F-Zero GX: Difference between revisions
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== Problems == | == Problems == | ||
===Vehicle Shadows=== | ===Vehicle Shadows=== | ||
Shadows under vehicles are broken | Shadows under vehicles are broken. With EFB to Texture, this is permanent, though occasionally shadows may be displayed correctly. Issue seems fixed with to EFB to RAM. This, however, slows rendering. When the player switches between standard view and cockpit view for a prolonged time, shadows become broken once again. | ||
===Rain on Lightning Track=== | ===Rain on Lightning Track=== |
Revision as of 09:41, 10 May 2010
F-Zero GX is a futuristic racing video game for the Nintendo GameCube console. Developed by Sega's Amusement Vision department and published by Nintendo, it was released in Japan, Europe and North America in 2003. F-Zero AX, the arcade counterpart of GX, uses hardware conceived from a business alliance between Nintendo, Namco and Sega. F-Zero GX runs on an enhanced version of the engine that powered Super Monkey Ball. F-Zero GX/AX was the first video game collaboration between Nintendo and Sega. The game received critical acclaim as one of the best racers of its time and the greatest racer on the GameCube platform.
Problems
Vehicle Shadows
Shadows under vehicles are broken. With EFB to Texture, this is permanent, though occasionally shadows may be displayed correctly. Issue seems fixed with to EFB to RAM. This, however, slows rendering. When the player switches between standard view and cockpit view for a prolonged time, shadows become broken once again.
Rain on Lightning Track
Rain on the Lightning-tracks is broken.
Heat Effect
Sand Ocean environment cuts speed in half, probably because of the "heat" effect. Said effect is not rendered in r5441 and in that build Sand Ocean runs at 100%.
Story Mode
Story mode crash the emulator.
Grand Prix
The game tends to crash at random during Grand Prix races with EFB to RAM, but runs fine with EFB to Texture.
Configuration
No configuration changes are known to affect compatibility for this title.