- Dolphin 5.0 Widescreen Hack Pc
- Dolphin Emulator Widescreen
- Dolphin 5.0 Widescreen Hack Windows 10
- Dolphin 5.0 Widescreen Hack Apk
Dolphin supports spatial anti-aliasing, anisotropic filtering, post-processing pixel shaders, and a widescreen hack for forcing widescreen output on games that do not support it natively. Games can also achieve higher-than-intended frames per second. 5.0-2684: 3 years, 9 months ago: Widescreen Hack improvement (PR #4974 from gamemasterplc) Windows x64 macOS Android: 5.0-2682: 3 years, 9 months ago: Workaround for merging Fog's ffmpeg update (PR #4990 from dolphin-emu) Windows x64 macOS Android: 5.0-2679: 3 years, 9 months ago: ESFormats: Fix calculation of the ticket start offset (PR #4988. Playable in nearly all parts of the game at full screen 1080p widescreen (not using the built-in widescreen hack), with 4x Internal Resolution, Anti-Aliasing off, 16x Anisotropic Filtering, EFB Copies set to RAM, Texture Cache accuracy set to Safe, and using the DSP LLE Recompiler to accurately emulate audio. Wii U adapter on Mac OSX and dolphin 5.0. Dolphin will only occasionally detect the adapter, and when it does it works fine. I've messed with the system integrity, and tried all of the kext files i've found, but nothing seems to work. MacOS Catalina 10.15.5. 2.6 GHz Quad-Core Intel Core i7. For the widescreen code to work, you have to disable the widescreen hack and choose widescreen as the default screen format in dolphin's settings before you launch the game. Level 1 2 points 4 days ago.
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|Paper Mario: The Thousand-Year Door|
|Release date(s)||JP July 22, 2004|
NA October 11, 2004
EU November 12, 2004
AUS November 18, 2004
|Input methods||GameCube Controller|
|GameIDs||G8MP01, G8ME01, G8MJ01|
Dolphin Forum thread
Paper Mario: The Thousand-Year Door, released in Japan as Paper Mario RPG, is a console role-playing game developed by Intelligent Systems and published by Nintendo for the Nintendo GameCube. The Thousand-Year Door is the fourth Mario RPG and the second in the Paper Mario series.
- 1Emulation Information
- 3.216:9 Aspect Ratio Fix
- 3.2.1AR Code Fix
- 3.216:9 Aspect Ratio Fix
Bounding Box Slowdown on NVIDIA Cards
NVIDIA cards are abnormally slow during Bounding Box effects even at very low internal resolutions when using D3D11. They get dramatically slower as the internal resolution increase, even though comparable AMD graphics cards suffer no slowdown at all. This is due to Dolphin hitting a slow path on those graphics cards. It is recommended that supported NVIDIA users use other video backends when playing games that require Bounding Box emulation to avoid that.
When Using Older Graphics Cards
This game uses a feature known as 'Bounding Box', which Dolphin typically uses Shader Storage Buffer Objects (SSBO) to emulate. This requires a NVIDIA GeForce 400 series or newer, a AMD/ATI Radeon HD 5000 series or newer, or a Intel Broadwell Integrated GPU (Intel HD 5300+) or newer and an operating system that supports OpenGL 4.3, D3D11, GLES 3.1, or Vulkan. On macOS, MoltenVK can be used to attain Vulkan support on the latest builds. If Bounding Box is not emulated correctly, the game will show severe graphical glitches and won't be playable to finish.
Because Dolphin has gone through many variants of Bounding Box support throughout its history, it may be possible for older graphics cards to use less accurate versions of Bounding Box present in older builds. On Android, 5.0-9322 or newer is required for Bounding Box to function at all due to an unrelated bug. Please note that other driver issues can often cause issues with Bounding Box emulation, which can produce similar bugs to having no Bounding Box support whatsoever. In this case, updating drivers or using a different video backend may be your only recourse.
Riverside Station Sunset Effect
The sunset effect in Riverside Station has a defect where non-static objects in front of it have a trail of ghosts coming off. This is not a bug in Dolphin, but a defect inherent to the way the effect is achieved, as it appears on console too. The defect is very hard to see on console (it's right above the rock in the image below) due to the low resolution and analog quality loss, but the higher internal resolution and custom HD textures allowed by Dolphin make it very obvious.
PAL60 Reverting to 50Hz
If the PAL version of the game has been set to run at 60 Hz, it may change back to 50Hz under some circumstances. Turn off the dual core setting to avoid this issue.
