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Star Wars Rogue Squadron II: Rogue Leader
|Star Wars Rogue Squadron II: Rogue Leader|
|Developer(s)||Factor 5, LucasArts|
|Series||Rogue Squadron, Star Wars|
|Release date(s)|| NA November 18, 2001|
JP March 22, 2002
EU May 3, 2002
|Genre(s)||Action, Arcade flight simulation|
|Input methods||GameCube Controller|
|GameIDs||GSWJ64, GSWP64, GSWF64, GSWE64, GSWD64, GSWS64, GSWI64|
Star Wars Rogue Squadron II: Rogue Leader is an arcade-style flight action game co-developed by Factor 5 and LucasArts. The second of three games in the Rogue Squadron series, it was published by LucasArts and released as a launch title for the Nintendo GameCube. The game was praised for its amazing visuals, thanks to an impressive game engine that uses advanced GameCube features.
Similar to its predecessor, Star Wars: Rogue Squadron, Rogue Leader is a fast-paced, flight action game. Each of the game's ten levels introduces mission objectives such as search and destroy or protection that must be completed to progress to the next level. The players performance on each level is compared to three medals (bronze, silver, and gold), based on completion time, enemies killed, etc. Getting more medals results in unlocking more levels and spacecraft. Rogue Leader also has a large collection of hidden items throughout the game, from powerups, hidden ships, and hidden levels.
Because of its technical prowess, use of rare GameCube features, and plethora of hacks, Star Wars Rogue Squadron II: Rogue Leader has proven difficult for Dolphin to emulate.
- 1 Emulation Information
- 2 Problems
- 3 Enhancements
- 4 Configuration
- 5 Version Compatibility
- 6 Testing
- 7 Gameplay Videos
Shader Compilation Stuttering
Star Wars Rogue Squadron II: Rogue Leader is one of the most susceptible titles to shader compilation stuttering. The GC and Wii have no concept of shaders - everything is executed directly by the hardware without an intermediate programming language (API). Modern computers and mobile systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed directly. Shaders have to be generated though, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for a few demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering, in severe cases pauses of over a second may occur.
Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since , Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. This allows cached shaders to work across different video backends, platforms, hardware configurations and even Dolphin versions as long as changes aren't made to Dolphin's actual shader pipeline. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. Enable Compile Shaders Before Starting to avoid this.
GPU Texture Decode Crash
Leaving GPU Texture Decode enabled will cause Rouge Squadron II to crash on a fairly regular basis.
Hang on Pause or Targeting Computer
HD Texture Pack
There is a high definition texture pack for Rogue Leader on the Dolphin forums.
Widescreen Gecko Code
The Widescreen Hack has Clipping and Scaling issues that can be fixed with a Gecko Code.
48000000 800AC1C0 DE000000 7E007FFF 3016B380 38600020 14014D08 4848B2F8 1416B378 48334C99 140DB618 483C49F9 141F6F78 3FE38E39 E0000000 80008000 060A0000 00000038 C0C20000 EC2101B2 D023012C 4BB74D00 C0220000 C0030000 EC000824 D0030000 C003000C EC000824 D003000C 38800001 4E800020 00000000 0409EA20 3FAAAAAA 48000000 80096220 DE000000 80008180 14000E84 3B19999A 14000E90 BF400000 E0000000 80008000 0409935C 3FE38E39
Only configuration options for the best compatibility where they deviate from defaults are listed.
