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Emulator Issues #12023

Monster hunter tri on latest dolphin has very blocky pixelation all over the screen, looks like fish scales.

Added by Mhtrineedsfixingasap 2 months ago. Updated about 4 hours ago.

Status:
New
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
Yes
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
5.0-540
Fixed in:

Description

Game Name?

Monster Hunter 3 Tri

Game ID? (right click the game in the game list, Properties, Info tab)

RMHE08

MD5 Hash? (right click the game in the game list, Properties, Verify tab, Verify Integrity button)

[Put MD5 Hash here]

What's the problem? Describe what went wrong.

So on any version of Dolphin ranging from two years ago to the latest version, as soon as you move your character around the screen has a horrible blocky filter applied to making it look like fish scales. This issue was bought up years ago but I guess was just never fixed.

What steps will reproduce the problem?

Steps to reproduce are use the latest version of Dolphin and run this game, make a character and move around and you should notice immediately. Please check the attachments for reference. This game worked perfectly fine one Dolphin-530 about three years ago and the very next version after that broke this game and has never been fixed since.

Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.

Yes, 5.0-11803

Is the issue present in the latest stable version?

No not in Dolphin version 5.0 after enabling the Bloom-off patch, it works perfectly.

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.)

Dolphin 5.0-532 -the very version before that one worked perfectly.

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

So look at the mountains around the water and the water itself and the ice cube graphics should become clear. Internal resolution is at 4k but the same effect occurs on native resolution as well.

What are your PC specifications? (CPU, GPU, Operating System, more)

Ryzen 5 2600, Vega 56, Windows 10 1909.

Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,
configuration files, savefiles, savestates)

20200324014744_1.jpg (2.18 MB) 20200324014744_1.jpg Mhtrineedsfixingasap, 03/24/2020 02:20 AM
7713

Related issues

Has duplicate Emulator - Emulator Issues #12112: Monster hunter tri bloom off patch still breaks the gameDuplicate

History

#1 Updated by Mhtrineedsfixingasap 2 months ago

Oops, MD5 hash is:95c45d61469f90c0000db7adb70d0345

#2 Updated by Techjar 2 months ago

This is the game attempting to add a bloom effect, but it doesn't translate well to high resolutions. If I recall correctly you can get rid of it by disabling EFB Access from CPU.

#3 Updated by Techjar 2 months ago

Nevermind, that super blows out the bloom and breaks the custom color picker, so don't do that. No solution unfortunately, it's just the way the game looks.

#4 Updated by Mhtrineedsfixingasap 2 months ago

Disabling EFB access blows the bloom out of proportions yes. However all worked fine in dolphin version 5.0-530 by enabling the bloom off patch, you didn't need to mess with anything else and it was perfect. The very next version after this messed up the bloom off patch in that it didn't for whatever reason work anymore and since then has been forgotten. Its not just the way the game looked, the very next version after 530 broke the game and that's all that needs addressing?

#5 Updated by leoetlino 2 months ago

I really doubt the regression appeared in 5.0-532... PR 4184 fixed an IOS HLE issue, and IOS HLE has absolutely nothing to do with graphics.

#6 Updated by Mhtrineedsfixingasap 2 months ago

Do this. Download 5.0-530 and load up the game ensuring you've enabled the bloom off patch in the game properties. Now the very next version after that up until the latest version has broken the bloom off patch in that it simply does not work anymore and I have no idea why. It just now force enables skip EFB cpu or whatever by default but that gives the fish scale graphics. There are numerous posts on reddit talking about this but it seems they've all been ignored which is why years later I'm posting this here, but knowing nothing will probably be done about it anyway. But hey just trying.

#7 Updated by JosJuice 2 months ago

Dolphin was forcing Skip EFB Access From CPU for this game since long before 5.0, and stopped doing so in 5.0-11153.

Are you sure that you did your testing in the same way in 5.0-530 and 5.0-532? In particular, you need to be careful with whether you open the graphics config window while you are emulating, because in older versions of Dolphin, doing this resets any settings that Dolphin has forced to a specific value.

#8 Updated by Mhtrineedsfixingasap 2 months ago

Yes I have tested 530 and 532 extensively and ensured whenever I changed any graphical settings to close and reopen dolphin altogether. I also on many occasions did many system reboots, multiple windows versions and reinstallations to make sure the problem was not on my end. Also a quick google search on this will show you what I'm talking about here. What happened was the bloom off patch worked for a very long time up and until 530 where suddenly in 532 the bloom off patch gecko code for whatever reason stopped working, and THAT'S ALL THAT HAPPENED. So, the code stopped working and a new code has never been offered in its placement since.

#9 Updated by Mhtrineedsfixingasap 2 months ago

I don't know if you're allowed to post external links here so please excuse me. Here's proof of my issue from some quick googling:

https://forums.dolphin-emu.org/Thread-regarding-bloom-in-monster-hunter-tri -Scroll down some more and you'll see his fish scale graphics too

https://www.reddit.com/r/gaming/comments/27hd59/comparison_shots_of_monster_hunter_tri_wii_vs/ -Somebody else who noticed this games bloom is out of proportions and is asking if anyone else has any issues.

https://www.reddit.com/r/DolphinEmulator/comments/da6f90/monster_hunter_tri_bloom_out_of_control/ -And finally someone describing the exact same scenario as me here, 530 worked with the bloom off patch code. Anything after that simply did not. Oh and the post is 100% upvoted and supported.

