15,188
edits
No edit summary |
|||
Line 12: | Line 12: | ||
'''''Phantasy Star Online Episode III: C.A.R.D. Revolution''''' is a video game released for the Nintendo GameCube. It has a card based play style, making it unique among games in the Phantasy Star Online series. The story of the game takes place twenty-one years after Episodes I and II. | '''''Phantasy Star Online Episode III: C.A.R.D. Revolution''''' is a video game released for the Nintendo GameCube. It has a card based play style, making it unique among games in the Phantasy Star Online series. The story of the game takes place twenty-one years after Episodes I and II. | ||
== Patches == | |||
=== 16:9 Aspect Ratio (Widescreen) AR Codes === | |||
==== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=2048] ==== | |||
<pre>16:9 Aspect Ratio (Widescreen) [Ralf] | |||
YWD8-WN4G-QFFPV | |||
VF7G-GWAW-BR7Q8 | |||
0F9Q-86E3-8FTB1 | |||
C7Z3-P39N-VBGKN | |||
4GRX-P04R-F7P17 | |||
4N7T-U33E-CKQ6B | |||
E87H-CHQV-446JG</pre> | |||
== Problems == | == Problems == | ||
Line 23: | Line 35: | ||
FMV cutscenes such as the intro on creating a new commander appear black unless the External Frame Buffer is enabled and set to Real and Scaled EFB Copy is disabled. Setting the Internal Resolution to 1x reduces image shaking. Note that more recent versions make the rest of the game look choppy if you keep the above two settings on, so it is advised to only have them on if you must see the FMVs ingame. | FMV cutscenes such as the intro on creating a new commander appear black unless the External Frame Buffer is enabled and set to Real and Scaled EFB Copy is disabled. Setting the Internal Resolution to 1x reduces image shaking. Note that more recent versions make the rest of the game look choppy if you keep the above two settings on, so it is advised to only have them on if you must see the FMVs ingame. | ||
=== | === <s>White Box in D3D</s> === | ||
In the D3D backend the camera is somehow too far back, creating a large white box that covers the screen. If you use shift+W to zoom in to the camera's normal position past the white block, the game will be fully playable. Alternatively, just use OpenGL, as it does not suffer from this problem. See {{issue|6268 | In the D3D backend the camera is somehow too far back, creating a large white box that covers the screen. If you use shift+W to zoom in to the camera's normal position past the white block, the game will be fully playable. Alternatively, just use OpenGL, as it does not suffer from this problem. See {{issue|6268}}. Fixed by {{revision|4.0-3748}}. | ||
== Configuration == | == Configuration == |