Arc Rise Fantasia

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Arc Rise Fantasia
Arc Rise Fantasia.jpg
Developer(s) Imageepoch, Marvelous Entertainment
Publisher(s) JP Marvelous Entertainment
NA Ignition Entertainment
Platform(s) Wii
Release date(s) JP June 4, 2009
NA July 27, 2010
Genre(s) Role-playing
Mode(s) Single-player
Input methods Wii Remote + Nunchuk, Classic Controller, GameCube Controller
Compatibility 5Stars5.pngEdit rating: Arc Rise Fantasia
Perfect
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
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Arc Rise Fantasia​ (アークライズファンタジア, Āku Raizu Fantajia) is a fantasy role-playing game developed by Imageepoch and published by Marvelous Entertainment for the Wii. It is Imageepoch's first game not developed for a handheld game console. Arc Rise Fantasia was released in Japan on June 4, 2009, and in North America on July 27, 2010.

Emulation Information

Controller Map Overlap

Arc Rise Fantasia is capable of using both GameCube controllers and Wii Remotes. If a physical controller is set to emulate both a GameCube Controller and a Wii Remote concurrently, it will operate both devices at the same time. To fix, migrate controls to use separate physical controllers.

Problems

There are no reported problems with this title.

Enhancements

HD Texture Packs

HUD/UI Texture Pack

Several Town/World textures. (Incomplete; May include outdated textures from UI pack)

You can use these packs together by installing the second one first, allowing you to overwrite outdated files when you install the first texture pack. The second texture pack uses PNG files, so you have to select the PNG version of the first texture pack in order to use both packs together.

Bloom

This title suffers from Dolphin's blooming offset problem. It will have several copies of the bloom spread out from the source, and can be very distracting. Disabling Scaled EFB Copy in Dolphin's settings will influence how the blooming effects should look, but this likely results in some issues on its own.

As of 5.0-16786, you may use Graphics Mods to remove the bloom altogether or make it be less noticeable by rendering the bloom at native resolution.

60 FPS

Gecko Code:

$60 FPS
04001820 40000000 //Gecko Register 1820
04535c98 42BA0000 //ship move speed halved 1
04535c9c 42700000 //ship move speed halved 2
04535be8 3C80AE10 //world map camera rotate adjust
04535bf0 3D410518 //Ship camera rotate use 3D75C28F for faster rotation
C21A33DC 00000003 //Halve World Player Move
3E808000 62941820
C2940000 EFDEA024
C058000C 00000000 //end
C21BEA70 00000003 //Halve World Enemy Move
3E808000 62941820
C2940000 EC21A024
FFC00890 00000000 //end
C21A3BD4 00000006 //world map run sound fix
3C608000 6063180C //  using Gecko Register 180C
82830000 2C140000
41820010 38050001
3A800000 4800000C
7CA02B78 3A800001
92830000 00000000
C22135B4 00000003
3D008000 6108180C
3A600001 92680000
39000000 00000000 //end
C2209674 00000003 //Native 60FPS moments
38000002 3E408000
6252182C 90120000
38000001 00000000
C220968C 00000003
38000000 3E408000
6252182C 90120000
38000002 00000000 //end
C20C8328 00000006 //Main Animation and Auto move 30FPS revert
3C608000 60631824 //Uses 182C
80830008 2C040002
41820018 38800000
2C000000 40810008
38800001 90830008
2C000000 00000000
C22135B4 00000003
3D008000 6108180C
3A600001 92680000
39000000 00000000
C20C831C 00000003 //not auto moving
38600000 3D608000
616B1820 906B0008
60000000 00000000
C20C8328 00000006
3C608000 60631824
80830008 2C040002
41820018 38800000
2C000000 40810008
38800001 90830008
2C000000 00000000
C21AF244 00000003 //auto off world
3FC08000 63DE182C
38800000 909E0000
7C7E1B78 00000000 //end Auto Move
C20365A8 00000004 //Elevator event timer
3EA08000 62B51820
8295FFEC 22940001
7C04A214 9295FFEC
60000000 00000000 //end
C2039DD0 00000003 //Camera version 1. Optional
C05D08B0 EC221024
EC21082A EC420824
D05D08B0 00000000
C2039E74 00000003
C01D193C EE800024
EE94A02A EC00A024
60000000 00000000 //end
C203EA78 00000002 //No movement fix
38630001 7C1D1800
60000000 00000000 //end
C203DCE0 00000001 //Run Spaz Fix
EC031828 00000000 //end
C203DD44 00000001 //Run sound fix
2C000014 00000000 //  Change 14 to adjust timing. End
C203E570 00000003 //Movement Speed Setup
7C791B78 3E604000
8246260C 9266260C
60000000 00000000
C203EB18 00000002
38210110 9257F78C
60000000 00000000 
C203DEB8 00000005 //Fluid Movement for 60FPS
3E808044 6294260C
82940000 7C149000
40820010 12831824
1294A514 1021A024
1002082A 00000000
C203DEC8 00000002
40820008 1021A024
1002082A 00000000 //end
04442610 3F800000 //Animation
0444260C 3F800000 //Animation and Walk
04442614 00000000 //60FPS
04442618 00000001 //Battle and UI speed
2000182C 00000001 //Revert to 30FPS some times
22441BB0 00000002 //60FPS cutscenes
04442610 40000000 //undo to 30FPS when needed
0444260C 40000000 //undo
04442618 00000002 //undo
04442614 00000001 //undo
E0000000 80008000 //end

