Difference between revisions of "Mega Man Network Transmission"

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(Problems: Added Graphical Inaccuracies - This game should be played using Direct3D11 for the backend.)
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=== Graphical Inaccuracies ===
 
=== Graphical Inaccuracies ===
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Using Direct3D9 or OpenGL for the graphics backend results in many graphical inaccuracies.
 
Using Direct3D9 or OpenGL for the graphics backend results in many graphical inaccuracies.

Revision as of 13:49, 27 October 2012

Mega Man Network Transmission
MMBNT.jpg
Developer(s) Arika
Publisher(s) Capcom
Series Mega Man Battle Network
Platform(s) GameCube
Release date(s) JP March 6, 2003
NA June 17, 2003
EU June 27, 2003
Genre(s) Action, platform, Role-playing
Input methods GameCube Controller
Compatibility 5Stars5.pngEdit rating: Mega Man Network Transmission
Perfect
GameIDs GREP08, GREJ08, GREE08
See also...

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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.


Problems

Graphical Inaccuracies

File:Mega Man Network Transmission Emulation.jpg

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.

Slow Opening Cutscene

Using HLE audio backend results in the opening cutscene playing slowly. This is easily resolved by using DSP LLE instead.

Configuration

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

Graphics

Config Setting Notes
Video Back End Direct3D11 Direct3D9 and OpenGL have graphical glitches

Audio

Config Setting Notes
DSP Emulator Engine DSP LLE Recompiler 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

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.

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5.0-13495 (current)
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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 Version CPU GPU Result Tester
3.0-589 Windows 7 x64 Intel Core i5-2500k @ 4.3GHz nVidia GeForce GTX 570 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. Meiru
3.0-589 Windows 7 x64 Intel Core i5-2500k @ 4GHz nVidia GeForce GTX 560 Ti 448 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.

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 x86 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.

Gameplay Videos