Castlevania Judgment

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Revision as of 18:06, 16 January 2014 by Incassum (talk | contribs) (→‎Aeons Ultimate Attack: Changed it; it is not the ultiamte attack, it's his strongest charge attack.)
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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
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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.

Problems

Wii Remotes

In 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

In 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.

Configuration

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

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.

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5.0-21270 (current)
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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 x64 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
r7696 Windows 7 x64 Intel Core i5-2500K @ 3.3GHz AMD Radeon HD 6950 Perfect. 30 FPS in DX11 with AA Samples 8 (quality 16), AF x16, and Internal Resolution x4 (2560x2112), at 1920x1080.
^3.0 Linux openSUSE 12.1 x86_64 AMD Phenom II 970BE @ 3.5GHz ATI Radeon HD 5850 Perfect. Delayline
4.0-307 Windows 7 x64 AMD A8-6600K @ 3.9GHz nVidia GeForce GTX Titan Perfect. 30 FPS in OpenGL with max quality settings. Overlookable clipping. 40 FPS unsynced in battles. Some pauses in the Torture Chamber stage.
^4.0.2 Windows 7 x64 AMD Phenom II 975BE @ 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 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. incassum
4.0-613 Windows 7 x64 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 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") "ultimate" 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 actually 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
4.0-613 Windows 7 x64 AMD Phenom II 965 @ 3.6GHz AMD HD 5870 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") "ultimate" 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 actually 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

Gameplay Videos