, that "If" condition Nolan did put on the efbAccessRequested and his
recomendation about checking it (and the DSP stuff) is something to consider. I don't
know what is causing it, but I realy want to help. And turning off doesn't solves the choppyness in the PAL version (unless I change to 60Hz).
Updated by rodiabloalmeida over 15 years ago
BTW, the choppy behavior on PAL 50Hz happens in both x86 and x64.
Updated by rodiabloalmeida over 15 years ago
Do I need to open an issue report for the PAL version behavior? Sorry for my bad
english. Just want to know.
Updated by sl1nk3.s over 15 years ago
- Status changed from Work started to Fixed
go ahead, this issue is now fixed :)
Updated by sl1nk3.s over 15 years ago
- Status changed from Fixed to Work started
hmm, wait i din't saw the other comments :P Unfixed.
Updated by Nolan.Check over 15 years ago
Might have something to do with 576i. I hear that some PAL games render overlapping
XFB's to get the full 576-line resolution. That isn't necessary on NTSC's 480-line
resolution.
What happens if you enable Progressive Scan? (from the Wii tab in the Configure menu)
There's no such thing as 576-line progressive. 480 lines only.
Updated by Nolan.Check over 15 years ago
"There's no such thing as 576-line progressive"
Don't quote me on that.
Updated by rodiabloalmeida over 15 years ago
Thanks for looking at this, Nolan.
Well, when I enable progressive scan, I got a black screen. Both PAL50 and PAL60
gives me black screen. Oh, and I'm sorry about opening an issue report for this. If
you want, you can merge to this one. It's issue 1131, by the way.
Updated by rodiabloalmeida over 15 years ago
Nolan, please check issue 1131 again. Mario Galaxy is not the only game that I have
problems running. I need some clue 'cos on older revisions I used to run PAL games
pretty well. And no LCD monitor can work with a 50Hz refresh rate. And I always did
run my PAL games without problems. Please, check it again if you can. Thanks you very
much.
Updated by rodiabloalmeida over 15 years ago
I don't know if it related, but using Real XFB gives me a green screen like this.
Is there anything here I'm missing? Thank you.
Updated by rodiabloalmeida over 15 years ago
I forgot to mention. That green in the screen above just happens with pal games. I
tested USA games and its running fine. My rig: E2180 and a nvidia 9600GT.
Updated by knuckles500 over 15 years ago
I checked it out, even though it's an old revision than what we have right now (3769,
not a big deal) - pullstar doesn't work in fullscreen mode. But it does in window mode.
This is x64 version of Dolphin with Dual Core turned on, Optimize Quant. on, and with
GeForce 9800 GTX+ (186.24).
Updated by fsahmkow27 over 15 years ago
yeah but if you turn off optimize quantifiers which speed up game, the are broken
again.
Updated by Nolan.Check over 15 years ago
Can you try it in both antialiased and non-antialiased modes?
Updated by Valentin.Meriel over 15 years ago
For me it's work in R3816 on x32 No-IL with Dual Core turned on.
Updated by ChaosCode over 15 years ago
seems to be a combo of a real wiimote and MSAA
Updated by Autoran1 over 15 years ago
it works for me on 32 IL and non Il versions with(or without) real WiiRemoteof
cource real Wii-remote 1000 times better with or without AA, this doesn't matter,
tested on both PAL and NTSC versions of game
Updated by sl1nk3.s over 15 years ago
It works for me too using latest revs, i tried with both emulated wiimote and real
wiimote and i was able to use the pull star and get star bits.
I think this issue can be closed now ?
Updated by fsahmkow27 over 15 years ago
yeah it now Almost always works, sometimes the wiimote will stop catching star bits
for a while. Also, half-far star bits aren't gathered like in the normal game, it
may have to do with some optimization, but it's not really important.
Updated by sl1nk3.s over 15 years ago
hmm, I just tried on r3903 and it doesn't quite work with AA...
Updated by sl1nk3.s over 15 years ago
Looks like the result is wrong / it's not reading the good part of the screen
Updated by XTra.KrazzY almost 15 years ago
- Status changed from Work started to Fixed
Thanks, fixed until someone says otherwise. (works here too)