Application Details:
Version: | v1.2 |
License: | Retail |
URL: | http://store.steampowered.com/... |
Votes: | 1 |
Latest Rating: | Garbage |
Latest Wine Version Tested: | 2.0-rc5 |
Maintainers: About Maintainership
What works
Basically everything.
What does not
<-> Sound has a weird problem that affects even Windows users: the audio in the game is subject to many crackles that makes the playing experience extremly uncomfortable.
In order to get around this, Windows users have to set their audio output to 16bit depth and 48000 Hz sample rate ("DVD quality" preset).
This is still not solved on the Windows side as per v1.2.
-> Set your audio device sample-rate at 48000 hz. This was possible for me in /etc/pulse/daemon.conf:
"sample-rate = 48000"
-> I also had to comment out the "alternate-sample-rate" parameter in /etc/pulse/daemon.conf since if I configured it to '44100' like I normally do, the audio sink will just go back to 44100 sample rate whenever a program requested that and stay at that rate (most audio is at that rate) until a program needed 48000 again(which doesn't happen quite a lot). Since Wine is unable to tell PA that it wants 48000 Hz audio, we just lock 48000 Hz in PA unconditionally.
-> Have your Wine prefix use winealsadrv as the audio driver (weird but it all ends up in Pulse Audio anyway).
-> Your audio sink in PA should be locked on a steady 48000 Hz and the audio in the game *should* be *mostly* fine. Meaning, you should be able to hear anime OP/scenes audio and in-game audio just as well, mostly without hindrance. Although I did heard some occasional crackle.
Remark: I was told the "WINENOPULSE=1" environment variable was supposed to make wine not use PA and fall back to Alsa. I don't know if this is a Wine Staging bug or design but I found out that this variable does absolutely nothing noticeable for me.
I had to use winetricks and set my sound driver to alsa there.
<-> Like many other games, Xbox 360 controller through native kernel driver or even xboxdrv isn't correctly mapped within the game while using Wine. In fact, it is dectected as an Xbox 360 controller in name only. In truth, the game sees it as a random joystick that happens to have that name. As a result, it is somewhat detected but the mappings are all wrong (LT mapped as an axis of right stick) and some buttons like RB just doesn't seem to exist for the game.
There have been some workarounds but I find them messy and dissatisfying since the kernel now handles the controller properly and I believe they shouldn't be needed. I'm no coder though, so I guess we just have to wait until this can be worked out by the awesome Wine devs.
Workarounds
What was not tested
Local Multiplayer.
Hardware tested
Graphics:
Additional Comments
**Wine-staging** Intel Corei5 3570K. NVIDIA GTX 780 with proprietary drivers 355.11. Installed via Winetricks: * d3dx9 (required) * vcrun2010 (required) * vcrun2012 (required) Other requirements: Windows Steam client obviously. April 2 2016 UPDATE: As of wine-staging version 1.9.5 and game version 1.4, I've seen many people say the audio fix isn't relevant. Using a clean profile with PA 8.0, I can tell at least for my configuration, it still is. The crackling is there if I don't use alsa as the audio driver and WINENOPULSE env var doesn't make it go away. Also, I have not found a way to make the 60fps fix work. The custom d3d9 dll is loaded as far as I can tell, but framerate remains locked.
Operating system | Test date | Wine version | Installs? | Runs? | Used Workaround? | Rating | Submitter | ||
Show | Arch Linux x86_64 | Jan 16 2017 | 2.0-rc5 | N/A | No | Garbage | Lena Stöffler | ||
Show | Ubuntu 15.04 "Vivid" amd64 (+ variants like Kubuntu) | Nov 09 2015 | 1.7.54 | Yes | Yes | Gold | Lena Stöffler | ||
Current | Arch Linux x86_64 | Nov 01 2015 | 1.7.53 | Yes | Yes | Bronze | DX099 |
The following comments are owned by whoever posted them. WineHQ is not responsible for what they say.
by charlie on Thursday February 8th 2018, 14:00
I run wine 3 for my main install, but it isn't working there, so I used a play on linux environment:
if you don't already, apt-get install playonlinux
When you open playonlinux, install a few older wine versions via tools->manage wine. I couldn't get versions less than 2 to install correctly, and tried a few different versions. 32bit 2.6 seems to work for me.
