Castlevania Judgment: Difference between revisions

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{{Infobox VG
{{Infobox VG
|image    = [[File:CastlevaniaJudgment.jpg|300px]]
|developer = Konami, Eighting
|developer = Konami, Eighting
|publisher = Konami
|publisher = Konami
|released = {{vgrelease|NA=November 18, 2008}}{{vgrelease|JP=January 15, 2009|EU=March 27, 2009|AUS=April 2, 2009}}
|series    = Castlevania
|series = ''Castlevania''
|released = {{vgrelease|NA=November 18, 2008}}{{vgrelease|JP=January 15, 2009|EU=March 27, 2009|AUS=April 2, 2009}}
|genre = Fighting
|genre     = Fighting
|modes = Single-player, Multiplayer (2)
|modes     = Single-player, Multiplayer (2)
|input = Wii Remote + Nunchuk, GameCube Controller, Classic Controller, Nintendo DS
|input     = Wii Remote + Nunchuk, GameCube Controller, Classic Controller, Nintendo DS
|image = [[File:CastlevaniaJudgment.jpg|300px]]
|forumlink = http://forums.dolphin-emu.org/Thread-wii-castlevania-judgment
|forumlink = http://forums.dolphin-emu.org/Thread-wii-castlevania-judgment
}}
}}


'''''Castlevania Judgment''''' is a 3D fighting video game developed by Konami and Eighting for [[Wii]]. The game is based on the ''Castlevania'' series of games, and is the series' first fighting game.
The battle between good and evil continues with '''''Castlevania Judgment''''', the first Castlevania title for the Wii. ''Castlevania Judgment'' brings together the many generations of heroic vampire hunters, including the fearsome Belmont clan, as well as Dracula’s most formidable allies, and pits them against one another in the first Castlevania 3D Versus Action game ever created! Choose sides from a collection of 14 battle-tested warriors in a clash of epic proportions that will span the depths of time.


== Problems ==
== Emulation Information ==
{{Problems/Shutdown|type=game's online functionality|date=May 20, 2014|source=https://www.nintendo.com/consumer/info/en_na/services-update.jsp}}
 
{{Problems/Wii GC Controller Conflict}}


=== Wii Remotes ===
{{Problems/Controller Map Overlap}}
In {{revision|4.0.2}}, the Wii Remote+Nunchuk does not function. The game is fully playable using an emulated GameCube Controller, but all the Wii Remote can do is access the System Menu (i.e. pause and check the battery level(s)).


=== Aeons Charge Attack ===
{{Problems/DS Connection}}


In {{revision|4.0-613}} and upwards, using Aeons strongest Charge Attack turns the screen completely white for the entire duration of the attack, as opposed to just during the animation. This makes his attack completely unusable, and at the moment, there are no known fixes.
== Problems ==
{{Problems|{{#vardefineecho:problems|
=== Aeon's Charge Attack ===
In D3D, using Aeon's strongest Charge Attack turns the screen completely white for the entire duration of the attack, as opposed to just during the animation. This makes his attack completely unusable. The attack renders properly in OpenGL.
}}}}


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|gfxbackend = OpenGL, Vulkan
|gfxbackendnotes = Render Aeon attack appropriately
}}
}}


