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Mega Man Network Transmission
|Mega Man Network Transmission|
|Series||Mega Man Battle Network|
|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|
|GameIDs||GREP08, GREJ08, GREE08|
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.
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.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Direct3D11||Direct3D9 and OpenGL have graphical glitches|
|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.|
The graph below charts the compatibility with Mega Man Network Transmission since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|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|
|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.
|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.|