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|Developer(s)||HAL Laboratory, Pax Softonica|
|Platform(s)||Virtual Console, Nintendo 64|
|Release date(s)|| Nintendo 64|
JP March 21, 1999
NA June 30, 1999
EU September 15, 1999
JP December 4, 2007
NA December 10, 2007
EU December 11, 2007
|Input methods||GameCube Controller, Classic Controller|
|GameIDs||NAKJ01, NAKE01, NAKP01, NAKD01, NAKF01, NAKI01, NAKS01|
Pokémon Snap, known in Japan as Pokémon Snapshot (ポケモンスナップ, Pokémon Sunappu) is a first-person rail shooter and simulation video game developed by HAL Laboratory with Pax Softnica and published by Nintendo for the Nintendo 64 video game console. Originally developed as an 64DD title, it was later brought to a standard N64 cartridge due to poor sales of the 64DD peripheral.
The game plays similarly to other on rails first person games: the game moves automatically as you control shooting from the protagonist's perspective. The objective of the game is to take pictures of Pokémon, using items such as apples and "pester balls" to achieve better shots. After each round, players are judged based on the quality of their photos.
Unable to Detect Pokémon
With EFB Copies to Texture Only, the game will be unable to detect Pokémon, breaking the tutorial. The tutorial level locks out the joystick and only allows you to zoom and take pictures, then continues once it confirms you took a picture of a Pokémon. But with EFB Copies to Texture Only, it is unable to detect it, and enters a state where the game thinks the tutorial is still going, even after you pass it. So, it will prevent the joystick from working in game, and only the Z and A buttons will function. And once the game reaches Prof. Oak, the lack of a joystick prevents you from showing him pictures, and cannot continue past that point. Disable EFB Copies to Texture Only to correct this.
Can't See Photos
With EFB Copies to Texture Only, you will be unable to see the photographs as you try to show them to Prof. Oak. Disable EFB Copies to Texture Only to correct this.
CPU Timing Issues
If the default Emulated CPU Clock is used with Dual Core on, it's possible that the game will frameskip over one of the three Pidgeys in the tutorial, essentially locking up the game until a third Pokémon is seen. Setting the Emulated CPU Clock Override to 150% or higher, or using single core, will prevent this.
16:9 Aspect Ratio Fix
The Widescreen hack has Projection and Camera issues that can be fixed with a Gecko Code.
C2055FC4 00000004 3EA03B99 62B5999A 92A9052C 3EA0BF40 92A90530 2C030000 60000000 00000000 C20B3FC4 00000005 C0230000 4182001C 92C20000 3EC03F40 92C30000 C0230000 92C30008 82C20000 60000000 00000000 C204B4E8 00000002 3DC0C100 91C20000 C0220000 00000000 040B3974 4E800020
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Required for the game to detect Pokémon|
The graph below charts the compatibility with Pokémon Snap since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core i5-760 @ 2.8GHz||NVIDIA GeForce GTX 470||The game looks great, even the photos, and runs nearly full speed even with EFB to RAM. Can only play the first course because showing photos to Prof. Oak is impossible at this point.||JMC4789|
|Debian 8||Intel Core i5-3230M||Intel HD 4000||Game runs really smoothly, and starting recently you can show photos to Oak. Tested full playability to end credits.||matto|
|^||Windows 10||Intel Core i3-2130||Intel HD Graphics 2000||Game runs fine, but showing photos to Professor Oak is once again impossible.||Pgj1997|