Create a new configuration (configure button) with wine 2.6. I installed the following:
vcrun2010
microsoft core fonts
dxd9
dotnet 4.0
Then in the misc tab, open a shell. From the shell, navigate to the main wine folder (~/.wine) and manually start steam (just wine steam.exe, but since you started a shell from playonlinux, all your env variables are set to use the 2.6 custom version installed)
In a separate playonlinux shell, kick off Tales manually (not through steam) - it should start.
A couple of issues. For the Audio issues (static / choppy):
from playonlinux shell, run winetricks, and choose the option sound=alsa. This should fix the sound problems
xbox controller recognition
By default I had no controller recognized. This was involved to fix, and someone posted an xboxdrv script you can try that might be easier, but I went with custom building an xinput library and it worked perfectly.
1. Follow steps to build the library here: github.com/KoKuToru/koku-xinput-wine
2. This required some new installs - for SDL2 in 32bit, newer ubuntu seems to have an impossible conflict with the 64bit libraries you likely need elsewhere, so we have to build from source.
3. Followed comment here: github.com/KoKuToru/koku-xinput-wine/issues/10
3a. Basically, go to wiki.libsdl.org/Installation and copy the source to a new directory
3b. then run:
mkdir build_i386
cd build_i386
CFLAGS=-m32 CXXFLAGS=-m32 LDFLAGS=-m32 ../configure --build=i386-linux
CFLAGS=-m32 CXXFLAGS=-m32 LDFLAGS=-m32 make
sudo make install
sudo ldconfig
This will add the 32bit libraries to your linker
4. Now you should be good to build xinput (from wiki):
[ user@host code]$ git clone github.com/KoKuToru/koku-xinput-wine.git
[ user@host code]$ cd koku-xinput-wine
[user&host code]$ cmake .
[ user@host code]$ make
5. I had to apt-get install libwine-dev as well
6. Finally ready to run the game:
export LD_PRELOAD=/lib-path/koku-xinput-wine.so (path to what you built in step 4
wine Tales (still from playonlinux shell)
Sounds like a lot, but this should help with other games facing the same controller issue.
by mariana on Saturday April 15th 2017, 22:55
by sivaprasad on Saturday March 25th 2017, 1:58
by sivaprasad on Saturday March 25th 2017, 1:53
by Skyr on Thursday July 21st 2016, 13:22
by Mark on Wednesday August 24th 2016, 11:31
"*autorun.exe"="native,builtin"
"*ctfmon.exe"="builtin"
"*ddhelp.exe"="builtin"
"*docbox.api"=""
"*findfast.exe"="builtin"
"*icwconn1.exe"="builtin"
"*ieinfo5.ocx"="builtin"
"*maildoff.exe"="builtin"
"*mdm.exe"="builtin"
"*mosearch.exe"="builtin"
"*msiexec.exe"="builtin"
"*pstores.exe"="builtin"
"*user.exe"="native,builtin"
"amstream"="native, builtin"
"atl"="native, builtin"
"crypt32"="native, builtin"
"d3d9"="builtin"
"d3dxof"="native, builtin"
"dciman32"="native"
"devenum"="native, builtin"
"dplay"="native, builtin"
"dplaysvr.exe"="native, builtin"
"dplayx"="native, builtin"
"dpnaddr"="native, builtin"
"dpnet"="native, builtin"
"dpnhpast"="native, builtin"
"dpnhupnp"="native, builtin"
"dpnlobby"="native, builtin"
"dpnsvr.exe"="native, builtin"
"dpnwsock"="native, builtin"
"dxdiagn"="native, builtin"
"gdiplus"="native"
"hhctrl.ocx"="native, builtin"
"hlink"="native, builtin"
"iernonce"="native, builtin"
"iexplore.exe"="builtin"
"inetcpl.cpl"="native, builtin"
"itircl"="native, builtin"
"itss"="native, builtin"
"jscript"="native, builtin"
"mlang"="native, builtin"
"mscoree"="native"
"mshtml"="native, builtin"