== Version Compatibility ==
== Version Compatibility ==
{{VersionCompatibility}}
{{VersionCompatibility}}
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|5152|*****|Earlier revisions are also likely *****}}
{{VersionCompatibilityVersion|5152|****|Aoen attack issue, No DS support}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/start}}
{{testing/start}}
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=5152|OS=Windows 7 x64|CPU=Intel Core i7-920 @ 4.05GHz|GPU=ATI Radeon HD 4890|result=Castlevania Judgment running on the dolphin emulator SVN 5152 in 720p HD. The game can be played at full speed's in HD even with fraps recording. [http://www.youtube.com/watch?v=UTvHk-r6Bpk Castlevania Judgment on Dolphin Wii/GC Emulator (720p HD) Full Speed]|tester=iNexXxuS}}
{{testing/entry|revision=5152|OS=Windows 7|CPU=Intel Core i7-920 @ 4.05GHz|GPU=ATI Radeon HD 4890|result=Castlevania Judgment running on the dolphin emulator SVN 5152 in 720p HD. The game can be played at full speed's in HD even with fraps recording. [http://www.youtube.com/watch?v=UTvHk-r6Bpk Castlevania Judgment on Dolphin Wii/GC Emulator (720p HD) Full Speed]|tester=iNexXxuS}}
{{testing/entry|revision=7696|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=AMD Radeon HD 6950|result=Perfect. 30 FPS in DX11 with AA Samples 8 (quality 16), AF x16, and Internal Resolution x4 (2560x2112), at 1920x1080.|tester=}}
{{testing/entry|revision=3.0|OS=openSUSE 12.1|CPU=AMD Phenom II 970BE @ 3.5GHz|GPU=ATI Radeon HD 5850|result=Perfect.|tester=Delayline}}
{{testing/entry|revision=3.0|OS=Linux openSUSE 12.1 x86_64|CPU=AMD Phenom II 970BE @ 3.5GHz|GPU=ATI Radeon HD 5850|result=Perfect.|tester=Delayline}}
{{testing/entry|revision=7696|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=AMD Radeon HD 6950|result=Perfect. 30FPS in DX11 with AA Samples 8 (quality 16), AF x16, and Internal Resolution x4 (2560x2112), at 1920x1080.|tester=}}
{{testing/entry|revision=4.0-307|OS=Windows 7 x64|CPU=AMD A8-6600K @ 3.9GHz|GPU=nVidia GeForce GTX Titan|result=Perfect. 30 FPS in OpenGL with max quality settings. Overlookable clipping. 40 FPS unsynced in battles. Some pauses in the Torture Chamber stage.|tester=}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=AMD Phenom II 975 @ 4.12GHz|GPU=AMD R9 290|result=Using the D3D11 backend, Progressive scan enabled, using DSP LLE, Internal Resolution 2.5x Native (1600x1320), using Scaled EFB Copies, running in fullscreen with a resolution of 1680x1050, External Framebuffer set to Virtual, using OpenMP Texture Decoder, using both a real Wii Remote (nonfunctional) and an emulated GameCube controller, and all other settings at their defaults. Game runs at a stable 60FPS in menus, but often/regularily slows down during the intro cinematic and gameplay, downwards of ~50FPS, and the sound stutters/outright fails a lot when this occurs. |tester=incassum}}
{{testing/entry|revision=4.0.2|OS=Windows 7 x64|CPU=AMD Phenom II 975 @ 4.12GHz|GPU=AMD R9 290|result=Using the D3D11 backend, Progressive scan enabled, using DSP LLE, Internal Resolution 2.5x Native (1600x1320), using Scaled EFB Copies, running in fullscreen with a resolution of 1680x1050, External Framebuffer set to Virtual, using OpenMP Texture Decoder, using both a real Wii Remote (nonfunctional) and an emulated GameCube controller, and all other settings at their defaults. Game runs at a stable 60 FPS in menus, but often/regularily slows down during the intro cinematic and gameplay, downwards of ~50FPS, and the sound stutters/outright fails a lot when this occurs. |tester=incassum}}
{{testing/entry|revision=4.0-307|OS=Windows 7|CPU=AMD A8-6600K @ 3.9GHz|GPU=NVIDIA GeForce GTX Titan|result=Perfect. 30FPS in OpenGL with max quality settings. Overlookable clipping. 40FPS unsynced in battles. Some pauses in the Torture Chamber stage.|tester=}}
{{testing/entry|revision=4.0-613|OS=Windows 7 x64|CPU=AMD Phenom II 975 @ 4.12GHz|GPU=AMD R9 290|result=Using the D3D11 backend, Progressive scan enabled, using DSP LLE, Internal Resolution 2.5x native (1600x1320), using scaled EFB copies, running in fullscreen with a resolution of 1680x1050, External Framebuffer set to Virtual, using OpenMP Texture Decoder, disabled "Skip Format Changes", Framelimit set to 60, using both a real Wii Remote (nonfunctional) and an emulated GameCube controller, and all other settings at their defaults. Game Runs fairly stable at 30 FPS throughout the intro cinematic, and mostly stable at 30 FPS in-game: it only experiences slowdowns specifically when a fire effect/fire effects are in play, and even then depending on how much else is going on/how much else is in effect on-screen. It seems to be specifically the fire-type effects (the red beam/stage hazard in the cathedral stage, certain characters attacks etcetera) that slows the game down. Further, the sound stutters during certain cutscenes and "ultimate" attacks. The most glaring bug is that one of the characters ("Aeon") Charge attack is supposed to turn the screen completely white for a few seconds before returning to normal at the end of the animation ; however, instead the white layer stays on the screen for the entire duration of the attack (a few seconds longer than the actual animation the character performs), making it impossible to use the attack; you can still hear sound and the game responds to input, so the emulation is fine, and once the effect of the attack is over, the white layer disappears and the game returns to normal. However, performance-wise, this is a significant improvement from revision 4.0.2.|tester=incassum}}
