Emulator Issues #11535
closedEmulated Wiimote + Nunchuk - DKCR - Shake responsiveness regression
90%
Description
Game Name?
Donkey kong country returns
Game ID? (right click the game in the game list, properties, info tab)
[SF8E01]
MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)
159e0ba608c2109958ca90f55994a1f7
What's the problem? Describe what went wrong.
After not playing DKCR for a while, I had the feeling the groundpound was responding slower. I then tested 5.0-9253, the latest build before the controller emulation changes from jordan-woyak and the groundpound was as responsive as I was used to. I also tested Super mario galaxy but in SMG the shake response time seems to be as snappy as before.
What steps will reproduce the problem?
Couple shake (x,y,z) to a single button, groundpound in DKCR. Then do the same in a build before the controller emulation changes from jordan-woyak (pre 5.0-9258) and the difference will be apparent.
Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.
5.0-9413
Is the issue present in the latest stable version?
No
If the issue isn't present in the latest stable version, which is the first broken version? (You can find the first broken version by bisecting. Windows users can use the tool https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds and anyone who is building Dolphin on their own can use git bisect.)
5.0-9258, not 100% sure but i'm pretty sure it is because of jordan-woyaks changes (great changes by the way!).
If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: https://wiki.dolphin-emu.org/index.php?title=FifoPlayer
What are your PC specifications? (CPU, GPU, Operating System, more)
I5 4670k, GTX1060, W10
Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,
configuration files, savefiles, savestates)
Pretty sure is due to jordan-woyaks changes.
Updated by Billiard26 almost 6 years ago
- Assignee set to Billiard26
It seems we've reached a point where fixing emulated shake in one game breaks another. Probably gonna have to make shake frequencies configurable.
Edit: Have you/ can you try just using 1 or 2 of the "shake" axes (e.g. just X and Y)? Does that make it work any better?
Updated by Billiard26 almost 6 years ago
Your version numbers don't make sense. You claim 5.0-9253 works properly but this version has the recent shake changes.
Updated by Miksel12 almost 6 years ago
I just found out it only is delayed with nunchuk enabled. When playing with wiimote emulation alone it is as snappy as before.
Updated by Miksel12 almost 6 years ago
Billiard26 wrote:
Your version numbers don't make sense. You claim 5.0-9253 works properly but this version has the recent shake changes.
Sorry, i meant 5.0-9243.
Updated by Billiard26 almost 6 years ago
Can you try different shake axes? (e.g. Just X or Y)
Updated by Miksel12 almost 6 years ago
Billiard26 wrote:
Can you try different shake axes? (e.g. Just X or Y)
Just x and just y do nothing, Z alone works but still has the same delay.
Updated by Miksel12 almost 6 years ago
Miksel12 wrote:
Billiard26 wrote:
Can you try different shake axes? (e.g. Just X or Y)
Just x and just y do nothing, Z alone works but still has the same delay.
DKCR seems to only look at the Z axis.
Updated by Billiard26 almost 6 years ago
- Subject changed from [ControllerEmu] Longer shake response time to Emulated Wiimote + Nunchuk - DKCR - Shake responsiveness regression
- Status changed from New to Accepted
- Regression changed from No to Yes
Updated by iwubcode over 5 years ago
Billiard26 wrote:
It seems we've reached a point where fixing emulated shake in one game breaks another. Probably gonna have to make shake frequencies configurable.
Edit: Have you/ can you try just using 1 or 2 of the "shake" axes (e.g. just X and Y)? Does that make it work any better?
Was it actually PR 7625 that broke it? It seems like in that PR we switched from a shake step of 15 to a shake step of 200 / 6 ~= 33. I wonder if we simply need to increase the shake freq variable to match old behavior?
Updated by Billiard26 over 5 years ago
@iwubcode. Changing it back would re-break shake in the game that the PR fixed. Also, a frequency of 6 shakes per second is already pretty darn fast and should not need to be increased to make DKCR work like it did. I have a few theories on why DKCR is behaving the way it is and will do some investigating.
Updated by Miksel12 over 5 years ago
Billiard26 wrote:
@iwubcode. Changing it back would re-break shake in the game that the PR fixed. Also, a frequency of 6 shakes per second is already pretty darn fast and should not need to be increased to make DKCR work like it did. I have a few theories on why DKCR is behaving the way it is and will do some investigating.
I forgot to mention that the shake speed when 'beating' the DK barrel at the end is quite slow, normally you can hit the barrel 15 times but since 5.0-9243 you can get 7 max. To clarify what is normally possible: https://youtu.be/tQwpIxqeThk?t=939
Updated by Billiard26 over 5 years ago
- Status changed from Accepted to Work started
- % Done changed from 0 to 90
Updated by Billiard26 over 5 years ago
- Status changed from Work started to Fix pending
Updated by Billiard26 over 5 years ago
- Status changed from Fix pending to Fixed
- Fixed in set to 5.0-9965