Star Fox Adventures

Star Fox Adventures is an action-adventure video game developed by Rare and published by Nintendo for the Nintendo GameCube as part of the Star Fox series. Adventures is the third game in the series, succeeding Star Fox 64. Unlike the other games in the series, Star Fox Adventures uses many of the same gameplay mechanics as The Legend of Zelda: Ocarina of Time. Fox is on foot for most of the game and pilots his Arwing only to reach another piece of the planet. Furthermore, he uses a staff instead of a blaster for melee combat, Fox jumps automatically, can talk and interact with NPCs, and receives power-ups throughout the game.

Reflections
Reflective floors show the reflection offset from where they should be. Instead of being a mirror image beneath Fox's feet, the mirror image is well above his head. Additionally, there is bar along the bottom of the screen that doesn't get any reflections at all. This is not a problem with Dolphin; it occurs even on real GameCubes, but the reflections are so low resolution that it's difficult to notice.

Shadows
In D3D, shadows may appear distorted, or even be copied from other objects, such as Fox with an arwing shaped shadow while near the ship. OpenGL has had shadowing issues in the past, but seems to work properly. If you still see issues, try toggling fast-depth; as some GPUs may vary.

Glow Effects
Glow effects render poorly with EFB Copies to Texture Only on all backends. Disable EFB Copies to Texture Only to fix them.

Audio/Video Synchronization
Cutscene audio may become desynchronized, running ahead of the video and subtitles. It occurs regardless of computer performance and even DSP LLE. Fixed by the DTK Rewrite in.

Giant Stars/Particles
In D3D9, stars and particles may be ridiculously large, showing as giant white blocks. The problem with the stars is apparently caused by the water splashes: if a splash occurs in the same gameplay session as going into space, the stars will be huge. If no splashes occur, the stars will be normal. Use D3D11 or OpenGL to prevent this problem, or avoid water as much as possible in D3D9. Rendered irrelevant by the removal of D3D9 in.