Fire Emblem: Path of Radiance

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Fire Emblem: Path of Radiance
FireEmblemPathOfRadianceGC.JPG
Developer(s) Intelligent Systems
Publisher(s) Nintendo
Series Fire Emblem
Platform(s) GameCube
Release date(s) JP April 20, 2005
NA October 17, 2005
EU November 4, 2005
AUS December 1, 2005
Genre(s) Tactical role-playing
Mode(s) Single-player
Input methods GameCube Controller, Game Boy Advance
Compatibility 5Stars5.pngEdit rating: Fire Emblem: Path of Radiance
Perfect
GameIDs
See also...

Dolphin Forum thread
Open Issues
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Fire Emblem: Path of Radiance 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.

Problems

There are no reported problems with this title.

Enhancements

Texture Filtering

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.

Widescreen Patch

NTSC-U

04926328 3FE38E39

NA

$16:9 Widescreen
04926328 3FE38E39

EU

$16:9 Widescreen
0406832C C00283F8
04377258 3FE38E39

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Video Backend OpenGL Allow anisotropic filtering /wo lines on character faces

Version Compatibility

The graph below charts the compatibility with Fire Emblem: Path of Radiance 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
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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
r6519 Windows XP AMD Athlon 64 X2 4000+ NVIDIA GeForce 8500 GT Full playable but the cinematics go slowly
3.0 Ubuntu 11.04 Intel Core i5-2300 @ 2.8GHz NVIDIA GeForce 430 Perfect, EFB scaled copies must be off asdf31416
r7714 Mac OS X 10.7.1 Intel Core i7 @ 2.2GHz AMD Radeon HD 6750M Perfect except for final cinematic which needs VSync
r7714 Ubuntu 11.10 Intel Pentium E2200 @ 2.2GHz Intel G33 Crashed after the introductory scene when cell shading was attempted.
3.0-377 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
3.5 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
3.5 Windows 7 AMD Phenom X4 965 @ 3.4GHz ATI Radeon HD 4850 Almost perfect, some sound problems. Gonner
3.5-367 Windows XP Intel Pentium E5300 @ 2.6GHz AMD Radeon HD 6750 Perfect
3.5-375 Windows 8 Intel Core i5 @ 2.4GHz NVIDIA GeForce 310M Perfect, sound problems are gone, even with HLE. Nar
3.5-1063 Windows 7 AMD Phenom X4 965 @ 3.4GHz ATI Radeon HD 4850 Played till the end. Perfect. Abalaburn
4.0.2 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
4.0.2 Windows 7 AMD A8-3850 @ 2.9GHz AMD Radeon HD 6550D Some minor audio stutters, especially on the Choose Units screen, but otherwise perfect.
4.0.2 Arch Linux Intel Core i7-2600 @ 2.6GHz NVIDIA GeForce GTS 450 Perfect, other than the "Force texture filtering" bug. 10n45
4.0.2 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."
4.0-100 Windows 8.1 Intel Core i7-4700MQ @ 2.4GHz NVIDIA GeForce 750M Occasional crashes but overall pretty great 4/5. TheFoxyBox
4.0-1871 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.
4.0-5935 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
4.0-9173 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
5.0-1694 Windows 10 Intel Core i5-4430 @ 3GHz NVIDIA GeForce GTX 950 No problem whatsoever kiwi
5.0-3414 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

Gameplay Videos