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Emulator Issues #9070

The Legend of Zelda: Skyward Sword - Wrong coloring within maps

Added by KennyL84 almost 4 years ago. Updated about 1 year ago.

Status:
Accepted
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?

[The Legend of Zelda - Skyward Sword]

Game ID? (right click the game in the game list, properties, info tab)

[SOUE01]

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

[31921a24ddf8ee5c9f75e0837fd44fbb]

What's the problem? Describe what went wrong.

[The coloring of the maps are wrong. For example within the map of Skyloft there should be different green regions like in the actual game on the original Wii. Instead only a dark green layer is shown on the maps. See screenshots attached please.]

What steps will reproduce the problem?

[The best way to detect this issue is to start a new game. Wait for the cutscenes to finish and leaving the knight's academy as soon as possible. Thus you will be in Skyloft where you display the map by presing the "+" button on the wiimote. Of course if possible you can also load a saved game in Skyloft and open the map. ]

Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?

[4.0-8125. This has never worked in any other version I tested before with both backends D3D and OpenGL. In D3D half of the map is in brighter green while the other half is in dark green. In OpenGL the whole map is dark green.]

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

[CPU: AMD Phenom II X4 965 @ 3.7GHz
GPU: NVIDIA GeForce GTX 660
OS: Windows 7 x64 Ultimate
RAM: 4 GB]

Is there any other relevant information? (e.g. logs, screenshots,
configuration files)

[Anything else here]

ZeldaSkyMap.png (1.01 MB) ZeldaSkyMap.png Map with issue KennyL84, 11/07/2015 03:38 AM
Sword_0488.png (830 KB) Sword_0488.png Map being displayed correctly KennyL84, 11/07/2015 03:39 AM
SOUE01-1.png (1.31 MB) SOUE01-1.png Linker, 12/11/2017 03:16 AM
Issue9070-partialfix-4.0-564.png (4.41 MB) Issue9070-partialfix-4.0-564.png Linker, 12/11/2017 04:18 AM
4.0-1154_force_texture_filtering.png (142 KB) 4.0-1154_force_texture_filtering.png Chariblaze, 07/19/2018 06:37 PM
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History

#1 Updated by JMC4789 almost 4 years ago

  • Status changed from New to Accepted

It's broken on Software Renderer too, awesome! Good catch. I swear this was working at one point; can you please check 4.0-1192?

#2 Updated by JMC4789 almost 4 years ago

Added this to fifoci. I still swear this got fixed at some point.

#3 Updated by KennyL84 almost 4 years ago

JMC4789 wrote:

Added this to fifoci. I still swear this got fixed at some point.

Just tried to test it in that version but unfortunately my Wii MotionPlus does not get recognized within some older versions including this one. Thus I can't even get ingame..

#4 Updated by Linker over 1 year ago

6485

I tried 4.0-1192. The issue is not fixed there, however there are two tones of green visible, which is a change. There is a horizontal split near the bottom of the map, one green is above the split and another green below.

#5 Updated by Linker over 1 year ago

I just noticed the note in KennyL84's original description, describing exactly what I see in both 8125 and 1192. Now there are screenshots capturing both of these states.

KennyL84 wrote:

In D3D half of the map is in brighter green while the other half is in dark green. In OpenGL the whole map is dark green.

#6 Updated by Linker over 1 year ago

6486

Tried 4.0-564. Issue was nearly fixed in this build, but it's very glitchy.

Attaching screenshot.

#7 Updated by Linker over 1 year ago

Linker wrote:

Tried 4.0-564. Issue was nearly fixed in this build, but it's very glitchy.

Same with 828.
Same with 1024. Direct3d or OGL, doesn't matter.
Same with 1146.

So it is "almost fixed" in 4.0-1146, and broken from 4.0-1192 all the way through 5.0.6026. There are no archived builds on the site between 1146 and 1192, so something in-between regressed it.

#8 Updated by JMC4789 over 1 year ago

There is no such thing is nearly fixed in the older build - there was far less tev accuracy before then. If it was closer to correct it was just due to having less emulation.

#9 Updated by Linker over 1 year ago

Ok. Do you still believe this was working at some point, just after 1192?

#10 Updated by StrikerM9999 over 1 year ago

I use the emulated MotionPlus custom build of 3.0-410 to play this game, and it seems doesn't have this problem.

#11 Updated by Chariblaze about 1 year ago

6926

Linker wrote:

There are no archived builds on the site between 1146 and 1192, so something in-between regressed it.

Using OpenGL:

1153 (0e711bf520654bf6403116c905f74e4092c61926): "Almost fixed", like Issue9070-partialfix-4.0-564.png.
1154 (3ea97f77301d57f7ffddefb45f7e34ca926d5098): Horizontal split, like SOUE01-1.png.

Small bonus: When "Force Texture Filtering" is on, some horizontal lines show up in the solid green. See attachment, most visible in the top island.

Quick build tip: As recommended in those old readmes, I installed Visual Studio 2013 to do the builds. It didn't seem to conflict with my VS 2017 install.

Using Wiimote + Motion Plus with "Real Wii Remote": When starting up, the game can be a bit finicky on detection of the Motion Plus. If this happens, toggle the Wiimote connection a bit with Connect Wii Remotes in Tools (Alt + F5 for Connect Wii Remote 1). Disconnect, reconnect, see if it detects, repeat. In even older versions, this option doesn't disconnect the remote, so then you'll just have to reset the game until it works.

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