Mega Man Network Transmission: Difference between revisions

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|developer = Arika
|developer = Arika
|publisher = Capcom
|publisher = Capcom
|series    = ''Mega Man Battle Network''
|series    = Mega Man
|released  = {{vgrelease|JP=March 6, 2003|NA=June 17, 2003|EU=June 27, 2003}}
|released  = {{vgrelease|JP=March 6, 2003|NA=June 17, 2003|EU=June 26, 2003}}
|genre    = Action, platform, Role-playing
|genre    = Action, Platform, Role-playing
|modes    = Single-player
|input    = GameCube Controller
|input    = GameCube Controller
|forumlink = https://forums.dolphin-emu.org/Thread-gc-mega-man-network-transmission
}}
}}


'''''Mega Man Network Transmission''''', known in Japan as '''''Rockman EXE Transmission''''', is a video game developed by Arika and published by Capcom for the [[Nintendo GameCube]] video game console. The game was first released in Japan on March 6, 2003, North America the following June, and PAL regions the following July. ''Network Transmission'' is part of the Mega Man Battle Network series, which originated on the Game Boy Advance handheld game console.
In '''''Mega Man Network Transmission''''' (known in Japan as '''''Rockman EXE Transmission'''''), Mega Man and his Battle Network pal Lan are in trouble again. It's only been a month since the evil WWW terrorist's attempts to hijack an important military satellite was shut down; and yet, Cyberspace is about to be hit by an even more resilient, never-before-seen virus, codenamed "Zero." It's up to you, Lan, and Mega Man to terminate this seemingly impermeable and decidedly relentless new enemy. Collect battle chips, battle enemies, solve puzzles, and uncover secret characters from the ''Mega Man'' universe.
 


== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|


=== Graphical Inaccuracies ===
[[File:Mega_Man_Network_Transmission_Emulation.jpg|700px|]]


Using Direct3D9 or OpenGL for the graphics backend results in many graphical inaccuracies.
}}}}
In particular on Direct3D9, attack animations, spawn/death animations, barrier/aura animations and similar light based special effects are almost invisible. On OpenGL, these effects are simply poorly rendered with large squares.
This game should be played in Direct3D11 for the most accurate graphical output. If Direct3D11 is not an option then OpenGL is advised instead.


=== Backgrounds appear too vibrant ===
== Enhancements ==
If Fog is disabled in the graphics configuration, backgrounds may appear too vibrant.
=== 16:9 Widescreen Gecko Code ===
Make sure Fog is enabled.
==== EU ====
<pre>$16:9 Widescreen
041D9560 C0023774
0450C154 3FE38E39
</pre>


=== Slow Opening Cutscene ===
=== 60Hz PAL ===
Using HLE audio backend results in the opening cutscene playing slowly. This is easily resolved by using [[DSP LLE]] instead.
In the PAL-Version the 60Hz mode cannot be activated at startup. Use this Gecko code to force the 60Hz mode.  
<pre>$60Hz
043A24C8 00000014
023A24CE 000001E0
023A24D0 000001E0
023A24D4 00000000
023A24D8 000001E0
</pre>


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|gfxbackend = Direct3D11
|gfxbackendnotes = Direct3D9 and OpenGL have graphical glitches
|dspengine = DSP LLE Recompiler
|dspenginenotes = Using DSP HLE results in the opening cutscene playing very slowly. Game may be more stable using LLE instead of HLE, requires further playtesting.
}}
}}


== Version Compatibility ==
== Version Compatibility ==
{{VersionCompatibility}}
{{VersionCompatibility}}
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
<!--Replace 'revision' with an SVN revision number (like 6789), a Dolphin release (like 3.0), or a git revision number (like 3.0-50)-->
{{VersionCompatibilityVersion|3.0-589|****|}}
{{VersionCompatibilityVersion|3.0-589|****}}
{{VersionCompatibilityVersion|4.0-4699|****|Line width emulated adding to OpenGL, fixing graphics errors there}}
{{VersionCompatibilityVersion|5.0|*****|Perfect even with experimental DX12 backend}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