#10 Updated by JMC4789 2 months ago

I'll look into this in a bit. Part of the problem appears to be confusion about the bisect, but I think it's fairly obvious that Dynamic BATs (large scale MMU changes) affected memory addresses that this patch refers to. If I can't make the patch work, it means there is a fair chance that this patch relied on improper emulation in the older builds. If that is the case, I will file to have the patch removed.

If this is the case, don't expect an immediate replacement. The only reason this patch was even included in Dolphin at all was because the core effect was not properly emulated. Now that Dolphin does emulate the effect correctly and fairly efficiently, a patch like this probably shouldn't be included by default for this. We don't tend to maintain patches and cheats, and those that we do maintain are usually last-ditch efforts to work around emulation issues (such as data cache reliance, which we cannot emulate.)

If the patch is not workable anymore, your best chance would be to contact whoever made this patch so that the memory addresses can be adjusted to whatever the new memory addresses are. I hope to bear good news, but if memory addresses no longer line up, a new patch will be needed and would be more suitable to be made by a game reverse engineer than emulator developers.

#11 Updated by JosJuice 2 months ago

To add on to JMC's comment, the dynamic BATs change was in 5.0-540, the version immediately after 5.0-532. Considering that they're right next to each other and 5.0-540 is much much more likely to have caused this issue than 5.0-532, I'm assuming there has been some kind of mix-up with the version numbers.

#12 Updated by JMC4789 2 months ago

Can confirm the patch no longer works. I was expecting to be able to find some invalid reads/writes, but it just appears to do nothing. I cannot confirm whether or not this is due to Dynamic Bats for certain or if the patch isn't working. Other patches do function, so it's likely this patch is simply writing to garbage.

#13 Updated by Mhtrineedsfixingasap 2 months ago

First of all thank you for taking this issue seriously and trying to help. Second, I know people keep saying that 532 should not have caused any immediate changes and there's probably a mistake on my part but just try it for yourself, I don't know why nor can tell you why, in 532 the patch suddenly decided to stop working. Also JMC you said about addresses and stuff which sounds very convincing to me but I've no idea where to find the lad who made the patch :?

#14 Updated by JosJuice 2 months ago

So that we can make sure that we're testing the exact same 5.0-532 as you, could you provide a direct link to the build? The reason I'm asking is because it isn't available on https://dolphin-emu.org/download/dev/3e0355e7f685eafaac7a134a7aad86907ec0fafb/ for any operating system other than Android, so I'm wondering if you've maybe downloaded a build from somewhere else.

#15 Updated by JMC4789 2 months ago

5.0-540 is the closest build we can test from there, so I 5.0-532 either has to be a mistake or another fork. Or you're testing from Android. I can't compile builds that old, so I assume everyone else is using buildbot builds as well.

Regardless of what build did it, the patch is at least confirmed broken. Other patches still work, so the patching infrastructure is fine. This is probably something silly like we need to add an offset, but I don't know enough about the memory map to know how to shift it.

And don't get me wrong, while I'm currently assuming it's just memory addresses that got shifted around, you're correct in that something else could have broken it. Game patches are so rarely used that it may be broken in some unknown way, however both the other games with pre-included patches still work for me.

#16 Updated by Mhtrineedsfixingasap 2 months ago

Right okay sorry I guess I meant 540 all this time and instead I was saying 532. Regardless, its the very next desktop version after 530 but here's the link so we know we're on the right page: https://dolphin-emu.org/download/list/master/197/
And I appreciate everyone trying to help out, even if it doesn't work out I appreciate it ^

#17 Updated by JosJuice 2 months ago

  • Regression start set to 5.0-540
  • Regression changed from No to Yes

#18 Updated by JMC4789 2 months ago

Cool, having that as the regression actually makes it more likely it can be repaired. Just need to find the right person to look into it now. I'll ask around.

#19 Updated by JosJuice 9 days ago

#20 Updated by taolas 6 days ago

Can use the patch as an AR code for now:

$Bloom Off
04056FF4 C022FFE4
0479DA84 3F800000

Running it from a savestate won't load the change immediately, because the default code is cached.

#21 Updated by Mhtrineedsfixingasap 5 days ago

taolas wrote:

Can use the patch as an AR code for now:

$Bloom Off
04056FF4 C022FFE4
0479DA84 3F800000

Running it from a savestate won't load the change immediately, because the default code is cached.

Dude what can I say, thank you! I've been waiting years for this, moderators please upload this code to the Monster hunter tri dolphin wiki page and update the bloom off code with the one provided by Taolos is that's okay. Thank you again!

#22 Updated by JosJuice 5 days ago

taolas: Which version of the game is this code for? (Or does it work on all versions?)

#23 Updated by taolas about 4 hours ago

No, it's English/NA. The other versions should be different. I literally just copied the English patch code into an AR code. The other ini files have different patch codes. I don't know patch code markup, but the other versions' patches wouldn't copy straight over. If someone has those versions of the game they could try to change the first two numbers to 04 and use it as AR... "04xxxxxx xxxxxxxx" could work.

Mhtrineedsfixingasap could also test the efb slider build to see if it produces an acceptable result.

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