Merluvee Next Path
When using the D3D backend, asking Merluvee to tell you the next path may freeze the game. This does not occur on OpenGL or Vulkan, so use them to avoid this issue.
Fixed in revision 5.0-9638.
HD Texture Pack
There is a work-in-progress high definition texture modification for The Thousand Year Door on the Dolphin forums.
16:9 Aspect Ratio Fix
The built-in Widescreen Hack causes clipping issues. The following codes work as a replacement, causing fewer issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.
AR Code Fix
This code does not speed up the game in the Shhwonk Fortress.
This code also speeds up the emulator in the Shhwonk Fortress.
Centered HUD, some letterboxing
This code also speeds up the emulator in the Shhwonk Fortress.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Enable Dual Core||Off||Fixes 60Hz mode reverting to 50Hz in EU version|
The graph below charts the compatibility with Paper Mario: The Thousand-Year Door since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|r890||Windows||Intel Core 2 Duo E8400 @ 4GHz||NVIDIA GeForce 9800 GTX+||Paper Mario The Thousand Year Door on PC - Dolphin emulator||4y4u|
|r4341||Windows Vista||Intel Core 2 Duo E4500 @ 2.2GHz||Intel GMA G35||Playable: 30-70FPS, some slowdowns in big areas.|
|r4598||Windows Vista||Intel Core 2 Duo E4500 @ 2.2GHz||Intel GMA 945G||Playable: 40-60FPS, minor glitches and slowdowns in big areas.|
|r6537||Windows 7||AMD Phenom II X2 @ 3.1GHz||ATI Radeon HD 4850||Playable: 60FPS with OpenGL plug-in, 4X AA and OpenCL Enabled|
|r6541||Windows 7||AMD Athlon II X2 @ 2.81GHz||NVIDIA GeForce GT 240||Crashes at random points: 60FPS with any plug-in|
|r7442||Windows 7||Intel Core i5 @ 2.8GHz||NVIDIA GeForce GTX 470||Runs at 60FPS has some Sound and Graphical Issues||Dario64|
|3.0||Windows 7||Intel Core i5 @ 2.5GHz||ATI Radeon HD 5770||Crashes at random points: 60FPS with any plug-in|
|r7719||Windows 7||Intel Core i3 @ 2.53GHz||Intel GMA X4500HD||Runs at 60FPS, slowdowns in big areas and minor graphical issues||CoolKirby|
|3.0-188||Windows 7||Intel Core i5 @ 2.8GHz||AMD Radeon HD 6450||Very playable. The above graphical glitches have been dealt with (using the above configuration). 60FPS, but with very minor sound hiccups.||Cynical|
|3.0-191||Windows 7||Intel Core i3 @ 2.53GHz||Intel GMA X4500HD||Almost perfect, crashes sometimes, sound is near perfect on LLE||CoolKirby|
|3.0-235||Windows 7||Intel Core 2 Extreme QX9770 @ 3.2GHz||ATI Radeon HD 4870x2||60FPS constant but minor sound issue||arcticmedia|
|3.0-371||Windows 7||AMD Phenom X4 955 @ 3.2GHz||NVIDIA GeForce 550 Ti||60FPS consistently on D3D11 with DSP HLE, occasional slowdowns to about 50FPS with accompanying sound hiccups, but completely playable|
|3.0-415||Windows 7||AMD Phenom X2 555 @ 3.4GHz||AMD Radeon HD 6870||50-60FPS consistently on D3D9, occasional slowdowns, sound issues and (rarely) major bugs like dialogues which don't come, but completely playable.||Haykel|
|3.0-632||Windows 7||Intel Core i5-2500K||NVIDIA GeForce 560||Crashes at random points: 60FPS+ with any plug-in with both and.||ragereaver|
|3.0-688||Windows 7||Intel Core i7-2600K||NVIDIA GeForce 680||Constant random crashes. Performance wise it's perfectly playable. 60FPS+|
|3.0-688||Windows 7||Intel Core i7-2670QM||NVIDIA GeForce GT 540M||Good and playable. Used to be slow but I've changed some settings on my PC to fix. Occasional audio bugs, but not terribly bad.|
|3.0-801||Windows 7||Intel Core 2 Quad Q9550||NVIDIA GeForce 560 Ti||Playable: full speed with minor drops, tons of audio glitches, LLE is too demanding for my system, enabling Accurate Vbeam Emulation seems to help with the sound. The music is also way too loud and makes it hard to hear some sound effects.|
|3.0-863||Windows 7||Intel Core i7-3770 @ 3.4GHz||NVIDIA GeForce GTX 670||Audio glitches with non-LLE, perfect with LLE. No slowdowns even at higher resolutions (720p). Water at Schwonk Fortress and Punies in the Great Tree still produce graphical errors. EFB to RAM reduces the graphical glitches of the punies to minor at best. Game is 100% playable in it's current state.|
