Service Disc

The GameCube Service Disc is used to perform diagnostic testing of a GameCube.

Problems
{{Problems|

Accessory Tests / Controller Test

 * Results in "SI:Unknown command (0x43)" error from Dolphin when the test starts.
 * The Control Stick test is near impossible to pass without using a real GameCube controller with the Wii U Adapter due to diagonal ranges being over 75.
 * "Press the A Button to continue." text appears offset from the black box it should be rendered inside. This can be resolved by using the real GameCube fonts extracted from a GameCube BIOS.

Refer.

Audio Tests

 * If using the OpenAL audio backend test audio is only heard well after the test exits, and plays much faster than it should, so the words "Left Channel", "Right Channel", etc are difficult to distinguish and sound more like static. These issues can be resolved if using the XAudio2 backend, though that's not available outside of Windows. Refer.
 * The Optical Disc Drive Audio test results in a warning from Dolphin: "Interesting - Software triggered Decrementer exception" when it exits. Refer.

Hardware Status / Clock Speed
Initially registers speeds far lower than expected (i.e. 0MHz), rerunning the test registers speeds more in line with expectations. Refer.

Hardware Test / Register Test

 * Fails on Test 3 showing: "gpits.dol Code:85400001".


 * Hangs on Test 9 siram0.dol.

Refer.

Hardware Test / CPU Test
Hangs on Test 6: l2c.dol, due to Dolphin not emulating caches. Refer.

Hardware Test / Memory Test
Fails Test 1 showing: "memreg0.dol Code 9". Refer.

Hardware Test / DSP Test
Fails the first four tests, passes the fifth test and hangs in Test 6: bistram1.dol. If using HLE, Dolphin throws warnings on various unknown ucode's. Refer.

Hardware Test / Optical Disc Drive Test
Immediately fails Test 1:dipronto.dol with error from Dolphin: "DVDInterface tried to execute non-existing command". Refer. Fixed in [PR3601], but not yet merged down due to ancillary issues.

Demo
Audio in the demo sounds odd regardless if HLE or LLE audio is used unless using the XAudio2 backend. Refer /.

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