| Progress Continues
We've already had 10658 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: May 2019 Progress Report.
| The Dolphin Emulator Wiki needs your help!
Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin.
Arc Rise Fantasia
|Arc Rise Fantasia|
|Developer(s)||Imageepoch, Marvelous Entertainment|
|Publisher(s)||JP Marvelous Entertainment|
NA Ignition Entertainment
|Release date(s)|| JP June 4, 2009|
NA July 27, 2010
|Input methods||Wii Remote + Nunchuk, Classic Controller, GameCube Controller|
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.
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.
There are no reported problems with this title.
HD Texture Packs
Bloom Offset in IR>1
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.
$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.
This title does not need non-default settings to run properly.
The graph below charts the compatibility with Arc Rise Fantasia since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core i7-930 @ 3.5GHz||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|
|Windows 7||Intel Core i7-2600K @ 3.4GHz||AMD Radeon HD 6950||No problems at all.||Robodt7|
|Windows 7||Intel Core 2 Quad Q9550 @ 2.83GHz||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 3.4GHz solves the issue.|
|Windows 7||AMD Phenom II X4 945 @ 3.3GHz||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
|Windows 8||Intel Core i5-2310 @ 2.9GHz||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|
|Windows 8.1||Intel Core i7-4770K @ 4.5GHz||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.|