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|Release date(s)|| NA November 18, 2008|
JP January 15, 2009
EU March 27, 2009
AUS April 2, 2009
|Mode(s)||Single-player, Multiplayer (2)|
|Input methods||Wii Remote + Nunchuk, GameCube Controller, Classic Controller, Nintendo DS|
|GameIDs||RDGEA4, RDGPA4, RDGJA4|
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.
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.
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.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|OpenGL, Vulkan||Render Aeon attack appropriately|
The graph below charts the compatibility with Castlevania Judgment 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 i7-920 @ 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|
|openSUSE 12.1||AMD Phenom II 970BE @ 3.5GHz||ATI Radeon HD 5850||Perfect.||Delayline|
|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.|
|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|
|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.|
|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|
|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|