Mega Man Network Transmission: Difference between revisions

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|developer = Arika
|developer = Arika
|publisher = Capcom
|publisher = Capcom
|series    = ''Mega Man''
|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
|modes    = Single-player
|forumlink = https://forums.dolphin-emu.org/Thread-gc-mega-man-network-transmission
|forumlink = https://forums.dolphin-emu.org/Thread-gc-mega-man-network-transmission
}}
}}
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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.
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.


== Patches ==
== Problems ==
=== 16:9 Aspect Ratio (Widescreen) AR Codes ===
{{Problems|{{#vardefineecho:problems|
===== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1941] =====
 
<pre>16:9 Aspect Ratio (Widescreen) [Ralf]EBYJ-DVAQ-KFYFR
 
T995-3KTT-ZP530
}}}}
FQGG-2ZA8-WVMK1</pre>


=== 60Hz AR Codes ===
== Enhancements ==
===== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1941] =====
=== 16:9 Widescreen Gecko Code ===
<pre>Enable 60Hz Mode [Ralf]
==== EU ====
K1PK-N81M-ZYV7W
<pre>$16:9 Widescreen
4MND-FW5Q-E86FX
041D9560 C0023774
51HZ-8U8K-ZFGUB
0450C154 3FE38E39
HRNE-7NT2-2YXV2
</pre>
41X4-XEK4-M2AV1
VKXQ-7W5N-J1E65</pre>


== Problems ==
=== 60Hz PAL ===
=== <s>Graphical Inaccuracies in OpenGL</s> ===
In the PAL-Version the 60Hz mode cannot be activated at startup. Use this Gecko code to force the 60Hz mode.  
Using OpenGL for the graphics backend results in many graphical inaccuracies. Effects are simply poorly rendered with large squares. Fixed by the unification of line width emulation in {{revision|4.0-4699}}.
<pre>$60Hz
{{image|Mega_Man_Network_Transmission_Emulation.jpg|Various issues|br}}
043A24C8 00000014
023A24CE 000001E0
023A24D0 000001E0
023A24D4 00000000
023A24D8 000001E0
</pre>


== Configuration ==
== Configuration ==
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{{VersionCompatibility}}
{{VersionCompatibility}}
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|3.0-589|****}}
{{VersionCompatibilityVersion|3.0-589|****|}}
{{VersionCompatibilityVersion|4.0-4699|****|Line width emulated adding to OpenGL, fixing graphics errors there}}
{{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}}


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{{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 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|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, 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.  
{{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 ==
{{YouTube|yTPGexQtRLU|Dolphin Emulator 4.0.2 - Mega Man Network Transmission (1080p HD) - Nintendo GameCube|br}}
<!--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}}
{{Navigation/Mega Man}}


[[Category:GameCube games]]
[[Category:GameCube games]]

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