Emulator Issues #7050

Punies glitch and disappear offscreen and HUGE lag.

Added by TAxxOUTBR3AKxx about 7 years ago.

% Done:


Operating system:
Issue type:
Relates to usability:
Relates to performance:
Relates to maintainability:
Regression start:
Fixed in:


Game Name?
Paper Mario: Thousand Year Door

Game ID?

What's the problem? Describe what went wrong in few words.
Punies are randomly disappearing.

What did you expect to happen instead?
Punies to continue following me.

What steps will reproduce the problem?
Any situation where Punies can get "lost", the game deletes them. This includes falling off a ledge, blowing them off a ledge, or across a gap with bubbles. If multiple (20+) are offscreen they become un-rendered and start induced a HUGE frame-rate lag and slowdown in the room until it's left and returned. Returning CAN make them re-appear, but it's still impossible to get all 101 to the end as there's always at least 1 Punie that doesn't come back.

Which versions of Dolphin did you test on?
Dolphin x64 v4.0.2
Dolphin x64 v4.0-707

Does using an older version of Dolphin solve your issue? If yes, which
versions of Dolphin used to work?

The game itself works, but this is my first playthrough via Dolphin in any scenario. 2 different versions both create this problem.

What are your PC specifications? (including, but not limited to: Operating
System, CPU and GPU)
System: Windows 7 x64
CPU: Intel Core i5-4670 @ 3.40GHz (Quad-Core)
GPU: Nvidia Geforce GTX650 @ 1GB GDDR5
RAM: 8GB GDDR2 @ 1866MHz

Are you using the 32 or the 64 bit version of Dolphin?

Is there any other relevant information? (e.g. logs, screenshots,
configuration files)
The problem I'm experiencing is accompanied by another issue that people have said was resolved in v4.0-707, which is the loop-frame of the punies being rendered incorrectly resulting in a glitched/garbled graphic.

Backend: Direct3D
Internal Resolution: 2xNative (1280x1056)
Check: Scaled EFB Copy
Check: Per-Pixel Lighting
EFB Copies to RAM
Check: OpenMP Texture Decoder
Check: Fast Depth Calculation


#1 Updated by TAxxOUTBR3AKxx about 7 years ago

After hours of trying, I switched to using the OpenGL Backend and it's stable enough to not make the Punies disappear while off-screen. It's still glitchy, but at least the Great Tree in Chapter 2 is passable on OpenGL, while Direct3D isn't.

#2 Updated by TAxxOUTBR3AKxx about 7 years ago

Another update. I just finished the timed escape in the tree, and the problem presented itself again. I'm assuming it's not as bad as Direct3D was, but OpenGL still presents the issue I stated in the OP, albeit I get a tad more leeway with them being offscreen and the amount of time being able to do so. I know because I just lost 40+ punies crossing the gap with the bubbles.

#3 Updated by MayImilae about 7 years ago

I played through this area of the game in 3.5-1200ish or so, and never encountered this. That isn't that far from 4.0... They were garbled and messed up, but the gameplay was fine for me.

#4 Updated by JMC4789 about 7 years ago

Yeah, I played through this area with no problems. Please find out what build this started happening with. If you cannot, then I'm going to assume this is your problem. I've played through this area in Dolphin a while back; and had absolutely no troubles aside from the messy graphics.

#5 Updated by jesse_lun about 7 years ago

Is the following issue related:

It seems that the Wind Waker graphic fix was also supposed to fix the punis, but loading a savefile with them crashes Dolphin.

Savefile in question:

#6 Updated by JMC4789 about 7 years ago

I think you're getting mixed up; that bug fix definitely did not, and was not supposed to fix the punies.

Dolphin crashing would be a bug; but I'm not getting any crash myself.

#7 Updated by JMC4789 over 6 years ago

  • Status changed from New to Work started

#8 Updated by xtrafear over 6 years ago

Can you provide a save? I think it would be easier to test and see...

#9 Updated by JMC4789 over 6 years ago

There's a pull request that fixes this already, there's no need.

#10 Updated by JMC4789 over 6 years ago

  • Status changed from Work started to Fixed

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