Homebrew Issues with Skyward Sword In Dolphin

kyomagi

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I have a AMD 865 x4 core 2.8 ghz
AMD 6770 1gb video card with updated graphics
8gb ram

OK, so i found the settings to make this run 90% pretty. Stable and smooth at 30fps. There are some weird cut scenes, but its playable during them. 90% of the rest of the game is 1080p puuurty

First, under users > Config > direct x11 .ini erase the entire thing and replace with this


[Hardware]
VSync = False
Adapter = 0
[Settings]
AspectRatio = 0
Crop = False
wideScreenHack = False
UseXFB = False
UseRealXFB = False
ShowFPS = True
ShowInputDisplay = False
OverlayStats = False
OverlayProjStats = False
DLOptimize = 0
Show = 0
DumpTextures = False
HiresTextures = False
DumpEFBTarget = False
DumpFrames = False
FreeLook = False
UseFFV1 = False
AnaglyphStereo = False
AnaglyphStereoSeparation = 200
AnaglyphFocalAngle = 0
EnablePixelLighting = False
EnablePerPixelDepth = False
ShowEFBCopyRegions = False
MSAA = 0
EFBScale = 1
TexFmtOverlayEnable = False
TexFmtOverlayCenter = False
Wireframe = False
DisableLighting = False
DisableTexturing = False
DstAlphaPass = False
DisableFog = False
UseGLSL = False
EnableOpenCL = False
OMPDecoder = False
[Enhancements]
ForceFiltering = False
MaxAnisotropy = 3
PostProcessingShader =
Enable3dVision = False
[Hacks]
EFBAccessEnable = True
DlistCachingEnable = False
EFBCopyEnable = True
EFBCopyDisableHotKey = False
EFBCopyRAMEnable = False
EFBCopyVirtualEnable = True
EFBEmulateFormatChanges = False



After that is done, you really dont have to do much other than make sure you are using the direct x11 drivers
 
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tronic307

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Special watercolor graphics filters make the game look like a painting on the Wii. Unfortunately for Dolphin users, those filters are rendered at 480p, so rendering the game at higher resolutions reveals the blockiness. There may be no fix short of patching the game to turn those filters off.
 

kyomagi

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ahhh well i found a setting that made the game look almost perfect, i'll post it soon, shopping it together now.
 

TheWing

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One question about Dolphin+SS... i read somewhere that Skyward Sword uses the Motion Plus also to know "where the mote is pointing", i mean, this game dont use the sensor bar at all. Is that true? Or to use the cursor in Dolphin you need a sensor bar aswell? Cause probably i will play it on Dolphin instead on the Wii, but i need to know if i need another "wireless sensor bar" or if with a wiimote plus is enough for this game...
 

kyomagi

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you need the sensor bar. you can buy a cheap one at gamestop for $20 or a used one for $10. But it has to be wireless
 

Lucif3r

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You dont need the sensor bar for anything else but the initial sync and calibration.

you need the sensor bar. you can buy a cheap one at gamestop for $20 or a used one for $10. But it has to be wireless

Erm, no it doesnt. You just have to fiddle with it a bit to get it working on alternative powersource (battery, usb, molex, AC/DC adapter, whatever).

You can also make your own with 2 IR LEDs and 2x1.5v batteries.

OR, just use a couple of candles.
 

Elrinth

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I was surprised Zelda worked so good in the emulator. There's occations where the music goes haywire, but it goes away after awhile. And there's a minor stutter occationally when loading something new. But all in all it runs fluidly at 30 fps. (I'm guessing that's locked by the game ofc)
 

kyomagi

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ah thanks, i was not informed that you could do this. i guess i will return my sensor bar and just use two candles lol
 

NiGHtS

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How do i go about setting up wii remote plus in dolphin? just wanna double check before I go out and buy it
 

koji2009

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How do i go about setting up wii remote plus in dolphin? just wanna double check before I go out and buy it

Have you connected a wiimote before in Dolphin? If you have... that's it. Absolutely nothing special, just plug it in and you're good to go. If the wii motion plus isn't recognized at first, simply unplug it (don't turn off or go back to the menu, while in game) and replug it in and it should detect it after a second or two.

If you haven't connected a wiimote before to dolphin, dolphin has a walkthrough for it.
 
D

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So does your hardware have to support DX11 for this to work? I have a nvidia gtx 280. It supports DX10, but launches dolphin in dx11, or at least it says it does. However even with dolphin launching with your settings and dx11, my textures still have "moving parallel lines" everywhere giving me an uber headache making it unplayable. Is there any known way to rid of the "moving parallel lines" with a video card that only supports dx10?

On a personal note: my wii kinda broke, so I was super excited to use dolphin to play Zelda. Now I feel I'll have to wait until the gtx 600 series is released in order to get dx11 and Zelda (and skyrim) working awesome. So until then, I'll continue to be a sad panda, unless there is another option available. Thanks all!

