Mega Man Network Transmission: Difference between revisions

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|input = GameCube Controller
|input = GameCube Controller
}}
}}
'''''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 (GBA) handheld game console.
'''''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 (GBA) handheld game console.




== Problems ==
== Problems ==
Using DSP HLE Emulation (Fast) for the audio backend results in the opening cutscene playing slowly.
===Slow Opening Cutscene===
This is easily resolved by using DSP LLE Recompiler instead.
Using HLE audio backend results in the opening cutscene playing slowly. This is easily resolved by using LLE Recompiler DSP instead.


== Configuration ==
== Configuration ==
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{{Config
{{Config
<!-- General -->
<!-- General -->
|dualcore =
|dualcorenotes =
|idleskipping =
|idleskippingnotes =
|framelimit =
|framelimitnotes =
|limitbyfps =
|limitbyfpsnotes =
|cpuengine =
|cpuenginenotes =
|lockthreadstocore =
|lockthreadstocorenotes =
|ntscj =
|ntscjnotes =
|panichandlers =
|panichandlersnotes =
|panichandler =
|panichandlernotes =
|skipbios =
|skipbiosnotes =
<!-- Graphics -->
|gfxbackend =
|gfxbackendnotes =
|fullres =
|fullresnotes =
|aspectratio =
|aspectrationotes =
|vsync =
|vsyncnotes =
|startfull =
|startfullnotes =
|rendertomain =
|rendertomainnotes =
|internalres =
|internalresnotes =
|antialiasing =
|antialiasingnotes =
|anisotropic =
|anisotropicnotes =
|pixellighting =
|pixellightingnotes =
|efbscaledcopy =
|efbscaledcopynotes =
|forcefilter =
|forcefilternotes =
|3dvision =
|3dvisionnotes =
|skipcpuefbaccess =
|skipcpuefbaccessnotes =
|formatchanges =
|formatchangesnotes =
|efbcopy =
|efbcopynotes =
|efbcopycache =
|efbcopycachenotes      =
|accuratetexturecache =
|accuratetexturecachenotes =
|xfb =
|xfbnotes =
|dlistcaching =
|dlistcachingnotes =
|disablefog =
|disablefognotes =
|pixeldepth =
|pixeldepthnotes =
|disablealpha =
|disablealphanotes =
|opencl =
|openclnotes =
|openmp =
|openmpnotes =
|widescreenhack =
|widescreenhacknotes =
|progressivescan =
|progressivescannotes =
<!-- Audio -->
|dspengine = DSP LLE Recompiler
|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.
|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.
|dtkmusic =
|dtkmusicnotes =
|dsplleonthread =
|dsplleonthreadnotes =
|audiothrottle =
|audiothrottlenotes =
|audiobackend =
|audiobackendnotes =
|samplerate =
|sampleratenotes =
<!-- Wii -->
|screensaver =
|screensavernotes =
|pal60 =
|pal60notes =
|systemlang =
|systemlangnotes =
|sdcard =
|sdcardnotes =
|usbkeyboard =
|usbkeyboardnotes =
<!-- Game Properties -->
|hacks =
|hacksnotes =
|patches =
|patchesnotes =
|mmu =
|mmunotes =
|bat =
|batnotes =
|mmuhack =
|mmuhacknotes =
|vbeamhack =
|vbeamhacknotes =
|fastdisc =
|fastdiscnotes =
|blockmerging =
|blockmergingnotes =
|ztphack =
|ztphacknotes =
|projectionhack =
|projectionhacknotes =
|boundingbox            =
|boundingboxnotes      =
}}
}}


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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=Core 2 Duo e8600 @ 3.6ghz|GPU= Radeon HD4850|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 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/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==