Line 47: Line 53:
{{testing/start}}
{{testing/start}}
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=3.0-589|OS=Windows 7 x64|CPU=Intel Core i5-2500k @ 4.3GHz|GPU=nVidia GeForce GTX 570|result=Fully playable at 60 FPS. NTSC version has cutscene slowdown, and you're forced to watch the first one. You can skip the rest though. DSP HLE crashes; XAudio2 cuts BGM. Use DSP LLE recomplier with DSound. DX9 has graphical glitches so use DX11.|tester=Meiru}}
{{testing/entry|revision=3.0-589|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.3GHz|GPU=NVIDIA GeForce GTX 570|result=Fully playable at 60FPS. NTSC version has cutscene slowdown, and you're forced to watch the first one. You can skip the rest though. DSP HLE crashes; XAudio2 cuts BGM. Use DSP LLE recomplier with DSound. DX9 has graphical glitches so use DX11.|tester=Meiru}}
{{testing/entry|revision=3.0-589|OS=Windows 7 x64|CPU=Intel Core i5-2500k @ 4GHz|GPU=nVidia GeForce GTX 560 Ti 448|result=Perfectly playable from start to finish, 60 FPS at all times. DirectX9 and OpenGL have graphical glitches, so use DX11. DX11 also has some glitches; green things in "Jack in" sequence may look black sometimes, and there are also some illumination issues. In regards to audio, Xaudio cuts BGMs. to avoid this, use Dsound, Hz don't matter.  
{{testing/entry|revision=3.0-589|OS=Windows 7|CPU=Intel Core i5-2500K @ 4GHz|GPU=NVIDIA GeForce GTX 560 Ti 448|result=Perfectly playable from start to finish, 60FPS at all times. DirectX9 and OpenGL have graphical glitches, so use DX11. DX11 also has some glitches; green things in "Jack in" sequence may look black sometimes, and there are also some illumination issues. In regards to audio, Xaudio cuts BGMs. to avoid this, use Dsound, Hz don't matter.  
Sound also has a problem in regards to volume. You see, bringing up the PET or pressing Z to use the custom gauge, lowers the volume of the bgm a bit. However, using HLE makes this volume decrease permanent until something triggers it to go back to normal. LLE recompiler and interpreter avoid this.
Sound also has a problem in regards to volume. You see, bringing up the PET or pressing Z to use the custom gauge, lowers the volume of the bgm a bit. However, using HLE makes this volume decrease permanent until something triggers it to go back to normal. LLE recompiler and interpreter avoid this.
Use HLE emulation to get past the first cutscene. both LLE interpreter and recompiler hate cutscenes and slows them to a crawl. However, LLE Interpreter is the most accurate outside of cutscenes.|tester=G}}
Use HLE emulation to get past the first cutscene. both LLE interpreter and recompiler hate cutscenes and slows them to a crawl. However, LLE Interpreter is the most accurate outside of cutscenes.|tester=G}}
{{testing/entry|revision=3.0-776|OS=Windows 7 x86|CPU=Intel Core 2 Duo e8600 @ 3.6GHz|GPU=ATI Radeon HD 4850|result=Started new game, opening cutscene played with extreme slowdown, title screen music did not. When first character dialogue started, the wrong music may have been playing at this part (using DSound backend, DSP HLE.) Shortly into reading emails at the start of the game, the game froze. Dolphin emulator and the emulation process had not frozen but the game had become unresponsive. Used JIT Recompiler, threads not locked to cores, idle skipping enabled, dual core enabled, DX9 plugin, EFB copy to texture. Opening cutscene aside the game appeared to play at full speed.|tester=}}
{{testing/entry|revision=3.0-776|OS=Windows 7|CPU=Intel Core 2 Duo e8600 @ 3.6GHz|GPU=ATI Radeon HD 4850|result=Started new game, opening cutscene played with extreme slowdown, title screen music did not. When first character dialogue started, the wrong music may have been playing at this part (using DSound backend, DSP HLE.) Shortly into reading emails at the start of the game, the game froze. Dolphin emulator and the emulation process had not frozen but the game had become unresponsive. Used JIT Recompiler, threads not locked to cores, idle skipping enabled, dual core enabled, DX9 plugin, EFB copy to texture. Opening cutscene aside the game appeared to play at full speed.|tester=}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=Intel Core i5-6200u @ 2.3GHz|GPU=NVIDIA GeForce 940M|result=100% completion on DX12 backend. Besides the occasional dropped frame I encountered absolutely no issues.|tester=}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
<!--A full list of options is available at Template:VideoGallery/doc-->
{{VideoGallery
|vid1=yTPGexQtRLU|cap1=Dolphin Emulator 4.0.2 - Mega Man Network Transmission (1080p HD) - Nintendo GameCube
}}
{{Navigation/Mega Man}}


