Monster Hunter Tri Dolphin Graphic Settings

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Anais Wachowski

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Jul 25, 2024, 4:22:09 AM7/25/24
to marnyavogttinc

So on any version of Dolphin ranging from two years ago to the latest version, as soon as you move your character around the screen has a horrible blocky filter applied to making it look like fish scales. This issue was bought up years ago but I guess was just never fixed.

monster hunter tri dolphin graphic settings


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Steps to reproduce are use the latest version of Dolphin and run this game, make a character and move around and you should notice immediately. Please check the attachments for reference. This game worked perfectly fine one Dolphin-530 about three years ago and the very next version after that broke this game and has never been fixed since.

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 -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.)

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: -emu.org/index.php?title=FifoPlayer

Disabling EFB access blows the bloom out of proportions yes. However all worked fine in dolphin version 5.0-530 by enabling the bloom off patch, you didn't need to mess with anything else and it was perfect. The very next version after this messed up the bloom off patch in that it didn't for whatever reason work anymore and since then has been forgotten. Its not just the way the game looked, the very next version after 530 broke the game and that's all that needs addressing?

Do this. Download 5.0-530 and load up the game ensuring you've enabled the bloom off patch in the game properties. Now the very next version after that up until the latest version has broken the bloom off patch in that it simply does not work anymore and I have no idea why. It just now force enables skip EFB cpu or whatever by default but that gives the fish scale graphics. There are numerous posts on reddit talking about this but it seems they've all been ignored which is why years later I'm posting this here, but knowing nothing will probably be done about it anyway. But hey just trying.

Are you sure that you did your testing in the same way in 5.0-530 and 5.0-532? In particular, you need to be careful with whether you open the graphics config window while you are emulating, because in older versions of Dolphin, doing this resets any settings that Dolphin has forced to a specific value.

Yes I have tested 530 and 532 extensively and ensured whenever I changed any graphical settings to close and reopen dolphin altogether. I also on many occasions did many system reboots, multiple windows versions and reinstallations to make sure the problem was not on my end. Also a quick google search on this will show you what I'm talking about here. What happened was the bloom off patch worked for a very long time up and until 530 where suddenly in 532 the bloom off patch gecko code for whatever reason stopped working, and THAT'S ALL THAT HAPPENED. So, the code stopped working and a new code has never been offered in its placement since.

_hunter_tri_bloom_out_of_control/ -And finally someone describing the exact same scenario as me here, 530 worked with the bloom off patch code. Anything after that simply did not. Oh and the post is 100% upvoted and supported.

I'll look into this in a bit. Part of the problem appears to be confusion about the bisect, but I think it's fairly obvious that Dynamic BATs (large scale MMU changes) affected memory addresses that this patch refers to. If I can't make the patch work, it means there is a fair chance that this patch relied on improper emulation in the older builds. If that is the case, I will file to have the patch removed.

If this is the case, don't expect an immediate replacement. The only reason this patch was even included in Dolphin at all was because the core effect was not properly emulated. Now that Dolphin does emulate the effect correctly and fairly efficiently, a patch like this probably shouldn't be included by default for this. We don't tend to maintain patches and cheats, and those that we do maintain are usually last-ditch efforts to work around emulation issues (such as data cache reliance, which we cannot emulate.)

If the patch is not workable anymore, your best chance would be to contact whoever made this patch so that the memory addresses can be adjusted to whatever the new memory addresses are. I hope to bear good news, but if memory addresses no longer line up, a new patch will be needed and would be more suitable to be made by a game reverse engineer than emulator developers.

To add on to JMC's comment, the dynamic BATs change was in 5.0-540, the version immediately after 5.0-532. Considering that they're right next to each other and 5.0-540 is much much more likely to have caused this issue than 5.0-532, I'm assuming there has been some kind of mix-up with the version numbers.

Can confirm the patch no longer works. I was expecting to be able to find some invalid reads/writes, but it just appears to do nothing. I cannot confirm whether or not this is due to Dynamic Bats for certain or if the patch isn't working. Other patches do function, so it's likely this patch is simply writing to garbage.