{{testing/entry|revision=4.0-613|OS=Windows 7|CPU=AMD Phenom II 975 @ 4.12GHz|GPU=AMD R9 290|result=Using the D3D11 backend, Progressive scan enabled, using DSP LLE, Internal Resolution 2.5x native (1600x1320), using scaled EFB copies, running in fullscreen with a resolution of 1680x1050, External Framebuffer set to Virtual, using OpenMP Texture Decoder, disabled "Skip Format Changes", Framelimit set to 60, using both a real Wii Remote (nonfunctional) and an emulated GameCube controller, and all other settings at their defaults. Game Runs fairly stable at 30FPS throughout the intro cinematic, and mostly stable at 30FPS in-game: it only experiences slowdowns specifically when a fire effect/fire effects are in play, and even then depending on how much else is going on/how much else is in effect on-screen. It seems to be specifically the fire-type effects (the red beam/stage hazard in the cathedral stage, certain characters attacks etcetera) that slows the game down. Further, the sound stutters during certain cutscenes and "ultimate" attacks. The most glaring bug is that one of the characters ("Aeon") Charge attack is supposed to turn the screen completely white for a few seconds before returning to normal at the end of the animation ; however, instead the white layer stays on the screen for the entire duration of the attack (a few seconds longer than the actual animation the character performs), making it impossible to use the attack; you can still hear sound and the game responds to input, so the emulation is fine, and once the effect of the attack is over, the white layer disappears and the game returns to normal. However, performance-wise, this is a significant improvement from revision 4.0.2.|tester=incassum}}
{{testing/entry|revision=4.0-613|OS=Windows 7 x64|CPU=AMD Phenom II 965 @ 3.6GHz|GPU=AMD Radeon HD 5870|result=Using the D3D11 backend, Progressive scan enabled, using DSP LLE, Internal Resolution 3x native (1920x1584), using scaled EFB copies, running in fullscreen with a resolution of 1920x1080, External Framebuffer set to Virtual, using OpenMP Texture Decoder, disabled "Skip Format Changes", Framelimit set to 60, using an emulated GameCube controller, and all other settings at their defaults. Game Runs fairly stable at 30 FPS throughout the intro cinematic, and mostly stable at 30 FPS in-game: it only experiences slowdowns specifically when a fire effect/fire effects are in play, and even then depending on how much else is going on/how much else is in effect on-screen. It seems to be specifically the fire-type effects (the red beam/stage hazard in the cathedral stage, certain characters attacks etcetera) that slows the game down. Further, the sound stutters during certain cutscenes and "ultimate" attacks. The most glaring bug is that one of the characters ("Aeon") Charge attack is supposed to turn the screen completely white for a few seconds before returning to normal at the end of the animation ; however, instead the white layer stays on the screen for the entire duration of the attack (a few seconds longer than the actual animation the character performs), making it impossible to use the attack; you can still hear sound and the game responds to input, so the emulation is fine, and once the effect of the attack is over, the white layer disappears and the game returns to normal. However, performance-wise, this is a significant improvement from revision 4.0.2.|tester=incassum}}
{{testing/entry|revision=4.0-8143|OS=Windows 7|CPU=Intel Core i5-3570K @ 3.4GHz|GPU=NVIDIA GeForce GTX 760|result=Perfect. 100%'d the game because of the report of that attack causing broken graphics.  I got to see every little thing about this game. It plays perfectly in Dolphin.  Some slight shader generation stuttering, but, that's not really a bug.|tester=JMC47}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
{{YouTube|UTvHk-r6Bpk|Castlevania Judgment on Dolphin Wii/GC Emulator (720p HD) Full Speed|br}}
{{VideoGallery
|vid1=UTvHk-r6Bpk|cap1=Castlevania Judgment on Dolphin Wii/GC Emulator (720p HD) Full Speed
|vid2=omXxk1I1GbE|cap2=castlevania judgment full speed dolphin 3.0
|vid3=gdWkvt1KelE|cap3=Dolphin 5.0 - Castlevania Judgment - 4K Internal Test
|vid4=BIHhptvkl5k|cap4=Dolphin Emulator 5.0-3582 - Castlevania Judgment (1080p HD) - Nintendo Wii
}}
{{Navigation/Castlevania}}


