Mega Man Network Transmission

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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 27, 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
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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.

Problems

Template:SGraphical Inaccuracies in OpenGLTemplate:/s

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 4.0-4699.

Enhancements

60Hz AR Codes

PAL[1]
Enable 60Hz Mode [Ralf]
K1PK-N81M-ZYV7W
4MND-FW5Q-E86FX
51HZ-8U8K-ZFGUB
HRNE-7NT2-2YXV2
41X4-XEK4-M2AV1
VKXQ-7W5N-J1E65

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.

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5.0-21268 (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 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.

Gameplay Videos