Avatar: The Last Airbender (Wii)

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Avatar: The Last Airbender
AvatarTheLastAirbenderWii.JPG
Developer(s) AWE Games
Publisher(s) THQ
Series The Last Airbender
Platform(s) Wii
Release date(s) NA November 19, 2006
AUS February 8, 2007
EU February 9, 2007
Genre(s) Action-adventure
Mode(s) Single-player
Input methods Wii Remote + Nunchuk
Compatibility 4Stars4.pngEdit rating: Avatar: The Last Airbender (Wii)
Playable
GameIDs RLVP78, RLVE78
See also...

GameCube Version
Dolphin Forum thread
Open Issues
Search Google
Wikipedia page

In Avatar: The Last Airbender (known as Avatar: The Legend of Aang in Europe) play as Aang, Katara, Haru and Sokka as you grow your team into an unstoppable force. Utilize your bending powers and explore the Avatar universe. Bring to life an adventure of intrigue, deception and revelation that exposes an even greater threat than the Fire Nation as you battle new enemies and master your bending skills.

Problems

There are no reported problems with this title.

Configuration

No configuration changes are known to affect compatibility for this title.

Version Compatibility

The graph below charts the compatibility with Avatar: The Last Airbender since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

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5.0-18019 (current)
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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 Version CPU GPU Result Tester
5.0-15993 Windows 10 Intel Core i5-2300 @ 2.8 GHz AMD Radeon HD 6770 Starts, but unplayable all the way through. Upon defeating The Jailer at the end of the second chapter, the next cutscene does not load. Additionally, the game does not let me load any save created past the point where Katara joins the party near the end of the second chapter. This happens no matter which save point I use. I re-created this several times using backups of AV_2006.DAT in my save folder. Maybe it is because I used save states much earlier, which Dolphin commonly cautions against, but I had not used them recently and had plenty of good saves up until that point. Maybe it is due to a bad dump. Once, the game started stuttering and crashed while talking to a Fire Nation guard running from the Prison after a cutscene. Another time, it kept saying 0/8 Tomatoes even as I collected more tomatoes, but that might've been due to loading from a save state or having 4 GB left on the partition -- I freed up some space and it worked after starting again from an uncorrupted backup save. Sometimes weird, minor things happen. After I used Focus Move with Katara to find a hidden chest, activating a calligraphy mini-game, it said Hidden Chests 6/6, the Wii Remote continued to vibrate when around its former location as if the game thought it was still there.

Graphic-wise, the game runs perfectly. Any issues appear to be due to decade-old hardware. Direct3D 11, 3xIR/2xIR, 1xAF, 1x MSAA. Most of the time, the game runs at 60 FPS. The game stutters only when encountering fire and steam, which goes away entirely when lowering internal resolution (IR) from 3x to 1x. At 2x, the stuttering from fire effects goes away. For steam, a little slowdown from 60FPS to 50FPS lasting a second remains on the title menu, but I haven't played it long enough to encounter steam effects outside the title menu. Fire effects are scarcely encountered during the first two hours of the game, and the loss in quality from 3x to 2x is hardly perceptible, so switching to 2x when fire effects are encountered (e.g. the first boss battle) is a decent solution. During cutscenes, the FPS can drop to 52FPS, but this doesn't cause any perceptible slowdown or stuttering. Under General, checking "Hybrid Ubershaders" (recommended on the configuration page) prevents all stuttering from entering new areas. Before I knew to check "Hybrid Ubershaders", checking "GPU Texture Decoding" prevented stuttering when picking up inventory items not previously encountered.

SpectraNocturne
5.0-17293 Windows 10 Intel Core i7-2700K @ 3.5 GHz NVIDIA GeForce GTX 1070 Direct3D 12, 6xIR (2160p), 1x anisotropic filtering, no anti-aliasing. Graphics-wise, the game runs almost perfectly at 60FPS, except it drops to 55FPS when fire or steam effects happen. With maximum anti-aliasing (8xSSAA) and anisotropic filtering (16x), these effects make the framerate drop to 15FPS, but it otherwise ran at 60FPS. The issue with the save data is the same as before. SpectraNocturne

Gameplay Videos