First of all thank you for taking this issue seriously and trying to help. Second, I know people keep saying that 532 should not have caused any immediate changes and there's probably a mistake on my part but just try it for yourself, I don't know why nor can tell you why, in 532 the patch suddenly decided to stop working. Also JMC you said about addresses and stuff which sounds very convincing to me but I've no idea where to find the lad who made the patch :?

So that we can make sure that we're testing the exact same 5.0-532 as you, could you provide a direct link to the build? The reason I'm asking is because it isn't available on -emu.org/download/dev/3e0355e7f685eafaac7a134a7aad86907ec0fafb/ for any operating system other than Android, so I'm wondering if you've maybe downloaded a build from somewhere else.

5.0-540 is the closest build we can test from there, so I 5.0-532 either has to be a mistake or another fork. Or you're testing from Android. I can't compile builds that old, so I assume everyone else is using buildbot builds as well.

Regardless of what build did it, the patch is at least confirmed broken. Other patches still work, so the patching infrastructure is fine. This is probably something silly like we need to add an offset, but I don't know enough about the memory map to know how to shift it.

And don't get me wrong, while I'm currently assuming it's just memory addresses that got shifted around, you're correct in that something else could have broken it. Game patches are so rarely used that it may be broken in some unknown way, however both the other games with pre-included patches still work for me.

Right okay sorry I guess I meant 540 all this time and instead I was saying 532. Regardless, its the very next desktop version after 530 but here's the link so we know we're on the right page: -emu.org/download/list/master/197/
And I appreciate everyone trying to help out, even if it doesn't work out I appreciate it ^^

Dude what can I say, thank you! I've been waiting years for this, moderators please upload this code to the Monster hunter tri dolphin wiki page and update the bloom off code with the one provided by Taolos is that's okay. Thank you again!

No, it's English/NA. The other versions should be different. I literally just copied the English patch code into an AR code. The other ini files have different patch codes. I don't know patch code markup, but the other versions' patches wouldn't copy straight over. If someone has those versions of the game they could try to change the first two numbers to 04 and use it as AR... "04xxxxxx xxxxxxxx" could work.

These cheatcodes are a perfectly acceptable solution to the issue and we'll happily ship them with the game INI. The blockiness itself is not a bug, but I think everyone understands that it's rather annoying. It was a really weird solution for bloom that they employed that doesn't look well scaled up.

As a note: If you want a version of the game that isn't designed for 480p, I think this game rereleased on the Wii U and should use a different bloom tech and probably runs at a higher native resolution.

The game was originally planned to be a PlayStation 3 title, but was cancelled due to high development costs for that console. Capcom instead decided to develop it for the Wii.[5] Prior to its debut, a demo of Monster Hunter Tri was included with Japanese copies of Monster Hunter G. A special bundle was also released on August 1 featuring the game packaged with a black Wii console and a Classic Controller Pro. On August 3, 2009, Capcom issued a press release confirming the game would be localized for North American and European markets.[6] On February 24, 2010, Capcom announced that online play would be provided free of charge. [7] In America and Europe, separate servers are used and Wii Speak is supported, making the first game in the franchise to include native VoIP capability.[8] It was a critical and commercial success. An enhanced port called Monster Hunter 3 (tri-) G in Japan and Monster Hunter 3 Ultimate in other territories was released for the Nintendo 3DS in Japan in December 2011 and in North America and Europe in March 2013. The online servers for the North American and European Wii versions of the game were shut down on April 30, 2013.[9][10][11]

Players of Monster Hunter Tri take on the role of a hunter from the hunting Guild, assigned to help Moga Village, a small fishing community that is under threat of monsters from a nearby deserted island. The player does this by completing free hunts on the island, where they collect materials and slay or capture monsters which are converted into resources that can be used to improve the village, and by completing time-limited quests for the Guild, typically slaying or capturing a monster in a specific region, for in-game money (zenny) and material resources that can be used to create equipment that allows them to take on more difficult monsters. Improving the village gives the player access to a farming area and a fishing fleet, from which herbs, mushrooms, bugs and honey can be harvested, companions that can help while on the field, and access to a trader that can provide rare items to the player.

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