Star Wars Rogue Squadron III: Rebel Strike

Star Wars Rogue Squadron III: Rebel Strike is a Star Wars video game developed by Factor 5 and published by LucasArts exclusively for the Nintendo GameCube. Rebel Strike was developed as a sequel to Star Wars: Rogue Squadron and Star Wars Rogue Squadron II: Rogue Leader.

In addition to the arcade flight gameplay of the previous games, it added the ability for the player to leave their starfighter to participate in ground battles as well as to enter and pilot other vehicles during certain missions. The game also adds multiplayer; both a versus mode and a co-op mode that allows two players to play all but two of the missions from Rogue Leader together. Rebel Strike features the ability to use the Game Boy Advance screen and controls to issue orders privately in versus mode, via the Nintendo GameCube–Game Boy Advance link cable.

Rebel Strike uses the same base engine as Rogue Leader, but with even more advanced effects and hacks, including atmospheric weather, more enemies on screen at once, etc. The game has proven even more difficult to emulate than its predecessor.

Technicolor Garbage on Textures
Sometimes in levels you will see technicolor garbage on some textures. There is a consistent spot on Defiance on Dantooine on a rock by the last (4th) turret. This is a game bug that happens on console. If you pause at any point during the segment, the garbage will disappear and the texture will render normally.

Force 4:3 Not Respected
Using Aspect Ratio: Force 4:3 will not maintain 4:3 output on 16:9 displays with this title. It will swap to a near 16:9 display during its intro animations. This does not distort the graphics in any way; but rather is zooming in because Dolphin is detecting parts of the screen not in use.

Problems
{{Problems|{{#vardefineecho:problems|

Random Crashes
Whenever the game loads a large amount of code/data from ARAM, there's a chance that the game will crash. This usually happens during a level load, but can also happen during levels and at the end of levels. There is no known solution at this time.

Purple Models in Distance
Some models have level of detail models that rely on "Store XFB Copies to Texture Only" being disabled. It is unknown how this effect works or why.

Unknown Opcode Errors
Unknown Opcode Errors was seen when starting a game. Apparently turning on Dual Core and Synchronize GPU Thread in game-specific settings (right-click on the game from game list and select Properties) avoids this error. No longer happens in single core since.

Transparent Objects Layering
Some transparent objects, such as rocket thrusters, are not layered correctly appearing on top of objects that should obscure them. Refer. Fixed by.

Purple Transitions
There should be fades between various scenes that are missing in revisions prior to and rendered purple after the implementation of Hybrid XFB. Prior to Hybrid XFB this is noticeable in the intro of the initial stage "Revenge of the Empire" when transitioning from the Death Star explosion to the ship flyby, where edges of video effects that should be hidden by a fade out remain visible. After Hybrid XFB this is visible in the initial fadeout in the intro scenes. Refer. This can be corrected by disabling "Store XFB Copies to Texture Only". Fixed by.

Distorted Audio
Audio is garbled and distorted with DSP-HLE. Use DSP-LLE to rectify this. See. Fixed in.

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HD Texture Pack
There is a high definition texture pack for Rebel Strike on the Dolphin forums.

Widescreen Gecko Code
The Widescreen Hack has clipping issues that can be resolved by using this Gecko Code instead.

$16:9 Widescreen Region-Free F6000001 80008180 FFA01090 93E10024 D2000000 00000003 3DC03FAA 61CEAAAB 91C20000 C2620000 EFB300B2 00000000 E0000000 80008000 F6000001 80008180 FF601090 7C7F1B78 D2000000 00000004 3DC03FAA 61CEAAAB 91C20004 C2220004 EF7100B2 39C00000 60000000 00000000 E0000000 80008000