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Eternal Darkness: Sanity's Requiem
|Eternal Darkness: Sanity's Requiem|
|Release date(s)|| JP October 25, 2002|
NA June 23, 2002
EU November 1, 2002
AUS November 7, 2002
|Genre(s)||Psychological horror, Survival horror|
|Input methods||GameCube Controller|
|GameIDs||GEDP01, GEDE01, GEDJ01, GEDW01|
Eternal Darkness: Sanity's Requiem is a psychological horror video game released for the Nintendo GameCube, developed by Canadian developer Silicon Knights and originally planned for the Nintendo 64. It was the first video game published directly by Nintendo, rather than a third-party developer, to be rated M for mature by the Entertainment Software Rating Board.
In cutscenes the audio is either extremely quiet or missing. In the same cutscenes subtitles sometimes will only pop up for a fraction of a second and disappear. Fix by using DSP LLE.
In Lindsey's section the character can sometimes disappear when underneath hanging vines. Fix by turning on Per-Pixel Lighting for this section.
Hang Post Initial Quote
Withand a range of other revisions the game hangs shortly after displaying it's initial Edgar Allen Poe quote. The game is playable with and . (try pressing the A button).
The error "WriteRest: op out of range (00000000130E4F3F uses 00000000C00000D0)" occurs shortly after start with the JITIL interpreter withand likely other revisions.
Invisible Pause Menu Items
Some items in the pause menu are invisible (projected behind the box they should be in). To fix this, disable the custom projection hack in the properties right click menu. This The custom projection hack does nothing to the rest of the game so disabling it is only a good thing.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|OpenGL/DX9||DX11 can break spell graphics|
|On||Prevent character disappearances in Lindsey's section|
|LLE||Fix missing audio|
The graph below charts the compatibility with Eternal Darkness: Sanity's Requiem since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7 x64||Intel Core i7-960||ATI Radeon HD 5870||Hangs after initial quote /w DX9,11 and JIT/JITIL|
|Windows XP x86||AMD Athlon II x2 215 @ 3.45GHz||nVidia GeForce 7025||Game completed (green part) - with 35-55 FPS (65-90% of speed). Used usual (JIT) recompiler! All intro video is working, with sound.|
|Windows 7 x86||Intel Core 2 Duo E4500||ATI Radeon HD 4760||Game runs beautifully! I was using the experimental JITIL compiler. All graphics render properly and the game produced little to no lag at max video settings. The only issue i had was when the piano/organ/ maid character sounds played, they would continue to play until you reloaded the game or a new scene was played.|
|Windows XP x86||Intel Atom N270 @ 1.6GHz||Intel GMA 945||Playable 10-13 FPS. Slow in the videos. Uncheck Scaled EFB EFB Copy and put Fractional Scale. Sound Off for best performance.||LORPAL|
|Windows 7 x64||Intel Core i7-2600K||nVidia GeForce 570 GTX||Cutscene audio was heavily distorted and unintelligible, otherwise ran perfectly at 1080p with max settings.|
|Windows 7 x64||Audio either absent or pure static in DSP HLE. DSP LLE doesn't function (emulator closes immediately on launch). Occasional graphic glitch in some cut-scene.|
|Windows 7 x64||Intel Core i5 @ 2.6GHz||AMD Radeon HD 6850||Runs at full speed but many enemies on screen causes light slowdown. Menus work fine, DirectX 11, 2.5x native, LLE Audio||postorganic|
|Windows 7 x64||AMD Phenom II X4 965 @ 3.4GHz||AMD Radeon HD 5870||Runs fine, 60fps. Menus work fine, DirectX 9/11/OpenGL all fine, 3x native, 9xSSAA, LLE Audio, Had to disable custom projection hack otherwise inventory objects were partially invisible (behind menu background)||JoeCool|