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Emulator Issues #9942

closed

Wii VC Ocarina of Time - EFB to RAM isn't enabled in the .ini

Added by Ecksters over 7 years ago. Updated over 7 years ago.

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

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
Yes
Relates to maintainability:
No
Regression start:
Fixed in:
5.0-1819

Description

Game Name?

Zelda: Ocarina of Time

Game ID?

NACJ01

MD5 Hash?

fbd31f95610f795d0acd51320f9821d9

What's the problem? Describe what went wrong.

Default graphical settings for Virtual Console Ocarina of Time results in graphical glitches in the game's menu.

What steps will reproduce the problem?

Run default settings, open menu, go to page with Link on it(sword/shield/tunic/boots equip screen), notice he is missing.

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?

5.0

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

2500k, GTX 970, Win10, 32GB RAM

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

Default Config Fails to show Link in menu screens, but with Disable Store EFB Copies to Texture Only or the Software Renderer, he appears correctly. Could not find any setting that fixed the black lines between textures in the menu.
http://imgur.com/gallery/WQTXF

Actions #1

Updated by Ecksters over 7 years ago

My bad, forgot to set title

Actions #2

Updated by leoetlino over 7 years ago

You need EFB to RAM for that screen to display properly. It's already enabled in the GameINI for the Master Quest disc, but no one has done it yet for the VC version.

Actions #3

Updated by Ecksters over 7 years ago

Any ideas on how to fix the black lines between the textures? It seems that still appears even with EFB to RAM.

Actions #4

Updated by Helios over 7 years ago

  • Subject changed from [Short description of your bug here (~10 words)] to VC Ocarina of Time - Graphical glitches
Actions #5

Updated by JMC4789 over 7 years ago

Try running at 1x IR?

Actions #6

Updated by JMC4789 over 7 years ago

actually, if it happens in SW renderer it could be a bug in the VC emulator. Meaning, nothing we can do about it. Also, I was unable to see it.

Actions #7

Updated by Ecksters over 7 years ago

Those screenshots in the IMGUR album are 1x IR.

Actions #8

Updated by Ecksters over 7 years ago

Look closely at the top left of the medallions spot, you'll see the graphical glitch most clearly there. Happens in most of the emulators, but I'd have to test it in VC to see if that's an inherent glitch, I don't believe it is though.

Here I've outlined the actual glitches, they exist in both GC and VC versions(also, both versions don't have Copy to RAM by default):
http://imgur.com/gallery/MR7dc

Actions #9

Updated by Ecksters over 7 years ago

Okay, I tested it on console, it's harder to see, but the pixel seam is apparently still there, I think the real issue is that VC should technically be using internal resolutions with multiples of 240i for VC, and 480i for GC, but instead Dolphin assumes it should use normal GC/Wii resolutions.

Is there a way to fix this with the config?

Here's how they look on console(VC):
http://imgur.com/a/gahNZ

Actions #10

Updated by Ecksters over 7 years ago

So one person(dotzo) helped me get it from VC, and thanks to Jimmie1717, here's how it looks on GC on console:
http://imgur.com/a/AlxSS

Actions #11

Updated by pauldacheez over 7 years ago

  • Status changed from New to Working as intended

It's not a matter of internal resolution, unfortunately (and we handle cases like that anyway if you have XFB enabled). The lines between textures are a result of the N64 using three samples for texture filtering (as opposed to the four samples other GPUs commonly use) and the VC emulator not emulating that difference, presumably because there's no way to do so on Flipper/Hollywood.

This bug existed on pretty much every N64 video plugin/backend up until all the fancy new pixel-accurate and still-HLE-but-not-nearly-as-shitty plugins started popping up: http://emulation.gametechwiki.com/index.php/Nintendo_64_emulators#Texture_filtering

Actions #12

Updated by Ecksters over 7 years ago

Does the GC version emulate as well? Because the glitch is still present in the GC version from the screenshots above.

Actions #13

Updated by Ecksters over 7 years ago

I'm just not sure you can say it's "Working as intended," since at a minimum both the GC and VC versions of Ocarina of Time have Copy Textures to RAM disabled by default, so both have the issue with Link not showing up in the menu.

Actions #14

Updated by pauldacheez over 7 years ago

  • Subject changed from VC Ocarina of Time - Graphical glitches to Wii VC Ocarina of Time - EFB to RAM isn't enabled in the .ini
  • Status changed from Working as intended to Accepted
  • Easy changed from No to Yes

leoetlino wrote:

You need EFB to RAM for that screen to display properly. It's already enabled in the GameINI for the Master Quest disc, but no one has done it yet for the VC version.

Oh, whoops. Guess that's what I get for not reading the whole thread before commenting.

Actions #16

Updated by JosJuice over 7 years ago

  • Status changed from Accepted to Fixed
  • Fixed in set to 5.0-1819
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