|3.5||Windows 8||Intel Core i5-3570K @ 3.4GHz||NVIDIA GeForce GTX 560 Ti||Really smooth on Direct3D9, unlike many 3.5-x builds I tried which caused random slowdowns all over the place. Use LLE audio to fix various sound issues. To get LLE to work with this 3.0 build, I downloaded dsp_coef.bin and dsp_rom.bin from the Dolphin Source and placed it in ./User/GC/. Dolphin will display a warning when launching a ROM saying sound will be garbled because of a wrong hash, but it will be perfectly fine so just press No and play. You can download 3.0-936 from the Dolphin Old Builds.||dani|
|3.5||Windows Vista||Intel Pentium 4 @ 3.2GHz||Intel GMA 82945G||12~15FPS outside, 20~25FPS in battle due to low-end system. Random crashes. Also when the little things that come at you at the beginning after the first battle they appear as EFB static on all EFB hacks. I was actually surprised to see battles at more FPS. Performance guide settings.||Wiigeek336|
|3.5||Windows 7||AMD FX-4130 @ 4.2GHz||NVIDIA GeForce GTX 550 Ti||Runs at a smooth 60FPS in everything but transitions, and in some cutscenes with big effects.|
|3.5-79||Windows 7||Intel Core 2 Quad Q9550 @ 2.8GHz||NVIDIA GeForce GTX 560 Ti||Game is playable but the music is broken, it cuts off, plays too loud or too quiet for no reason, disappears, etc. Sound effects seem to be right, but the music problem is annoying. Other than that it's fine. With LLE the music seems to be ok but it's too demanding for my system.|
|3.5-367||Windows 7||AMD Phenom II 1090T @ 3.8GHz||NVIDIA GeForce GTX 570 DCII||Runs at 60FPS.|
GFX Settings: OpenGL, 4xAA, EFB to RAM no Cache, Fog Disable, OpenCL Texture Decoder(EXPERIMENTAL).
Dolphin Configuration: Dual Core ON, Idle Skipping ON, Framelimit: AUDIO, Limit using FPS, DSP HLE emulation using XAudio2.
|3.5-392||Windows 7||Intel Core i5-3570K||NVIDIA GeForce 560 Ti||100% speed, need to use LLE or sound will be glitchy (too loud, too low, music cutting off). DSound seems to be more stable under LLE emulation, sound corruption may happen after a few hours of continuous play. Some minor graphical glitches, very noticeable graphical glitch in areas with reflective water (Shhwonk Fortress underground). Some really minor stuttering even with full FPS in some areas. All these problems are very minor, the game so far is 100% playable.||Herpderpus|
|3.5-397||Windows 7||Intel Core i7-3820QM @ 2.7GHz||AMD FirePro M2000||Playable, constant 60FPS with Direct3D9 at 1600x900 resolution.||Shirsakbc|
|3.5-402||Windows 7||Intel Core i7-3770 @ 3.4GHz||NVIDIA GeForce GTX 680||Fully Playable without any graphical or Sound issues on 1080p! Played with Widescreen Hack on Direct3D 9 Plugin and DSP LLE Recompiler with DSound.||StarDave|
|3.5-1159||Windows 7||Intel Pentium G860||AMD Radeon HD 7770||Playable at mostly full speed at 1.5x native, D3D9; and using the new DSP HLE emulation. Minor visual glitch with reflective water. No apparent audio problems that existed with HLE in older builds.|
|3.5-1558||Windows 7||Intel Core 2 Quad Q9550 @ 3.4GHz||NVIDIA GeForce GTX 660 Ti||Playable: 60FPS with OpenGL (1920x1080, 9x SSAA); 60FPS with DirectX 9. Enabling Vsync on D3D9 seems to cut the framerate down to 35-40FPS, and DirectX 11 exhibits the same behavior regardless of Vsync setting (driver bug). HLE audio gets distorted after playing for around two hours and CPU is too slow for LLE.|
|3.5-1558||Mac OS X 10.8.4||Intel Core 2 Quad Q9550 @ 3.4GHz||NVIDIA GeForce GTX 660 Ti||Playable: 50-60FPS (1920x1080). HLE audio stutters since it's not constantly full speed.|
|3.5-1558||Windows 7||Intel Core i7-4650U||Intel HD Graphics 5000||Playable: 55-60FPS with DirectX 9 or 11 (1440x900, without AA); 35-60FPS with OpenGL. LLE audio works well.|
|3.5-1558||Mac OS X 10.8.4||Intel Core i7-4650U||Intel HD Graphics 5000||Not really playable; 30-45FPS.|
|4.0.2||Windows 7 x68||Intel Celeron G1610 @ 2.6GHz||Intel HD Graphics||Playable. Glitches even with BBox = true. 40FPS||hivaoa|
