Beyond Good & Evil: Difference between revisions

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|developer = Ubisoft Montpellier
|developer = Ubisoft Montpellier
|publisher = Ubisoft
|publisher = Ubisoft
|released  = {{vgrelease|NA=December 11, 2003|EU=February 27, 2004}}
|released  = {{vgrelease|NA=December 11, 2003|AUS=2003|EU|February 27, 2004}}
|genre    = Action-adventure
|genre    = Action-adventure
|modes    = Single-player
|modes    = Single-player
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'''''Beyond Good & Evil''''' is an action-adventure game with elements of puzzle-solving and stealth-based games. Players control the protagonist, Jade, from a third-person perspective. Jade can run, move stealthily, jump over obstacles and pits, climb ladders, push or bash in doors and objects, and flatten herself against walls. As Jade, players investigate installations in search of the truth about a war with an alien threat.
'''''Beyond Good & Evil''''' is an action-adventure game with elements of puzzle-solving and stealth-based games. Players control the protagonist, Jade, from a third-person perspective. Jade can run, move stealthily, jump over obstacles and pits, climb ladders, push or bash in doors and objects, and flatten herself against walls. As Jade, players investigate installations in search of the truth about a war with an alien threat.
== Emulation Information ==
=== 16:9 Black Borders ===
Beyond Good & Evil uses a 4:3 image ratio, but displays in 16:9 letterboxed format. On a native 16:9 screen this results in black bars around the entire screen, needlessly constraining the image. This is not a problem - just the way the game renders - so no solution is expected.
{{image|BeyondGood&Evil 16x9.jpg|Example of the black borders|br}}


== Problems ==
== Problems ==
=== Frame Rate ===
{{Problems|{{#vardefineecho:problems|
The game's framerate will not be a steady 60FPS 60VPS, fluctuating throughout the game, usually sticking to 120FPS 60vps. However it does not interfere with gameplay most of the time. Virtual XFB fixes this problem, and it is set by default in the GameINI. The opening menu still has some issues, however.
=== Pink Loading Screens ===
Loading screen render pink unless '''Store XFB Copies to Texture Only''' is disabled.
{{Youtube|BY41zhjbNlk|Pink loading screens|br}}


=== Taking Pictures ===
=== <s>Frame Rate</s> ===
With D3D, the game freezes for a few seconds after taking a picture. Use OpenGL to avoid this problem.
The game's framerate will not be a steady 60FPS 60VPS, fluctuating throughout the game, usually sticking to 120FPS 60vps. However it does not interfere with gameplay most of the time. Virtual XFB fixes this problem, and it is set by default in the GameINI. The opening menu still has some issues, however. Fixed by {{revision|5.0-5874}}.


=== 16:9 Black Borders ===
=== <s>Taking Pictures</s> ===
Beyond Good & Evil uses a 4:3 image ratio, but displays in 16:9 letterboxed format. On a native 16:9 screen this results in black bars around the entire screen, needlessly constraining the image. This is not a problem - just they way the game renders - so no solution is expected.
With D3D, the game freezes for a few seconds after taking a picture. Use OpenGL to avoid this problem.  This was fixed in {{revision|5.0-9741}} and {{revision|5.0-9735}}.
{{image|BeyondGood&Evil 16x9.jpg|Example of the black borders|br}}


=== {{s}}Offset Geometry{{/s}} ===
}}}}
Revision {{revision|4.0-2722}} caused level geometry to load shifted, creating large cracks in geometry and objects to be hidden behind walls. This occurs shortly after a save point. This was corrected in {{revision|4.0-4559}}.


=== {{s}}Pixel Shader Errors and No Ocean Reflections{{/s}} ===
== Enhancements ==
Any time when out on the open ocean, such as when leaving the lighthouse, the game will hang and Dolphin shows "Failed to compile shader" errors. Uncheck "Use Panic Handlers" to get through it without interruption. However, once you reach the open ocean, there will be no reflections on the water's surface. See {{issue|6300}}. Fixed by {{revision|4.0-1577}}.
=== 60Hz PAL ===
{{image|Beyond Good & Evil Ocean Reflections 1.jpg|The ocean without reflections}}
In the PAL-Version the 60Hz mode cannot be activated at startup. Use this Gecko code to force the 60Hz mode.  
{{image|Beyond Good & Evil Ocean Reflections 2.jpg|Reflections as they appear on console|br|width=272}}
<pre>$60Hz
 