The graph below charts the compatibility with Star Wars Rogue Squadron II: Rogue Leader since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||AMD Phenom II 945 @ 3.0GHz||ATI Radeon HD 4890||Non-stop "Trying to reinterpret pixel data with unsupported conversion type 1 and 4" errors when starting. Using OpenGL works, but the sound is super wonky, parts run weird/bad, and the game doesn't render much in front of yo at all|
|Windows 7||AMD Phenom II X6 1090T @ 3.8GHz||ATI Radeon HD 4870||Wonky sound, parts runs weird/bad. Lots of framerate issues and the game doesn't render much in front of you.|
|Windows 7||AMD Phenom II X6 1090T||ATI Radeon HD 5770||Non-stop "Trying to reinterpret pixel data with unsupported conversion type 1 and 4" errors when starting.|
|Mac OS X 10.7.2||Intel Core i7-2675QM @ 2.2GHz||AMD Radeon HD 6750M||Wonky, slow, and unpredictable regardless of CPU/Sound emulation setting.||jedivulcan|
|Windows 7||Intel Core i5-2400||Intel HD2000||Is 100% speed all the time but the draw distance problem is too important. You can't see anything until is in front of you. Shame. If that get fix the game will work excellent at full speed.||InterlinkKnight|
|Windows 8||Intel Core i5-3570K||AMD Radeon HD 7870||Runs around 25FPS, screen flickers, throws unknown opcode 0x3d and 0x62 frequently, crashes at Star Wars logo before beginning mission, music continues to play.||Whacka|
|Windows 7||AMD FX 6350||NVIDIA GeForce GTX 560 Ti||Menu screen flickers, throws unknown opcodes few seconds into first mission, audio is garbled throughout. Ship selection still runs full speed, slight screen flicker, the only bit of the game that works almost 100%, everything else is messed up.||Slarlac249|
|Windows 8||AMD FX 6350||AMD Radeon HD 7850||intro/logos still really slow, audio is garbled throughout. Ship selection still runs full speed, slight screen flicker, depth issue only fixed in OGL. fast depth calculation must be disabled in game. game is still far from playable due to low FPS and broken audio.||Slarlac249|
|Windows 8.1||Intel Core i5-4670K||NVIDIA GeForce GTX 670||same as Slarlac249 above. Attempting to run with software rendering causes multiple unknown opcode errors.||Nontheist|
|Windows 7||Intel Core i5-4570||NVIDIA GeForce GTX 770||game running at full speed but audio is mostly garbled. Very limited draw distance during the main game||guybrush|
|Windows 7||Intel Core i7-2760QM||AMD Radeon HD 6990M||Running with EFB to RAM external frame buffer to Virtual, audio works perfectly with LLE but the game runs slow. Need to optimize the settings, however as indicated earlier the drawing distance is too low which makes the game unplayable.|
|Windows 8.1||Intel Core i7-4790K||AMD R9 290x||Running at perfect 60FPS. Using EFB to RAM w/ safe cache and LLE audio on separate thread. Graphics run better in OGL on this game and I am running at 6X IR||IceStrike256|
|Windows 8.1||Intel Core i7-4790K||AMD R9 290x||Running even better then last entry with the need for safe texture caching eliminated. Still need LLE Audio which causes slow downs on slower systems. Also make sure to check skip EFB access to CPU for a bit of a speed boost. This game has become extremely more accessible to more players over the last month thank you Devs!!||IceStrike256|
|Windows 8.1||Intel Core i7-4770K||NVIDIA GeForce GTX 980||Runs without errors when using LLE audio and DX11 backend. Hoth intro and Vengeance on Kothlis when close to or shooting water have severe slowdowns||LtRoyalShrimp|
|Windows 10||AMD FX-8350 @ 4GHz||AMD Radeon R9 280x||Works fine on missions that don't take place on planet surfaces, with occasional slowdowns. On planet surfaces (like the mission on Hoth or the one in the Maw), the framerate about halves, likely due to the sloped environments. Tested at 3xIR, 16xAF and the HD texture mod by General_Han_Solo.||Alpha284|
|Windows 10||Intel Core i7-4790K @ 4.9GHz||NVIDIA GeForce GTX 980 Ti||Perfect! All slowdown has been eliminated except where present on real hardware (Y-Wing Bomb Spam). If your system doesn't have high specs don't expect these result. Tested at 6xIR D3D11 Backend, LLE Audio with HD texture pack by General_Han_Solo.||IceStrike256|
|Mac OS X 10.11.2||Intel Core i7 @ 2.6GHz||NVIDIA GeForce GT 650M||No good here. Very poor, especially during cut scenes. Audio just gave static noise, with low framerate. Will try to adjust and update if I see better results.||N64BOY39|
|Windows 10||Intel Core i7-2600k @ 3.8GHz||NVIDIA GeForce GTX 1070||Stable framerate without any special config adjustments. Audio works without issue. FPS is rather stable but framerate drops are noticeable at times. Otherwise working as expected.||Unforgiven|
|Windows 10||Intel Core i5-3470||NVIDIA GeForce GTX 650 Ti||Occasional short stutters during cutscenes. Constant 60FPS on space levels. Battle of Hoth and Prisons of the Maw are slightly laggy. Otherwise playable.||MISSINGNO.|
|OpenSUSE Tumbleweed||AMD FX-8320||AMD R9 Fury||Audio is ok but laggy due to low FPS. Cutscenes and movies play very poorly varying 8-48FPS. Menu is smooth but audio lags. Star Wars text plays perfectly and in game is stable ~30FPS.||MajorNyuutabaru|
|Windows 10||Intel Core i5-3470||NVIDIA GeForce GTX 970||Occasional stutters disappear as a shader cache is built up. Constant 60 FPS on all stages and cutscenes at 4K. Setting XFB to Virtual fixes the twitchy pause and mission complete screens. Runs Perfectly.||MISSINGNO.|
|Windows 10||Intel Core i7-7700K||NVIDIA GeForce GTX 980 Ti||Edging ever so closer to perfect. Gameplay is practically perfect now thanks to Ubershaders but loads and some dialogue cause brief lag.||IceStrike256|
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