Star Wars Rogue Squadron II: Rogue Leader

Star Wars Rogue Squadron II: Rogue Leader is an arcade-style flight action game co-developed by Factor 5 and LucasArts. The second of three games in the Rogue Squadron series, it was published by LucasArts and released as a launch title for the Nintendo GameCube. The game was praised for its amazing visuals, thanks to an impressive game engine that uses advanced GameCube features.

Similar to its predecessor, Star Wars: Rogue Squadron, Rogue Leader is a fast-paced, flight action game. Each of the game's ten levels introduces mission objectives such as search and destroy or protection that must be completed to progress to the next level. The players performance on each level is compared to three medals (bronze, silver, and gold), based on completion time, enemies killed, etc. Getting more medals results in unlocking more levels and spacecraft. Rogue Leader also has a large collection of hidden items throughout the game, from powerups, hidden ships, and hidden levels.

Because of its technical prowess, use of rare GameCube features, and plethora of hacks, Star Wars Rogue Squadron II: Rogue Leader has proven difficult for Dolphin to emulate.

Distorted Music
Music is garbled and distorted with DSP-HLE. Use DSP-LLE to rectify this, or disable music in the game's options as a workaround.

Black Effects
With EFB to Texture, numerous EFB effects are inky black instead of smoothly transparent. Missiles, cloaking fields, and heat effects are just a few of the many effects that are broken. Use EFB to RAM to emulate these effects properly.

Incorrect Targeting Computer Colors
As of, the targeting computer no longer requires EFB to RAM to function. However, with EFB to Texture the colors will be washed out. EFB to RAM has proper emulation with full color, but the targeting computer runs at 1x native regardless of the internal resolution used in the rest of the game. There is currently no solution that has higher IRs with proper colors. Use EFB to RAM for the most accurate emulation.

Incorrect Scaling in Introductory Scenes
The mission introductory scenes scale the image to narrower than 2:1 aspect ratio for a cinematic effect, with black bars on the top and bottom of the screen. This effect is currently not emulated in Dolphin, resulting in a weirdly tall image during the intros. There is no solution at this time, but this does not affect gameplay. See for details.

Hang on Pause or Targeting Computer
Using the targeting computer or pressing start to bring up the menu can occasionally both result in a hang. Fixed by, but broken again by. This hang can apparently be avoided by disabling dual core, and taking a big performance hit.

zfreeze
Rogue Squadron uses zfreeze for the skydome. Lack of support for this feature makes the skydome appear over nearly everything, and gives the impression of an extremely short draw distance. See and. Fixed by.

Flickering Menu
The main menus suffers from flickering issues in D3D. Enter/exit fullscreen or resize the window to fix the flickering. Since the GLSL merge in, OpenGL does not have this issue. Fixed by proper D3D depth emulation in and the epsilon fixes in.

Hangs During Boot
Starting with the merger of the New PPCAnalyst Class branch in, the game no longer boots in JIT or JITIL. It can only boot in Interpreter, which is obscenely slow on even the most powerful computers. See. Fixed by.

No Menu Videos
The background videos in the main menus do not always appear in D3D9, appearing then disappearing as you go through the menus. Use D3D11 or OpenGL and they will appear normally. Fixed by the removal of D3D9 in.