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Fire Emblem: Path of Radiance
|Fire Emblem: Path of Radiance|
|Release date(s)|| JP April 20, 2005|
NA October 17, 2005
EU November 4, 2005
AUS December 1, 2005
|Input methods||GameCube Controller, Game Boy Advance|
|GameIDs||GFEP01, GFEE01, GFEJ01|
Fire Emblem: Path of Radiance (aka Fire Emblem: Sōen no Kiseki in Japan) brings back to consoles the strategic combat series Fire Emblem from the Game Boy Advance. In this installment, you can control units such as knights, mages, and winged creatures, and use their unique fighting styles to win battles and gain experience. Fire Emblem: Path of Radiance also includes a detailed story that connects the battles and characters together.
There are no reported problems with this title.
Forced Texture Filtering can cause odd lines in the faces of characters; it should not be used for this game. Anisotropic Filtering will cause the same issue in D3D.
$16:9 Widescreen 04926328 3FE38E39
$16:9 Widescreen C220B6A8 00000004 3DC03FAA 61CEAAAB 91C21000 C1E21000 ED0F0232 ED494024 60000000 00000000 0406832C C00283F8 04377258 3FE38E39 04067E0C 4E800020
Only configuration options for the best compatibility where they deviate from defaults are listed.
|OpenGL||Allow anisotropic filtering /wo lines on character faces|
|Off||Avoid odd lines on character faces|
The graph below charts the compatibility with Fire Emblem: Path of Radiance since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows XP||AMD Athlon 64 X2 4000+||NVIDIA GeForce 8500 GT||Full playable but the cinematics go slowly|
|Ubuntu 11.04||Intel Core i5-2300 @ 2.8GHz||NVIDIA GeForce 430||Perfect, EFB scaled copies must be off||asdf31416|
|Mac OS X 10.7.1||Intel Core i7 @ 2.2GHz||AMD Radeon HD 6750M||Perfect except for final cinematic which needs VSync|
|Ubuntu 11.10||Intel Pentium E2200 @ 2.2GHz||Intel G33||Crashed after the introductory scene when cell shading was attempted.|
|Windows 7||Intel Core i5-3230M @ 3.2GHz||NVIDIA GeForce GT 740M||Framerate perfect, have not completely tested it out. I'll report back.||Njord|
|Windows 7||Intel Core i7-950 @ 4.1GHz||NVIDIA GeForce GTX 570 @ .9GHz||Almost perfect, the only problem remaining is the sound, many many glitches.||Titouf|
|Windows 7||AMD Phenom X4 965 @ 3.4GHz||ATI Radeon HD 4850||Almost perfect, some sound problems.||Gonner|
|Windows XP||Intel Pentium E5300 @ 2.6GHz||AMD Radeon HD 6750||Perfect|
|Windows 8||Intel Core i5 @ 2.4GHz||NVIDIA GeForce 310M||Perfect, sound problems are gone, even with HLE.||Nar|
|Windows 7||AMD Phenom X4 965 @ 3.4GHz||ATI Radeon HD 4850||Played till the end. Perfect.||Abalaburn|
|Windows 8.1||AMD Phenom II X4 955 @ 3.2GHz||AMD Radeon HD 6850||Until now the game is running perfectly, very stable. Internal resolution at 4x.||guilhermerx7|
|Windows 7||AMD A8-3850 @ 2.9GHz||AMD Radeon HD 6550D||Some minor audio stutters, especially on the Choose Units screen, but otherwise perfect.|
|Arch Linux||Intel Core i7-2600 @ 2.6GHz||NVIDIA GeForce GTS 450||Perfect, other than the "Force texture filtering" bug.||10n45|
|Windows 8.1||Intel Xeon X5650 @ 2.67GHz||AMD Radeon HD 5770||Great, other than a little audio glitching, which doesn't happen too often."|
|Windows 8.1||Intel Core i7-4700MQ @ 2.4GHz||NVIDIA GeForce 750M||Occasional crashes but overall pretty great 4/5.||TheFoxyBox|
|Windows 8.1||Intel Core i7-3770K @ 4.6GHz||AMD Radeon HD 7970||Problems with character sprites when setting Anti-Aliasing or Anisotropic Filter to values other than None and 1x respectively. Some combinations of the internal resolution and AA can bypass this issue.|
|Windows 7||AMD FX-8350 @ 4GHz||NVIDIA GeForce GTX 750||A near flawless emulation. Perfect run throughout the entire game at 4x native with only a few framedrops. Texture Filtering bug is still present but it doesn't really affect the game and is easily avoidable.||Combatheros|
|Windows 10||Intel Core i5-4210M @ 2.6GHz||NVIDIA GeForce 820M||It ran almost perfect on my laptop. It might suffer small and unnoticeable slowdowns in battle, but fullspeed in everything else. The 16:9 Widescreen code works wonderfully, the only defect is that it makes some menus show a little line in the middle. It's better to avoid non-integer resolutions (it would make the portraits more pixelated) and Force Pixel Filter (it shows lines in portraits, use shaders instead). I tested the PAL version with OpenGL mode, Resolution 3x, Widescreen AR code and FXAA shader.||Intruso|
|Windows 10||Intel Core i5-4430 @ 3GHz||NVIDIA GeForce GTX 950||No problem whatsoever||kiwi|
|Debian Sid||Intel Core i5-3570K @ 4.3GHz||NVIDIA GeForce GTX 970||Almost perfect running the Vulkan backend with IR at 3x Native(1920x1584), AA at 2x MSAA, and AF at 2x. The only occasional issue was the same odd lines on the character portraits.||ConvexEd|