"msi"="builtin"
"msimtf"="native, builtin"
"msvcirt"="native, builtin"
"msvcm100"="native, builtin"
"msvcm110"="native, builtin"
"msvcm120"="native, builtin"
"msvcm80"="native, builtin"
"msvcp100"="native, builtin"
"msvcp110"="native, builtin"
"msvcp120"="native, builtin"
"msvcp80"="native, builtin"
"msvcr100"="native, builtin"
"msvcr110"="native, builtin"
"msvcr120"="native, builtin"
"msvcr80"="native, builtin"
"msvcrt40"="native, builtin"
"msvcrtd"="native, builtin"
"msxml3"="native, builtin"
"odbc32"="native, builtin"
"odbccp32"="native, builtin"
"ole32"="builtin"
"oleaut32"="builtin"
"olepro32"="builtin"
"openal32"="native,builtin"
"quartz"="native, builtin"
"riched20"="native, builtin"
"riched32"="native, builtin"
"rpcrt4"="builtin"
"rsabase"="native, builtin"
"secur32"="native, builtin"
"shdoclc"="native, builtin"
"shdocvw"="native, builtin"
"softpub"="native, builtin"
"urlmon"="native, builtin"
"wininet"="builtin"
"wintrust"="native, builtin"
"wrap_oal"="native,builtin"
"wscript.exe"="native, builtin"
"xinput1_3"="builtin"
PASTE IT UNDER THE [Software\\Wine\\DllOverrides]
by Skyr on Tuesday July 19th 2016, 14:39
P.S. If someone who has the game working could show me their winecfg that might help. Thank you!
by Skyr on Tuesday July 19th 2016, 17:35
by Melkren on Sunday May 8th 2016, 9:24
by DX099 on Sunday May 8th 2016, 11:49
by Melkren on Sunday May 8th 2016, 11:53
by DX099 on Sunday May 8th 2016, 12:37
If you have AMD, you should be able to use Gallium Nine, which is a native D3D9 implementation and should get you much better results than with NVIDIA hardware use the Wine D3D -> OGL translation layer.
May depends on your GPU though and driver support though.
You could look at this for a startup:
xellink.com/2014/11/20/tutorial-on-wine-gallium-9-possibly-doubling-your-framerate/
by Melkren on Wednesday May 11th 2016, 17:13
Many thanks
by Melkren on Tuesday March 29th 2016, 16:08
github.com/KoKuToru/koku-xinput-wine/issues/5
One thing I have noticed with my version of the game is that the splash screens when you load up don't display correctly and it also happens with images in game too. Anybody else seen this/have a fix?
by lupintic on Sunday February 21st 2016, 11:16
by Mark on Monday March 14th 2016, 5:13
by talchas on Saturday January 16th 2016, 21:43
The 60-fps fix works with d3d9=native, and nvapi=disabled (or you can click through the error messages :P), and disabling the generally-obsolete audio fix. This will massively increase your load times, because it seems to wind up reloading d3d9 and gameoverlayrenderer constantly during load screens (but not gameplay!), causing tons of GetModuleHandleA calls and readdir(). Hacking GetModuleHandleA to avoid the readdir fixes most of the slowdown, but there's still a bunch (call it 2x-3x rather than 30x or 50x). Setting gameoverlayrenderer=disabled as well eliminates any noticeable problem (but loses you the steam overlay if you care). The OSD/etc doesn't work, the keyboard rebinds do.
by Mark on Monday March 14th 2016, 0:27
But didn't work. Please tell me how do you get 60fps exactly. =) Thnx
by DX099 on Saturday April 2nd 2016, 15:14
Also, the audio fix is still relevant for me. The crackling is still there with game v1.4 and PA 8.0.
by Scott Serbousek on Friday November 6th 2015, 20:20
by Glog78 on Saturday November 7th 2015, 4:59
by Glog78 on Sunday November 8th 2015, 6:48
by Skyr on Wednesday July 20th 2016, 12:38