I have a AMD 865 x4 core 2.8 ghz
AMD 6770 1gb video card with updated graphics
8gb ram

OK, so i found the settings to make this run 90% pretty. Stable and smooth at 30fps. There are some weird cut scenes, but its playable during them. 90% of the rest of the game is 1080p puuurty

First, under users > Config > direct x11 .ini erase the entire thing and replace with this


[Hardware]
VSync = False
Adapter = 0
[Settings]
AspectRatio = 0
Crop = False
wideScreenHack = False
UseXFB = False
UseRealXFB = False
ShowFPS = True
ShowInputDisplay = False
OverlayStats = False
OverlayProjStats = False
DLOptimize = 0
Show = 0
DumpTextures = False
HiresTextures = False
DumpEFBTarget = False
DumpFrames = False
FreeLook = False
UseFFV1 = False
AnaglyphStereo = False
AnaglyphStereoSeparation = 200
AnaglyphFocalAngle = 0
EnablePixelLighting = False
EnablePerPixelDepth = False
ShowEFBCopyRegions = False
MSAA = 0
EFBScale = 1
TexFmtOverlayEnable = False
TexFmtOverlayCenter = False
Wireframe = False
DisableLighting = False
DisableTexturing = False
DstAlphaPass = False
DisableFog = False
UseGLSL = False
EnableOpenCL = False
OMPDecoder = False
[Enhancements]
ForceFiltering = False
MaxAnisotropy = 3
PostProcessingShader =
Enable3dVision = False
[Hacks]
EFBAccessEnable = True
DlistCachingEnable = False
EFBCopyEnable = True
EFBCopyDisableHotKey = False
EFBCopyRAMEnable = False
EFBCopyVirtualEnable = True
EFBEmulateFormatChanges = False



After that is done, you really dont have to do much other than make sure you are using the direct x11 drivers
 

kyomagi

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So does your hardware have to support DX11 for this to work? I have a nvidia gtx 280. It supports DX10, but launches dolphin in dx11, or at least it says it does. However even with dolphin launching with your settings and dx11, my textures still have "moving parallel lines" everywhere giving me an uber headache making it unplayable. Is there any known way to rid of the "moving parallel lines" with a video card that only supports dx10?

On a personal note: my wii kinda broke, so I was super excited to use dolphin to play Zelda. Now I feel I'll have to wait until the gtx 600 series is released in order to get dx11 and Zelda (and skyrim) working awesome. So until then, I'll continue to be a sad panda, unless there is another option available. Thanks all!

I have a AMD 865 x4 core 2.8 ghz
AMD 6770 1gb video card with updated graphics
8gb ram

OK, so i found the settings to make this run 90% pretty. Stable and smooth at 30fps. There are some weird cut scenes, but its playable during them. 90% of the rest of the game is 1080p puuurty

First, under users > Config > direct x11 .ini erase the entire thing and replace with this


[Hardware]
VSync = False
Adapter = 0
[Settings]
AspectRatio = 0
Crop = False
wideScreenHack = False
UseXFB = False
UseRealXFB = False
ShowFPS = True
ShowInputDisplay = False
OverlayStats = False
OverlayProjStats = False
DLOptimize = 0
Show = 0
DumpTextures = False
HiresTextures = False
DumpEFBTarget = False
DumpFrames = False
FreeLook = False
UseFFV1 = False
AnaglyphStereo = False
AnaglyphStereoSeparation = 200
AnaglyphFocalAngle = 0
EnablePixelLighting = False
EnablePerPixelDepth = False
ShowEFBCopyRegions = False
MSAA = 0
EFBScale = 1
TexFmtOverlayEnable = False
TexFmtOverlayCenter = False
Wireframe = False
DisableLighting = False
DisableTexturing = False
DstAlphaPass = False
DisableFog = False
UseGLSL = False
EnableOpenCL = False
OMPDecoder = False
[Enhancements]
ForceFiltering = False
MaxAnisotropy = 3
PostProcessingShader =
Enable3dVision = False
[Hacks]
EFBAccessEnable = True
DlistCachingEnable = False
EFBCopyEnable = True
EFBCopyDisableHotKey = False
EFBCopyRAMEnable = False
EFBCopyVirtualEnable = True
EFBEmulateFormatChanges = False



After that is done, you really dont have to do much other than make sure you are using the direct x11 drivers


Yes you have to have dx11 support. but i actually found new settings that improve the graphics a bit. I'll have to test it when i get home.

http://www.neogaf.com/forum/showpost.php?p=32529372&postcount=5221
 

Patelitojoe

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The game runs well my issue is the slingshot. Everytime I aim it correctly it seems to shoot in a completely different place. Does anyone else have that issue?
 

penguinmaninacan

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The game runs well my issue is the slingshot. Everytime I aim it correctly it seems to shoot in a completely different place. Does anyone else have that issue?

This can be fixed by deselecting "Skip EFB Access from CPU". Unfortunately this usually comes at the cost of a lower framerate. I try to use the beetle as much as possible and change the setting only when I need to use the slingshot.
 

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