|4.0-2109||Windows 7||AMD FX-4300 @ 4GHz||AMD Radeon R7 260x||Very Playable. Constant 60FPS with all enhancements maxed. No problems using HLE.||Period|
|4.0-4149||Windows 7||AMD Phenom II x4 965 BE @ 3.4GHz||NVIDIA GeForce GTX 660||Playable. FPS drops to 50% when using Paper Mode and as well when the Boo Hoos enter invisible mode.||Kenny|
|4.0-5124||Mac OS X 10.9.2||Intel Core i5 @ 1.4GHz||Intel HD Graphics 5000||Game runs near perfect, mostly at 60FPS however does slow down when using paper abilities. A couple of minor graphics errors throughout the game. However, game is not completable as it hangs indefinitely on the final boss fight.||SirSpanky|
|4.0-5839||Windows 10 Preview||AMD Athlon II X4 650 @ 3.2GHz||ATI Radeon HD 4200||Game runs perfect at a constant 60FPS at all times using the Direct3D renderer. Using the OpenGL renderer causes a significant slowdown and is not recommended. No graphical errors at all on either graphics renderer.||Byteandahalf|
|4.0-6153||Windows 8||Intel Core i7 @ 4GHz||NVIDIA GeForce GTX 970||Using Direct3D, game runs smoothly throughout, minor (non-consistent) glitches in paper transitions, small FPS drop during bridge over Petalburg river appearance. OpenGL NOT recommended.||Canopenerdude|
|4.0-6454||Windows 8.1||AMD FX-8350 @ 4.04GHz||AMD Radeon HD 5870||Game nearly unplayable. Game runs at 60FPS @ 4x resolution, but lags down to 10 FPS on all backends/resolutions during transition scenes (Boat at the start flipping, going through pipes, ect.) Issue not present in 4.0-3610.||Darklords|
|4.0-8070||Windows 8.1||Intel Core i5-3210M @ 2.5GHz||NVIDIA GeForce 610M||Direct3D has a few minor graphical glitches. OpenGL no issues.||wildgoosespeeder|
|4.0-9129||Windows 10||Intel Core i3-2120 @ 3.3GHz||NVIDIA GeForce GTX 750 Ti||Game runs at a solid 60 FPS up to 2x native resolution using Direct3D11 and the other recommended configuration settings. Drops to 30-35 FPS occur when paper effects are being rendered, excluding Mario and Partners.||SfaFreak|
|4.0-9144||Windows 7||Intel Core 2 Quad @ 2.5GHz||NVIDIA GeForce GT610||Game runs very smoothly as 50 FPS. Have experienced almost no lag. Only frame drops come from paper transitions (e.g. Bridge in Petal Meadows)||BlazingDiancie|
|4.0-9211||Windows 10||Intel Core i5-4570||NVIDIA GeForce GTX 960||Using D3D11 with other recommended settings, game ran perfectly with no glitches and a only a few brief fps drops.||Jesse|
|4.0-9399||Windows 10||Intel Core i3-3110M @ 2.4GHz||Intel HD Graphics 4000||Using the default graphics backend OpenGL with other recommended settings, FPS drops from 60 to 30 the exact moment that Goombella and Lord Crump finish their initial 'conversation' which caused everything (walking, hammering, jumping, etc) to appear to be in slow motion. Using the graphics backend Direct3D 11 with other recommended settings, no problems thus far, although the laptop is making me sweat.||mythofechelon|
|5.0-266||Windows 10||Intel Core i7-5820K @ 3.6GHz||NVIDIA GeForce GTX 960||Ran perfectly at 4K 60FPS. Encountered a few crashes randomly in fights and buying items.||Brimaster2000|
|5.0-310||Fedora 24 (Linux 4.6.6-300)||Intel Core i5-3570K @ 4GHz||NVIDIA GeForce GTX 780 Ti||Ran very well at 1440p 60FPS with 4x MSAA and 16x AF. Camera on the rotating stairs in Hooktail's Castle doesn't transition upwards properly for me. Try pausing and unpausing if that happens.||Favorablestream|
|5.0-321||Windows 10||Intel Core i7-3930K @ 3.8GHz||NVIDIA GeForce GTX 780||Runs perfectly at 1080p with 4x MSAA, using widescreen gecko code and HD texture pack. However, contrary to the information above, I get the bounding box slowdown when using OpenGL and have to use D3D11 to avoid it. Sound effects during battle randomly don't play, regardless of audio emulator engine.||Techjar|
|5.0-666||Windows 10||Intel Core i7-3930K @ 3.8GHz||NVIDIA GeForce GTX 780||Game does not boot with widescreen gecko code enabled, otherwise identical to above result.||Techjar|
