Mega Man Network Transmission
In Mega Man Network Transmission (known in Japan as Rockman EXE Transmission), Mega Man and his Battle Network pal Lan are in trouble again. It's only been a month since the evil WWW terrorist's attempts to hijack an important military satellite was shut down; and yet, Cyberspace is about to be hit by an even more resilient, never-before-seen virus, codenamed "Zero." It's up to you, Lan, and Mega Man to terminate this seemingly impermeable and decidedly relentless new enemy. Collect battle chips, battle enemies, solve puzzles, and uncover secret characters from the Mega Man universe.
Mega Man Network Transmission | |
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Developer(s) | Arika |
Publisher(s) | Capcom |
Series | Mega Man |
Platform(s) | GameCube |
Release date(s) | JP March 6, 2003 NA June 17, 2003 EU June 27, 2003 |
Genre(s) | Action, Platform, Role-playing |
Mode(s) | Single-player |
Input methods | GameCube Controller |
Compatibility | 5 Perfect |
GameIDs | |
See also... |
Dolphin Forum thread |
Patches
16:9 Aspect Ratio (Widescreen) AR Codes
PAL[1]
16:9 Aspect Ratio (Widescreen) [Ralf]EBYJ-DVAQ-KFYFR T995-3KTT-ZP530 FQGG-2ZA8-WVMK1
60Hz AR Codes
PAL[2]
Enable 60Hz Mode [Ralf] K1PK-N81M-ZYV7W 4MND-FW5Q-E86FX 51HZ-8U8K-ZFGUB HRNE-7NT2-2YXV2 41X4-XEK4-M2AV1 VKXQ-7W5N-J1E65
Problems
Graphical Inaccuracies in OpenGL
Using OpenGL for the graphics backend results in many graphical inaccuracies. Effects are simply poorly rendered with large squares. Fixed by the unification of line width emulation in 4.0-4699.
Configuration
This title does not need non-default settings to run properly.
Version Compatibility
The graph below charts the compatibility with Mega Man Network Transmission since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
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Revision | OS | CPU | GPU | Result | Tester |
3.0-589 | Windows 7 x64 | Intel Core i5-2500K @ 4.3GHz | NVIDIA GeForce GTX 570 | Fully playable at 60FPS. NTSC version has cutscene slowdown, and you're forced to watch the first one. You can skip the rest though. DSP HLE crashes; XAudio2 cuts BGM. Use DSP LLE recomplier with DSound. DX9 has graphical glitches so use DX11. | Meiru |
3.0-589 | Windows 7 x64 | Intel Core i5-2500K @ 4GHz | NVIDIA GeForce GTX 560 Ti 448 | Perfectly playable from start to finish, 60FPS at all times. DirectX9 and OpenGL have graphical glitches, so use DX11. DX11 also has some glitches; green things in "Jack in" sequence may look black sometimes, and there are also some illumination issues. In regards to audio, Xaudio cuts BGMs. to avoid this, use Dsound, Hz don't matter.
Sound also has a problem in regards to volume. You see, bringing up the PET or pressing Z to use the custom gauge, lowers the volume of the bgm a bit. However, using HLE makes this volume decrease permanent until something triggers it to go back to normal. LLE recompiler and interpreter avoid this. Use HLE emulation to get past the first cutscene. both LLE interpreter and recompiler hate cutscenes and slows them to a crawl. However, LLE Interpreter is the most accurate outside of cutscenes. |
G |
3.0-776 | Windows 7 x86 | Intel Core 2 Duo e8600 @ 3.6GHz | ATI Radeon HD 4850 | Started new game, opening cutscene played with extreme slowdown, title screen music did not. When first character dialogue started, the wrong music may have been playing at this part (using DSound backend, DSP HLE.) Shortly into reading emails at the start of the game, the game froze. Dolphin emulator and the emulation process had not frozen but the game had become unresponsive. Used JIT Recompiler, threads not locked to cores, idle skipping enabled, dual core enabled, DX9 plugin, EFB copy to texture. Opening cutscene aside the game appeared to play at full speed. |