[[Category:GameCube games]]
[[Category:GameCube games]]
[[Category:Action games]]
[[Category:Role-playing games]]
[[Category:Platform games]]

Revision as of 06:36, 1 March 2018

Mega Man Network Transmission
MMBNT.jpg
Developer(s) Arika
Publisher(s) Capcom
Series Mega Man
Platform(s) GameCube
Release date(s) JP March 6, 2003
NA June 17, 2003
EU June 26, 2003
Genre(s) Action, Platform, Role-playing
Mode(s) Single-player
Input methods GameCube Controller
Compatibility 5Stars5.pngEdit rating: Mega Man Network Transmission
Perfect
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

In Mega Man Network Transmission (known in Japan as Rockman EXE Transmission), Mega Man and his Battle Network pal Lan are in trouble again. It's only been a month since the evil WWW terrorist's attempts to hijack an important military satellite was shut down; and yet, Cyberspace is about to be hit by an even more resilient, never-before-seen virus, codenamed "Zero." It's up to you, Lan, and Mega Man to terminate this seemingly impermeable and decidedly relentless new enemy. Collect battle chips, battle enemies, solve puzzles, and uncover secret characters from the Mega Man universe.

Problems

There are no reported problems with this title.

Enhancements

16:9 Widescreen Gecko Code

EU

$16:9 Widescreen
041D9560 C0023774
0450C154 3FE38E39

60Hz PAL

In the PAL-Version the 60Hz mode cannot be activated at startup. Use this Gecko code to force the 60Hz mode.

$60Hz
043A24C8 00000014
023A24CE 000001E0
023A24D0 000001E0
023A24D4 00000000
023A24D8 000001E0

Configuration

This title does not need non-default settings to run properly.

Version Compatibility

The graph below charts the compatibility with Mega Man Network Transmission since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21270 (current)
Δ
Δ
Δ
Δ
Δ
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
3.0-589 Windows 7 Intel Core i5-2500K @ 4.3GHz NVIDIA GeForce GTX 570 Fully playable at 60FPS. NTSC version has cutscene slowdown, and you're forced to watch the first one. You can skip the rest though. DSP HLE crashes; XAudio2 cuts BGM. Use DSP LLE recomplier with DSound. DX9 has graphical glitches so use DX11. Meiru
3.0-589 Windows 7 Intel Core i5-2500K @ 4GHz NVIDIA GeForce GTX 560 Ti 448 Perfectly playable from start to finish, 60FPS at all times. DirectX9 and OpenGL have graphical glitches, so use DX11. DX11 also has some glitches; green things in "Jack in" sequence may look black sometimes, and there are also some illumination issues. In regards to audio, Xaudio cuts BGMs. to avoid this, use Dsound, Hz don't matter.

Sound also has a problem in regards to volume. You see, bringing up the PET or pressing Z to use the custom gauge, lowers the volume of the bgm a bit. However, using HLE makes this volume decrease permanent until something triggers it to go back to normal. LLE recompiler and interpreter avoid this. Use HLE emulation to get past the first cutscene. both LLE interpreter and recompiler hate cutscenes and slows them to a crawl. However, LLE Interpreter is the most accurate outside of cutscenes.

G
3.0-776 Windows 7 Intel Core 2 Duo e8600 @ 3.6GHz ATI Radeon HD 4850 Started new game, opening cutscene played with extreme slowdown, title screen music did not. When first character dialogue started, the wrong music may have been playing at this part (using DSound backend, DSP HLE.) Shortly into reading emails at the start of the game, the game froze. Dolphin emulator and the emulation process had not frozen but the game had become unresponsive. Used JIT Recompiler, threads not locked to cores, idle skipping enabled, dual core enabled, DX9 plugin, EFB copy to texture. Opening cutscene aside the game appeared to play at full speed.
5.0 Windows 10 Intel Core i5-6200u @ 2.3GHz NVIDIA GeForce 940M 100% completion on DX12 backend. Besides the occasional dropped frame I encountered absolutely no issues.

Gameplay Videos