Emulator Issues #12229

Paper Mario TTYD Periodically Crashes with DX12

Added by teconmoon about 1 year ago. Updated about 1 year ago.

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Issue type:
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Game Name?

Paper Mario: The Thousand-Year Door

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


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


What's the problem? Describe what went wrong.

Occasionally during battle when attacking or being attacked, the game will crash with a DX12 DXTexture error. In fullscreen mode, the error does not properly display.

What steps will reproduce the problem?

This issue consistently occurs over time, but there's not a specific enemy or move you can perform to consistently cause this crash. I've had this occur in the first battle after loading my save or 10 fights later. The crash always occurs right as an attack lands, whether that's Mario or a partner attacking or you being attacked.

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, latest development version is 5.0-12481

Is the issue present in the latest stable version?

The issue doesn't appear to be present in 5.0 stable, although that build was over 4 years ago and a lot has changed. I also tested the last few beta versions (5.0-12247 and 5.0-11991) which also exhibited this issue.

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 and anyone who is building Dolphin on their own can use git bisect.)


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:


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

CPU: Intel Core i7-3930k
GPU: NVIDIA GeForce GTX 770 (Drivers up-to-date)
OS: Windows 10 Enterprise 2019 LTSC (OS up-to-date)

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

Screenshots attached

Crash.PNG (601 KB) Crash.PNG Screenshot of error teconmoon, 08/27/2020 05:02 PM
Crash2.PNG (602 KB) Crash2.PNG Fullscreen example teconmoon, 08/27/2020 06:01 PM
paper mario ttyd dolphin bug.png (1.74 MB) paper mario ttyd dolphin bug.png Same error as above, just adding to show it's the same nextstone, 10/08/2020 01:53 AM


#1 Updated by teconmoon about 1 year ago

I have tested all the beta builds listed on the downloads page back to 5.0-11333 and am experiencing the same problem with all the builds. Other back ends don't appear to exhibit this problem, further testing is needed to confirm.

I would just switch to another back end, but I use Parsec to stream my gaming setup and DX12 offers the smoothest performance. All other backends occasionally stutter, but this doesn't appear to be related to shader compilation.

#2 Updated by Techjar about 1 year ago

That is really odd, I don't know how a texture create would fail in this very specific case. Does it happen in any other games?

#3 Updated by teconmoon about 1 year ago

I have not personally experienced this issue with any other title, all my other games chug along quite nicely.

I noticed issue 12227 posted has Skyward Sword crashing with the same error, but the circumstances appear to be a little more duplicatable.

#4 Updated by nextstone about 1 year ago


Currently using version 5.0-12729, and this issue still occurs very often and in exactly the same cases as described. I came here to report this bug and saw that an issue was already opened, so I figure I'd throw in an update.

Luckily, I quickly learned that when this happens, you can save state right where you are, restart the game, and load the state and it will resume the game normally right where you left off, and then you can save your game to the memory card at the next save block and fully save your data. Obviously it's not a perfect solution, but for the moment it is really nice when you want to make sure you don't lose any progress if you haven't saved in a while.

#5 Updated by Techjar about 1 year ago

Yeah, this is weird though because the Skyward Sword issue only occurs on AMD. I'm not sure it's the same bug. My question is why don't you just use any other video backend in the meantime? All backends should perform equally well for this game, as it doesn't use a lot of draw calls. I personally use Vulkan is my primary backend.

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