[[Category:Wii games]]
[[Category:Wii games]]

Revision as of 23:18, 16 February 2021

Castlevania Judgment
CastlevaniaJudgment.jpg
Developer(s) Konami, Eighting
Publisher(s) Konami
Series Castlevania
Platform(s) Wii
Release date(s) NA November 18, 2008
JP January 15, 2009
EU March 27, 2009
AUS April 2, 2009
Genre(s) Fighting
Mode(s) Single-player, Multiplayer (2)
Input methods Wii Remote + Nunchuk, GameCube Controller, Classic Controller, Nintendo DS
Compatibility 4Stars4.pngEdit rating: Castlevania Judgment
Playable
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

The battle between good and evil continues with Castlevania Judgment, the first Castlevania title for the Wii. Castlevania Judgment brings together the many generations of heroic vampire hunters, including the fearsome Belmont clan, as well as Dracula’s most formidable allies, and pits them against one another in the first Castlevania 3D Versus Action game ever created! Choose sides from a collection of 14 battle-tested warriors in a clash of epic proportions that will span the depths of time.

Emulation Information

Shut Down

This game's online functionality has been shut down as of May 20, 2014 and works in neither Dolphin or on Wii hardware.

GameCube Controller Conflict

Castlevania Judgment is capable of using both GameCube controllers and Wii Remotes at the same time. If a GameCube controller is being emulated or is connected via the Official GameCube Controller Adapter for Wii U, the GameCube controller will be prioritized over Wii Remote for its assigned port and the Wii Remote will be assigned to another port or lose most of its functionality, typically only reacting to the Home button being pressed. Use the mapped GameCube Controller or disable it to resolve this.

Controller Map Overlap

Castlevania Judgment 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.

DS Connection Support

While Dolphin does emulate the IOS modules for broadcasting and connecting to the Nintendo DS, there is no infrastructure to actually connect to any emulator or hardware unit.

Problems

Aeon's Charge Attack

In D3D, using Aeon's strongest Charge Attack turns the screen completely white for the entire duration of the attack, as opposed to just during the animation. This makes his attack completely unusable. The attack renders properly in OpenGL.

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Video Backend OpenGL, Vulkan Render Aeon attack appropriately

Version Compatibility

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

Δ
5.0-21264 (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
r5152 Windows 7 Intel Core i7-920 @ 4.05GHz ATI Radeon HD 4890 Castlevania Judgment running on the dolphin emulator SVN 5152 in 720p HD. The game can be played at full speed's in HD even with fraps recording. Castlevania Judgment on Dolphin Wii/GC Emulator (720p HD) Full Speed iNexXxuS
3.0 openSUSE 12.1 AMD Phenom II 970BE @ 3.5GHz ATI Radeon HD 5850 Perfect. Delayline
r7696 Windows 7 Intel Core i5-2500K @ 3.3GHz AMD Radeon HD 6950 Perfect. 30FPS in DX11 with AA Samples 8 (quality 16), AF x16, and Internal Resolution x4 (2560x2112), at 1920x1080.
4.0.2 Windows 7 AMD Phenom II 975 @ 4.12GHz AMD R9 290 Using the D3D11 backend, Progressive scan enabled, using DSP LLE, Internal Resolution 2.5x Native (1600x1320), using Scaled EFB Copies, running in fullscreen with a resolution of 1680x1050, External Framebuffer set to Virtual, using OpenMP Texture Decoder, using both a real Wii Remote (nonfunctional) and an emulated GameCube controller, and all other settings at their defaults. Game runs at a stable 60FPS in menus, but often/regularily slows down during the intro cinematic and gameplay, downwards of ~50FPS, and the sound stutters/outright fails a lot when this occurs. incassum
4.0-307 Windows 7 AMD A8-6600K @ 3.9GHz NVIDIA GeForce GTX Titan Perfect. 30FPS in OpenGL with max quality settings. Overlookable clipping. 40FPS unsynced in battles. Some pauses in the Torture Chamber stage.
4.0-613 Windows 7 AMD Phenom II 975 @ 4.12GHz AMD R9 290 Using the D3D11 backend, Progressive scan enabled, using DSP LLE, Internal Resolution 2.5x native (1600x1320), using scaled EFB copies, running in fullscreen with a resolution of 1680x1050, External Framebuffer set to Virtual, using OpenMP Texture Decoder, disabled "Skip Format Changes", Framelimit set to 60, using both a real Wii Remote (nonfunctional) and an emulated GameCube controller, and all other settings at their defaults. Game Runs fairly stable at 30FPS throughout the intro cinematic, and mostly stable at 30FPS in-game: it only experiences slowdowns specifically when a fire effect/fire effects are in play, and even then depending on how much else is going on/how much else is in effect on-screen. It seems to be specifically the fire-type effects (the red beam/stage hazard in the cathedral stage, certain characters attacks etcetera) that slows the game down. Further, the sound stutters during certain cutscenes and "ultimate" attacks. The most glaring bug is that one of the characters ("Aeon") Charge attack is supposed to turn the screen completely white for a few seconds before returning to normal at the end of the animation ; however, instead the white layer stays on the screen for the entire duration of the attack (a few seconds longer than the actual animation the character performs), making it impossible to use the attack; you can still hear sound and the game responds to input, so the emulation is fine, and once the effect of the attack is over, the white layer disappears and the game returns to normal. However, performance-wise, this is a significant improvement from revision 4.0.2. incassum
4.0-8143 Windows 7 Intel Core i5-3570K @ 3.4GHz NVIDIA GeForce GTX 760 Perfect. 100%'d the game because of the report of that attack causing broken graphics. I got to see every little thing about this game. It plays perfectly in Dolphin. Some slight shader generation stuttering, but, that's not really a bug. JMC47

Gameplay Videos