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(Big update. Moved Dual Core to problems, as it is disabled in the GameINI. Removed the Grand Prix crash. Removed map flickering with DirectX, couldn't reproduce in 3.0. Added problems. Couldn't check NTSC-J issue, don't have it.) |
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{{Infobox VG | {{Infobox VG | ||
|developer = Amusement Vision | |image = [[File:FZeroGxGC.jpg|300px]] | ||
|developer = Sega, Amusement Vision | |||
|publisher = Nintendo | |publisher = Nintendo | ||
|released = {{vgrelease|JP=July 25, 2003|NA=August 25, 2003|EU=October 31, 2003}} | |released = {{vgrelease|JP=July 25, 2003|NA=August 25, 2003|EU=October 31, 2003}} | ||
|series = ''F-Zero'' | |series = ''F-Zero'' | ||
|genre = Racing | |genre = Racing | ||
|modes = Single-player, Multiplayer | |modes = Single-player, Multiplayer | ||
|input = GameCube Controller | |input = GameCube Controller | ||
|forumlink = http://forums.dolphin-emu.org/Thread-gc-f-zero-gx--25999 | |forumlink = http://forums.dolphin-emu.org/Thread-gc-f-zero-gx--25999 | ||
}} | }} | ||
'''''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 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 == | == Problems == | ||
=== NTSC-J version not booting === | === NTSC-J version not booting === | ||
Activate "Enable MMU" or "MMU speed hack" to make the game boot. | Activate "Enable MMU" or "MMU speed hack" to make the game boot. | ||
=== | === Random Crashes with D3D11 === | ||
With EFB to Ram, D3D11 may crash randomly in any driving mode. Since the GameINI is set to use EFB to Ram, the only fix for D3D11 is to alter the GameINI to allow EFB to Texture, and then set the emulator to EFB to Texture in the graphics options. But the GameINI was set this way purposefully: EFB to Texture has tons of glitches. Just use another graphics backend. | |||
=== Heat Effect/Blur === | === Heat Effect/Blur === | ||
Sand Ocean | Sand Ocean's heat effect cuts speed in half on even the most powerful computers. The effect can be disabled by turning on "Skip EFB Access from CPU", but this will disable other effects as well. | ||
=== | === Dual Core Resets === | ||
When Dual Core mode is enabled, the game may reset randomly. It has improved considerably over time however, and is generally playable. Because of this problem, Dual Core mode is currently disabled in the GameINI, and has to be enabled in the game properties if you wish to use it. Use at your own risk. | |||
=== EFB to Texture === | |||
The GameINI is set to prevent EFB to Texture, but if you set the emulator to EFB to Texture some of the glitches of the game slip through despite the GameINI. Which glitches happen depend on the backend: | |||
*OpenGL has the notorious car shadow bug. | |||
*D3D9 has odd track shadows, which remove all texture from areas they are under. | |||
*D3D11 turns things lots of things white, and has the odd track shadows similar to D3D9. | |||
Set the emulator to EFB to Ram to avoid these problems. Note that turning on EFB to Texture in the GameINI is a very bad idea, and results in all of the above and then some. | |||
{{image|F-ZeroGXEFBtoTex.jpg|GameINI set to allow EFBtoTex, shows all errors|br}} | |||
=== Custom Cars === | |||
Custom cars show only the pilot floating in mid air and the main body component. All graphics backends have this problem. It doesn't affect the car in any way, just looks bizarre. | |||
{{image|F-ZeroGXCustomCars.jpg|How custom cars display in Dolphin|br}} | |||
=== Rain on Lightning Track === | |||
Rain on the Lightning tracks appears incorrectly on the D3D9 backend. It is present, but more difficult to see compared to the other backends, to the point where it is nearly invisible for most of the race. OpenGL and D3D11 display the effect correctly, so use one of them if you wish to see it better. | |||
=== | === 16:9 === | ||
This game has 16:9 display capability, but requires setting the game to the "Widescreen" screen mode in the game's internal options, and setting Dolphin's Aspect Ratio setting to "Force 16:9". | |||
== Configuration == | == Configuration == | ||
<!--A full list of options is available at Template:Config/doc--> | <!--A full list of options is available at Template:Config/doc--> | ||
{{Config | {{Config | ||
|gfxbackend = D3D9 or OpenGL | |||
|gfxbackendnotes = D3D11 has crashing problems with EFB to Ram | |||
|gfxbackend = OpenGL | |efbcopy = RAM | ||
|gfxbackendnotes = | |efbcopynotes = Avoids graphical glitches | ||
|efbcopy = RAM | |||
|efbcopynotes = | |||
}} | }} | ||