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|modes = Single-player, Multiplayer (2), Co-op (2) | |modes = Single-player, Multiplayer (2), Co-op (2) | ||
|input = GameCube Controller, Game Boy Advance | |input = GameCube Controller, Game Boy Advance | ||
|forumlink = | |forumlink = https://forums.dolphin-emu.org/Thread-gc-star-wars-rogue-squadron-iii-rebel-strike | ||
}} | }} | ||
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=== Technicolor Garbage on Textures === | === Technicolor Garbage on Textures === | ||
Sometimes in levels you will see technicolor garbage on some 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 === | === 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. | 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/Shader Compilation Stuttering}} | {{Problems/Shader Compilation Stuttering}} | ||
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=== Random Crashes === | === Random Crashes === | ||
Whenever the game loads a large amount of code/data from ARAM, there's a chance that the game will crash. | 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 === | === Purple Models in Distance === | ||
Some models have level of detail models that rely on "Store XFB Copies to Texture Only" being disabled. | 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. | ||
=== <s>Unknown Opcode Errors</s> === | === <s>Unknown Opcode Errors</s> === | ||
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{{testing/entry|revision=4.0-1843|OS=Windows 7|CPU=Intel Core i5-3350P|GPU=NVIDIA GeForce GTX 650 Ti|result=Hangs at splash screen.|tester=Viremaster}} | {{testing/entry|revision=4.0-1843|OS=Windows 7|CPU=Intel Core i5-3350P|GPU=NVIDIA GeForce GTX 650 Ti|result=Hangs at splash screen.|tester=Viremaster}} | ||
{{testing/entry|revision=4.0-3976|OS=Windows 7|CPU=Intel Core i7-4770|GPU=AMD R9 280X DCII|result=Get ingame and fly with the targetcomputer to see enemies, because dolphin cannot handle the zfreeze buffer; RealXFB doesn't improve it; The Jump and Gun part of Rebel Strike is rendered correctly. Sound is limited by emulationspeed around 75 percent(very slowly). Tested only on NTSC-Version|tester=ToniStereo}} | {{testing/entry|revision=4.0-3976|OS=Windows 7|CPU=Intel Core i7-4770|GPU=AMD R9 280X DCII|result=Get ingame and fly with the targetcomputer to see enemies, because dolphin cannot handle the zfreeze buffer; RealXFB doesn't improve it; The Jump and Gun part of Rebel Strike is rendered correctly. Sound is limited by emulationspeed around 75 percent(very slowly). Tested only on NTSC-Version|tester=ToniStereo}} | ||
{{testing/entry|revision=4.0-5394|OS=Windows 8.1|CPU=Intel Core i7-4790K|GPU=AMD R9 290x|result=Using settings of LLE audio on thread, EFB to Texture, skip EFB to CPU, and emulate format changes on the Open GL Backend. | {{testing/entry|revision=4.0-5394|OS=Windows 8.1|CPU=Intel Core i7-4790K|GPU=AMD R9 290x|result=Using settings of LLE audio on thread, EFB to Texture, skip EFB to CPU, and emulate format changes on the Open GL Backend. After caching I can maintain 95-100% speed. Because EFB to Texture is being used targeting computer doesn't work and some other graphical glitches occur.|tester=IceStrike256}} | ||
{{testing/entry|revision=4.0-8684|OS=Windows 10|CPU=Intel Core i7-4790K @ 4.9 GHz|GPU=NVIDIA GeForce GTX 980ti|result=Using default setting and LLE audio on D3D backend. outside of the graphical glitches on transition screens everything is perfect. Game is now full speed after caching and plays like I remember it being on console. MUST HAVE A STRONG CPU!!|tester=IceStrike256}} | {{testing/entry|revision=4.0-8684|OS=Windows 10|CPU=Intel Core i7-4790K @ 4.9 GHz|GPU=NVIDIA GeForce GTX 980ti|result=Using default setting and LLE audio on D3D backend. outside of the graphical glitches on transition screens everything is perfect. Game is now full speed after caching and plays like I remember it being on console. MUST HAVE A STRONG CPU!!|tester=IceStrike256}} | ||
{{testing/entry|revision=5.0-9|OS=Windows 10 x64|CPU=Intel Core i5-3570k @ 4.5 GHz|GPU=NVIDIA GeForce GTX 1070|result=Game is running extremely well on DX11, x3 internal resolution, no AA/AF, LLE audio on, both Singleplayer & Multiplayer. After some more caching the game should play at 100% speed.|tester=Turnspit}} | {{testing/entry|revision=5.0-9|OS=Windows 10 x64|CPU=Intel Core i5-3570k @ 4.5 GHz|GPU=NVIDIA GeForce GTX 1070|result=Game is running extremely well on DX11, x3 internal resolution, no AA/AF, LLE audio on, both Singleplayer & Multiplayer. After some more caching the game should play at 100% speed.|tester=Turnspit}} |