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Emulator Issues #11346

Classic Controller Text in VC Disappears Way Too Fast (Ocarina of Time VC)

Added by Ecksters over 2 years ago. Updated 5 days ago.

Status:
Fixed
Priority:
Normal
Assignee:
% Done:

100%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:
5.0-13936

Description

Current Dolphin builds get past the text about Classic Controllers in VC titles way faster than consoles do:
https://www.youtube.com/watch?v=rrDn1V1Aj8U

I'm particularly interested because this is perhaps the most glaring issue that makes the Ocarina of Time speedrunning community unwilling to allow runs on Dolphin.

History

#1 Updated by JosJuice over 2 years ago

Have you tested this in the latest development version of Dolphin? You didn't list a version in the issue report, and the linked video is of 5.0.

#2 Updated by Ecksters over 2 years ago

JosJuice wrote:

Have you tested this in the latest development version of Dolphin? You didn't list a version in the issue report, and the linked video is of 5.0.

I just did a test with 5.0-8533 and same issue, it skips past the screen almost instantly.

#3 Updated by JMC4789 over 2 years ago

It skips over it depending on what controllers are plugged in for me. If I'm using a Wii Remote + Classic Controller, it lasts longer than if I have a GameCube Controller plugged in. I compared it to Mario Party 2 on console and it seemed pretty much perfect.

Edit: Just read your issue that it's for Ocarina of Time VC - please follow the issue report template next time. Also, would you try the different controller configurations out of curiosity? I wonder if we're doing something wrong. Also, there are plenty of other minor timing issues with Dolphin and OoT VC that I'd recommend it not be used for speedrunning. Our cycle accuracy just isn't good enough.

#4 Updated by Ecksters over 2 years ago

Sorry, I assumed this was a general VC issue and not just OoT VC, so I left that info out, I also assumed (correctly) that it was occurring up to current versions, so I left that out, but I can see how it can cause problems with organization if everyone starts making these kinds of assumptions.

Most of the players are trying to play with a Gamecube controller, as that's the norm for speedrunning OoT at the moment. To my knowledge there's no way to make that screen go faster in OoT, because if there were speedrunners would be using it.

#5 Updated by Ecksters over 2 years ago

Sorry, I assumed this was a general VC issue and not just OoT VC, so I left that info out, I also assumed (correctly) that it was occurring up to current versions, so I left that out, but I can see how it can cause problems with organization if everyone starts making these kinds of assumptions.

Most of the players are trying to play with a Gamecube controller, as that's the norm for speedrunning OoT at the moment. To my knowledge there's no way to make that screen go faster in OoT, because if there were speedrunners would be using it.

As far as the timing issues, considering the current "allowed" emulators are Project64 1.6 and 1.7, I doubt it could be much worse.

#6 Updated by JMC4789 over 2 years ago

  • Status changed from New to Accepted

Accepted

#7 Updated by JMC4789 over 2 years ago

  • Subject changed from Classic Controller Text in VC Disappears Way Too Fast to Classic Controller Text in VC Disappears Way Too Fast (Ocarina of Time VC)

I did some preliminary testing on this and I actually don't know what's wrong. I tried interpreter (for icache and whatnot) and it still disappeared without fully fading in. I guess our timings could be too fast on some kind of operation, but, I don't know what the game is doing during the Wii Remote screen there.

#8 Updated by leoetlino about 2 months ago

  • Assignee set to leoetlino
  • Status changed from Accepted to Work started

#9 Updated by leoetlino about 2 months ago

  • % Done changed from 0 to 30

#10 Updated by leoetlino about 2 months ago

  • % Done changed from 30 to 60

Part 2: https://github.com/dolphin-emu/dolphin/pull/9515 (IOS9-28 timings)

Part 3 involves emulating the ES_Launch timings (IOS reload + PPC bootstrap), and figuring out why the screen doesn't go black immediately after a reset.

#11 Updated by Nickps about 2 months ago

I don't know if I should open a new issue about this but the last change messed up MM's reset times. They were faster than console before but now they are a lot slower. Here is a console reset:https://youtu.be/s3ohLCQnjjo?t=28 and here's Dolphin's resets on 5.0-13688(I include both JP and US because they use different IOS versions)https://youtu.be/-fGxHR0OrU8 https://youtu.be/Q9r0_E0c9ss

#12 Updated by JMC4789 about 2 months ago

On Majora's Mask (J) I can confirm that my Wii is ~6 seconds faster for some reason. I have limited space on my Wii, will test NTSC soon. I'm not sure which IOS I'm using, as I have to boot it from GeckoOS

#13 Updated by JMC4789 about 2 months ago

Dolphin is 6 seconds slower on NTSC-J, 8 seconds slower on NTSC for me. I'll provide logs in IRC as not completely blow up the issue report with a huge wall of text.

#14 Updated by JMC4789 about 2 months ago

https://www.irccloud.com/pastebin/1o8YCYsN/

Partial log showing what I think is the second half of the reads. The rest fell off of the history, so I'd have to put in a modicum of extra effort to get them. If these aren't sufficient in showing what's going on, I'll do so.

#15 Updated by leoetlino about 2 months ago

The regression should be fixed in 5.0-13690.

#16 Updated by Nickps about 2 months ago

Yes, it looks like it's fine now. Thank you for fixing it so fast.

#17 Updated by leoetlino 5 days ago

  • Fixed in set to 5.0-13936
  • % Done changed from 60 to 100
  • Status changed from Work started to Fixed

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