|5.0-8935||Windows 10||AMD Ryzen 5 2400G @ 3.6GHz||AMD Radeon RX Vega 11||Configuration: Dual core ON, 720p, 2xMSAA, 2x AF, LLE audio, game rom region JPN. Mostly 60FPS with D3D11 or Vulkan, OGL is slow. LLE audio works well, but some battle SEs like 'Great!!' are dropped. All backends suffers a significant slowdown with BBox with my GPU being at a default energy-saving 400MHz clock. This can happen in many transitions, like the bridge appearing animation in Petal Meadows, which achieved an astonishing 8FPS. Turning Mario into Paper Mode or having Vivian hide you make it slower at any time. 'Overclocking' GPU to the stock speed solves this and makes the game perfectly playable.||amiboss|
Widescreen Hack is an emulator feature that make older games playable on 16:9 aspect ratio.
Dolphin 5.0 Widescreen Hack Pc
Most video games before mid-2000s were developed for TVs and monitors with 4:3 aspect ratio. If these games are played on 16:9 aspect ratio, the game is either displayed with black bars on each side or streched to fill the whole screen. Some emulators however provide a Widescreen Hack option to make these games look nice on modern monitors.
Some games before mid-2000s do have builtin 16:9 aspect ratio support, but usefulness of this option will vary. Some games just add black bars to top and bottom, while others have very zoomed out camera, so Widescreen Hack may still be useful in these games.
- 2Emulators (2D)
- 3Emulators (3D)
Widescreen Hack basically hacks camera size and position, so depending on the game there might be graphical glitches.
- 2D sprites/HUDs such as Health Bars or Minimaps might look streched or displayed on wrong location.
- Enemies or objects outside of 4:3 area might suddenly appear or disappear, because the game skips rendering of offscreen things. Similarly, the screen-wide visual effects such as fade-in and fade-out may only affect the 4:3 area of the screen.
- WideNES: is a novel technique to automatically and interactively map-out NES games, in real time. This allows you to peek beyond the screen boundaries of NES games. Currently only implemented in the emulator ANESE.
- WideGB: a addon/fork of SameBoy with widescreen support. Uses a similar technique as WideNES.
Dolphin Emulator Widescreen
- bsnes-hd - a fork of bsnes with support for widescreen and Mode 7 with HD rendering.
Dolphin 5.0 Widescreen Hack Windows 10
There are two plugins for Project64 that supports Widescreen Hack.
- Jabo's Direct3D: The versions included in Project64 2.x has a Widescreen Hack option, though the plugin itself is buggy compared to versions came with Project64 1.6 (the version before Widescreen Hack option added). Jabo backported this Widescreen Hack to the 1.6.1 version, which retains the stability of 1.6 with some of the fixes from the other, buggier plugin.
- GLideN64: Currently the only known plugin that can do both Widescreen Hack and Custom Texture Packs, though the system requirement is much higher than Jabo's. As of May 2018, it now has a new 'Overscan' feature that lets the users manually edit offsets to remove black borders/lines around the edges of a game's video output and is compatible with any Widescreen Hack.
Dolphin has a Widescreen Hack under Graphics options. The Aspect Ratio option must be set to Force 16:9 to make it work.
swiss-gc (nightly builds) have per-game hacks for a lot of GameCube games that work better than Dolphin's widescreen hack option. See this gif on how to use it with Dolphin.
- PCSX-Reloaded has the Widescreen Hack in the CPU options.
- ePSXe also has the Widescreen Hack located within the GTE Hacks options. This feature was added in version 2.0.5.
PCSX2 can render the games in 16:9 aspect ratio, though unlike other consoles game-specific patches are required. See PCSX2 Widescreen Game Patches and PS2 Widescreen Hacks for patches.
PSP has a widescreen aspect ratio from the beginning, with PPSSPP you can render games in other ratios such as ultrawide 21:9 and 31:9. There's a forum post with collection of patches.
Redream has widescreen support available in the
Manage cheats menu.
RetroWide - forum for discussing widescreen development, both ROM-hacking and technology on the emulator side.