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Emulator Issues #12511

closed

Super Paper Mario: Doors and Flipping slowdown when recording/playing back inputs (Bounding Box)

Added by FTG64 over 3 years ago. Updated over 3 years ago.

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

0%

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:

Description

Game Name?

Super Paper Mario

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

R8PE01

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

a1bf3f193b7176c987489a8984cc8592

What's the problem? Describe what went wrong.

I went to record inputs and played normally. When I attempted to enter a door, the game locked up and for the next several minutes it ran at about 1 frame every several seconds, with some frames having the door rendered as solid black. When the lag finally ended, I was on the other end of the door despite not having seen the proper animation play. A similar thing happens when flipping to 3-D or anything else involving a drawn square. The square draws fine, but right when it needs to spin around the game drops to abysmal speeds. I determined that it's caused by leaving "Disable Bounding Box" unchecked, but the Paper Mario games are notable for needing bounding box emulation to display certain effects properly. Checking it fixes the slowdown, but introduces the known visual bugs associated with checking it in both SPM and PM:TTYD. Bounding box emulation works perfectly when not recording input.

What steps will reproduce the problem?

With "Disable Bounding Box" unchecked, start Super Paper Mario and begin recording inputs. Then either enter a door, or use an ability that uses the drawn-in squares (such as flipping or changing characters/Pixls).

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: 5.0-14197

Is the issue present in the latest stable version?

Yes: 5.0-14095

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.)

N/A

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

Attached is an image of what it looks like during the slowdown.

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

Processor: Intel Core i5-6400 CPU @2.70GHz 2.71 GHz

RAM: 16 GB (15.9 usable)

64 bit operating system, x64 processor, Windows 10 Home, Intel HD Graphics 530

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

I'm 99% certain it's bounding box related due to the slowdown vanishing when bounding box is disabled. It's just that SPM relies on bounding box so the game breaks in other ways that are already documented if it's disabled. So ideally we need to find a way to record inputs with bounding box enabled and not have it collapse in on itself.


Files

owxYoXB.png (2.54 MB) owxYoXB.png FTG64, 05/17/2021 06:14 AM

Related issues 1 (0 open1 closed)

Is duplicate of Emulator - Emulator Issues #12130: "Use SyncGPU Timings in Single Core" breaks Deterministic Dualcore when EFB Effects are used.Won't fixdegasus

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