F-Zero GX

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F-Zero GX
FZeroGxGC.jpg
Developer(s) Sega, Amusement Vision
Publisher(s) Nintendo
Series F-Zero
Release date(s) JP July 25, 2003
NA August 25, 2003
EU October 31, 2003
Genre(s) Racing
Mode(s) Single-player, Multiplayer (4)
Input methods GameCube Controller
Compatibility 4PlayableEdit rating: F-Zero GX
See also...

Dolphin Forum thread
Search Google
Search Wikipedia

F-Zero GX is a futuristic racing video game for the Nintendo GameCube console. Developed by Sega's Amusement Vision department and published by Nintendo, it was released in Japan, Europe and North America in 2003. F-Zero AX, the arcade counterpart of GX, uses hardware conceived from a business alliance between Nintendo, Namco and Sega. F-Zero GX runs on an enhanced version of the engine that powered Super Monkey Ball. F-Zero GX/AX was the first video game collaboration between Nintendo and Sega. The game received critical acclaim as one of the best racers of its time and the greatest racer on the GameCube platform.

Contents

[edit] Problems

[edit] In-game Camera and Models Don't Load

Make sure "Enable FPRF" (i.e. Floating Point Result Flag) is checked in the game settings. Without it, no races will be playable.

[edit] V-Sync Crashes

If V-Sync is enabled, F-Zero GX will inevitably crash at some point early in play, to the point where it's difficult to even complete a race. Make sure V-Sync is disabled to avoid this.

  • Starting in 4.0-651, V-Sync is forced on in OpenGL and cannot be disabled. Fixed by 4.0-994.

[edit] Dual Core Resets

When Dual Core mode is enabled, the game may reset randomly. It generally only resets on the first run and plays fine after that, but it may reset in game. It has been tested and is pretty reliable, but it may reset anyway. Use at your own risk. For an absolute fix, uncheck "Enable Dual Core", or for a faster performing fix, check "Synchronize GPU thread" as per gameINI advice.

[edit] Heat Effect/Blur

Sand Ocean's heat effect cuts speed on even the most powerful computers. The effect can be disabled by turning on "Skip EFB Access from CPU", but this will disable other effects as well, like the boost distortion effect.

[edit] Raindrop mask

The raindrops on the Lightning tracks are improperly rendered. Some areas will be inverted: areas that should have raindrops are empty, and areas that should be blank are filled with raindrops. The result is what appears to be a grid of dots scattered across certain tiles. It appears on all backends until 4.0-1192, where it is fixed in the OpenGL backend. D3D still exhibits the error and there is no solution for it at this time. See issue 6041.

[edit] Missing Boulder Shadows

In Chapter 2 of F-Zero GX, the boulders that roll across the track will have no shadows in the D3D backend. To see their shadows properly, use the OpenGL backend. See issue 7183.

[edit] 16:9

This game has 16:9 display capability, but requires setting the game to the "Widescreen" screen mode in the game's internal options, and setting Dolphin's Aspect Ratio setting to "Force 16:9".

[edit] Shadow Distortion

With EFB to Texture, shadows may distort if you open the graphics window or go in and out of fullscreen during a race. Just avoid those things and the shadows will be fine, or use EFB to Ram. If the shadow does glitch out, it will fix itself in the next race.

[edit] Custom Cars

If using a bad dump, custom cars show only the pilot floating in mid air and the main body component. Redump the disc to correct the problem. See issue 3240.

[edit] Powersliding Glitch

When near the start/finish line while racing on a Lightning themed track, the powerslide effect is glitched out, stretching out like a laser beam toward the finish line. This is a glitch with the game and not Dolphin; this occurs even on a real GameCube. See issue 6042.

[edit] Story Mode Cutscenes Blackscreen

As of 4.0-564 the cutscenes in F-Zero GX no longer render in the OpenGL backend. D3D will still render them fine. See issue 6914. Fixed by 4.0-4451.

[edit] MMU Speed Hack

The NTSC-J version does not boot. Activate "Enable MMU" or "MMU speed hack" to fix this. Option defaulted in 4.0-3631.

[edit] Rain on Lightning Track

Rain on the Lightning tracks appears incorrectly on the D3D9 backend. It is present, but more difficult to see compared to the other backends, to the point where it is nearly invisible for most of the race. OpenGL and D3D11 display the effect correctly, so use one of them if you wish to see it better. Fixed with the removal of D3D9 in 4.0-155.

[edit] Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed. Please see the performance guide for an overview of performance related settings. A full list of options is available at Template:Config/doc

General

Config Setting Notes

Enable Dual Core

Off Can cause the game to reset randomly

Graphics

Config Setting Notes

Video Back End

OpenGL Needed to properly render rain/shadows

V-Sync

Off Causes inevitable crashes


Game Properties

Config Setting Notes

Enable FPRF

On Enable In-game Camera and Models


[edit] Version Compatibility

The graph below charts the compatibility with F-Zero GX since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

4.0-5952 (current)
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.

[edit] Testing

This game has been tested on the environments listed below:

[edit] Gameplay Videos