Check this forum post for optional code tweaks.

There's a timed event in Zeifellt Tower that will appear to move too fast, but the timer moves at the correct speed.

Cutscenes may have very minor graphical glitches when the camera switches around. Remove the "22441BB0 00000002" line if you want to revert back to 30FPS cutscenes.

As of 5.0-845 Gecko codes do not work properly in Arc Rise Fantasia. Thus, this code may not work properly. Because the problem is related to how long frames take, increasing the emulated CPU Clock above 125% and enabling Speed Up Disc Transfer Rate may quell the issues. Please refer to issue 10367 for more information. Fixed by 5.0-8985

Configuration

This title does not need non-default settings to run properly.

Version Compatibility

The graph below charts the compatibility with Arc Rise Fantasia since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21222 (current)
Δ
Δ
Δ
Δ
Δ
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r6607 Windows 7 Intel Core i7-930 @ 3.5 GHz ATI Radeon HD 5850 Runs perfectly fine but the only graphics glitch I've encountered is character and monster shadowing problem in battle. Reverted back to previous revision
r7478 Windows 7 Intel Core i7-2600K @ 3.4 GHz AMD Radeon HD 6950 No problems at all. Robodt7
r7590 Windows 7 Intel Core 2 Quad Q9550 @ 2.83 GHz ATI Radeon HD 5750 Runs between 98% and 100% with D3D9, no noticeable slowdown in game, but cutscenes lose progressively sync with their audio (regardless of Dolphin setup). Overclocking the CPU to 3.4 GHz solves the issue.
3.0 Windows 7 AMD Phenom II X4 945 @ 3.3 GHz ATI Radeon HD 4870 Game has texture problems on newer revisions, thus I use 3.0 because most or all of the newer ones do not offer the safe/fast texture options. In some games this problem is constantly on screen. Here it doesn't seem as common or harsh, but it could be later. I AM NOT using 3.0 for the recording, so if you know what to look for, you may see the slight problems.

Game runs at 30FPS most of the time, but 60FPS in menus and in the post battle victory phase. Unfortunately, with the recorder going, it always drops to 30FPS in that victory screen and since this emulator bases emulation speed off FPS, it's playing at half speed at that fight. It plays fine normally, but just will not while recording despite any change I tried, so realize it's slow there.

Cutscenes can also be finicky. Audio desyncs happen easily and frequently if the framerate is not stable, which it may not always be. This happens in the first cutscene halfway through, the last one seems fine. Another problem I did not see when I played this section sans recording, but you may depending on your framerate. Arc Rise Fantasia on Dolphin Emulator 1080p

Vortextk
3.5 Windows 8 Intel Core i5-2310 @ 2.9 GHz NVIDIA GeForce 9800 GT The game has some small locked (not bother, they are only loadings) also has small variations of FPS, "sometimes" some noise in the audio (which also do not bother) and have a little graphics problems if you use 3x native. WWSNK
4.0-4063 Windows 8.1 Intel Core i7-4770K @ 4.5 GHz NVIDIA GeForce GTX 780 No major issues with the game or prerendered cutscenes. However there is a very annoying lag present in battle. Whenever magic is used (specifically, the "Heal" spell in the very beginning of the game), the audio stutters and the framerate drops by about 4FPS for one second. Other in-game spells could not be tested, but I suspect that any graphical effect pertaining to magic will also cause this issue. This issue is present on all graphics backends, and will happen absolutely regardless of ANY graphics settings - to take it to an extreme, I tested the game with an internal resolution of 1x and EFB copies disabled, and the stutter is still present. This issue appears to occur for all recent builds of Dolphin.
5.0-15993 Windows 10 Intel Core i5-2300 @ 2.8 GHz AMD Radeon HD 6770 Almost perfect (20 minutes played so far). Direct3D 11, 3xIR, 1xAF, 1x MSAA. The only time the game has slowed during the first battle when the Feldragon uses fire breath, causing the FPS to drop from 30 FPS to 25 FPS for just a second. The Heal spell, on the other hand, worked perfectly. Any slowdown is likely caused by decade-old hardware. SpectraNocturne

Gameplay Videos