04209320 38600000
=== {{s}}Slow with D3D on Ocean/Black Isle{{/s}} ===
04276910 00000014
With OpenGL, the Pixel Shader Errors in the problem above are created only 8-12 times, then Dolphin carries on as normal. On D3D, they spawn ''infinitely''. The only way to load a scene with the ocean water effect is to disable "Use Panic Handlers". However, even though with panic handlers disabled D3D no longer stops emulation when a Pixel Shader Error occurs, the errors and the associated logs are still being generated - infinitely. In a matter of seconds, tens of thousands of error files will be created. Even on the most powerful systems, this massive load slows the game to a crawl. Eventually, on Black Isle, the combination of pixel shader errors and a demanding cutscene cause Dolphin to hang permanently. OpenGL does not suffer from this problem. Fixed by {{revision|4.0-1577}}.
</pre>


== Configuration ==
== Configuration ==
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{{testing/entry|revision=3.0-235|OS=Windows 7|CPU=Intel Core 2 Duo @ 2.4GHz|GPU=NVIDIA GeForce 9400M|result=Runs around 50% speed until crashing without an error message at the Dark Island (about 30 minutes into the game). {{revision|7571}} does not crash at this point, but the hero gets dropped into nothingness when entering the next room.|tester=Autofresser}}
{{testing/entry|revision=3.0-235|OS=Windows 7|CPU=Intel Core 2 Duo @ 2.4GHz|GPU=NVIDIA GeForce 9400M|result=Runs around 50% speed until crashing without an error message at the Dark Island (about 30 minutes into the game). {{revision|7571}} does not crash at this point, but the hero gets dropped into nothingness when entering the next room.|tester=Autofresser}}
{{testing/entry|revision=3.0-688|OS=Windows 7|CPU=Intel Core i7-3720QM @ 2.6GHz|GPU=NVIDIA GeForce GT 650M|result=Not payable. OpenGL NOT fix bug dark island.|tester=Jonathan66100}}
{{testing/entry|revision=3.0-688|OS=Windows 7|CPU=Intel Core i7-3720QM @ 2.6GHz|GPU=NVIDIA GeForce GT 650M|result=Not payable. OpenGL NOT fix bug dark island.|tester=Jonathan66100}}
{{testing/entry|revision=4.0-1535|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.7GHz|GPU=NVIDIA GeForce GTX 760|result=Works great in OpenGL. The recent changes help a lot. Hologram finally works properly (TFN), frame rate is stable, you can get around the errors, on and on. Some bugs still though, like the ocean reflections.|tester=MaJoR}}
{{testing/entry|revision=4.0-1535|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.7GHz|GPU=NVIDIA GeForce GTX 760|result=Works great in OpenGL. The recent changes help a lot. Hologram finally works properly (TFN), frame rate is stable, you can get around the errors, on and on. Some bugs still though, like the ocean reflections.|tester=MayImilae}}
{{testing/entry|revision=4.0-6209|OS=Windows 7|CPU=AMD FX-9370 @ 4GHz|GPU=AMD Radeon HD 7870|result= I use OpenGL works great except the pictures are messed up when you take them but not in d3d backend. The Game runs at 100% no drops.|tester=likeike12}}
{{testing/entry|revision=4.0-6209|OS=Windows 7|CPU=AMD FX-9370 @ 4GHz|GPU=AMD Radeon HD 7870|result= I use OpenGL works great except the pictures are messed up when you take them but not in d3d backend. The Game runs at 100% no drops.|tester=likeike12}}
{{testing/end}}
{{testing/end}}
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{{VideoGallery
{{VideoGallery
|vid1=KNsbZZnO1hE|cap1=Dolphin Emulator 4.0.2 - Beyond Good & Evil (1080p HD) - Nintendo GameCube
|vid1=KNsbZZnO1hE|cap1=Dolphin Emulator 4.0.2 - Beyond Good & Evil (1080p HD) - Nintendo GameCube
|vid2=QJP9Kro81BU|cap2=Beyond Good Evil Español [PAL] [Gamecube] [Español] Dolphin 5.0 [1080p HD]
}}
}}
[[Category:GameCube games]]
[[Category:GameCube games]]

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