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Rayman Arena: Difference between revisions
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(Added semi-widescreen code, add info about disabling Dual Core in Rise & Shrine hang for higher success rate) |
(Mentioned that the gecko code will fix the Rise & Shrine hang, and renamed it to further clarify what the code does.) |
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=== Rise & Shrine Hang === | === Rise & Shrine Hang === | ||
At the opening cutscene for the level "Rise & Shrine" in the battle mode, the game will freeze. See {{issue|9680}}. | At the opening cutscene for the level "Rise & Shrine" in the battle mode, the game will freeze. See {{issue|9680}}. Using the [[#Disable Frustrum Culling|Disable Frustrum Culling]] Gecko code resolves this issue. | ||
Alternatively, disabling "Enable Dual Core" and setting the emulated CPU clock to around 150% will let the cutscene play for around a second, allowing for enough time to press A to skip it and avoid the freeze. | |||
Another workaround is possible in {{revision|4.0-5915}}-{{revision|4.0-5964}}. Pressing A repeatedly during the loading screen on the D3D11 backend without shader cache files. | Another workaround is possible in {{revision|4.0-5915}}-{{revision|4.0-5964}}. Pressing A repeatedly during the loading screen on the D3D11 backend without shader cache files. | ||
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== Enhancements == | == Enhancements == | ||
=== | === Disable Frustrum Culling === | ||
This Gecko code will fix rendering issues when used alongside with the widescreen hack | This Gecko code will fix rendering issues when used alongside with the widescreen hack (note: this code will not alter the aspect ratio when used without the widescreen hack). This code also fixes the [[#Rise & Shrine Hang|Rise & Shrine Hang]] . | ||
<pre>$ | <pre>$Disable Frustrum Culling | ||
0405EE90 38600001 | 0405EE90 38600001 | ||
0405EE94 4E800020 | 0405EE94 4E800020 |