Emulator Issues #1131
closedlatest revisions broke Mario Galaxy PAL version
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Description
What steps will reproduce the problem?
1.Run dolphin
2.Run Mario Galaxy PAL at 50Hz frequency
3.Move Mario around the observatory. It's enough to see the choppy
rendering behavior
What is the expected output? What do you see instead?
Expected: Smooth rendering at 50Hz
What I see instead: very choppy rendering unless I change it to 60Hz.
What version of the product are you using? On what operating system?
Windows XP and XP64. r3771. Both x86 and x64 have the same behavior. But
this behavior is noticeable in older revisions between around r368x and
above (it seems all related to EFB stuff, I guess).
i.e. r3770 does not have this issue (but pull star doesn't work correctly too).
Please provide any additional information below.
I'm on a E2180 @ 3Ghz with nvidia 9600gt/driver 186.18.
basicaly the deal is: when the pull star is kinda working (or supposed to
been on some revision) 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. I think is
related to EFB.
Updated by Nolan.Check almost 16 years ago
As I said in the previous issue, it's may be happening when PAL games render
overlapping XFB's to get the full 576-line resolution. What happens if you turn on
Progressive Scan? (from the Wii tab in the Configure menu)
Updated by rodiabloalmeida almost 16 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.
Updated by rodiabloalmeida almost 16 years ago
Oh, I have sound obviously, but can't see anything.
Updated by rodiabloalmeida almost 16 years ago
BTW, I don't know any other way to enable progressive scan other then the one you
described (from the wii tab in the configure menu). Is there any other way? Anyway,
thanks for your attention. ^^
Updated by Nolan.Check almost 16 years ago
I don't think this should be merged into "Pull stars not working." Sounds like a
different issue.
Might have something to do with your monitor being set to 60 Hz and the game updating
at 50 Hz. Set the framelimiter to "50" and see what happens.
Updated by rodiabloalmeida almost 16 years ago
I did set the framelimiter to "50" and the situation got even worst (more choppy then
ever). BTW, there is no way to put my monitor at 50Hz, no LCD monitor can do that.
Are this framelimiter bugged? I heard something about it. And I have another issue
about PAL games on dolphin, and is not related to Mario Galaxy. It's Resident Evil.
It's the PAL version and it used to run pretty fine, both on PAL50 and PAL60 (holding
X and B at boot). Now, when I try to run this game on PAL60 on latest reviosions, the
screen blinks as hell. And on older revisions, I used to run at both frequencys
without any problems. Can someone give some clue about this? Thank you.
Updated by rodiabloalmeida almost 16 years ago
And using Real XFB gives me this:
Is there anything I'm missing here?
Updated by rodiabloalmeida almost 16 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 hrydgard over 15 years ago
"it's may be happening when PAL games render
overlapping XFB's to get the full 576-line resolution."
AFAIK, PAL games generally don't do that - instead, they render at the same vertical
resultion as US games but then scale the image vertically using the vertical scale
option of the XFB blit.
Updated by Nolan.Check over 15 years ago
Game is copying to XFB with dimensions 640 x 383, then the Video Interface is reading
from XFB with dimensions 640 x 542. Something's wrong!
Updated by Nolan.Check over 15 years ago
PE_copy.scale_something is set to 1 in 50 Hz mode, 0 in PAL60 or NTSC. What could it be?