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Rhythm Heaven Fever
|Rhythm Heaven Fever|
|Developer(s)||Nintendo SPD, TNX|
|Release date(s)|| JP July 21, 2011|
NA February 13, 2012
EU July 6, 2012
AUS September 13, 2012
KO September 12, 2013
|Mode(s)||Single-player, Multiplayer (2)|
|Input methods||Wii Remote|
|GameIDs||SOMK01, SOMJ01, SOME01, SOMP01|
Rhythm Heaven Fever, known in Europe as Beat the Beat: Rhythm Paradise and in Japan as Everybody's Rhythm Heaven (みんなのリズム天国, Minna no Rizumu Tengoku), challenges you to stay on the beat in a world of animations that are decidedly offbeat. The premise of Rhythm Heaven Fever is simple and the catchy style is irresistible. Use three basic button commands - A, B, or both - to keep the beat in clever challenges featuring a variety of hand-drawn animation styles. You'll discover rhythm in places you would never expect, with robot assembly lines, sword-wielding samurai, rolling peas you'll try and stab with a fork, and more. Complete challenges to unlock remixes and alternate versions, or join a friend in two-player mode for a two-person jam session.
Micro-Row Main Level
The main Micro-Row level will not play properly, instead a frozen frame from the practice level will appear on-screen until the music is complete.
This can be fixed by either disabling "Store EFB copies to Texture Only" before or during the level, or changing the accuracy of the Texture Cache to any state once you see the frozen frame.
Game flashes black with a heavy slowdown during gameplay. Fixed by enabling "External Frame Buffer (XFB)". Fixed with Hybrid XFB in.
Micro-Row Practice Level
If Disable External Frame Buffer is checked, during the practice level for Micro-Row the screen will turn completely black randomly. To get around this, enable the external frame buffer or skip the practice level. Fixed with Hybrid XFB in.
Force Texture Filtering
Forcing texture filtering may cause the sea in Shrimp Shuffle to render incorrectly with thin vertical lines. Resolved in a revision near to.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Play Micro-Row correctly|
|XAudio2||Fixes some audio cut-offs|
The graph below charts the compatibility with Rhythm Heaven Fever 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 i5-2500K @ 4.6GHz||AMD Radeon HD 6950x2||Solid 60FPS throughout the game, although the game seems to experience some slowdown as the peg approaches you on the first "Built to Scale" game. Remix 6 crashes the game (A variety of other remixes crash on revisions past 3.0), and there are also other small emulation errors. Most of these errors can be fixed by using the configurations listed above. It also seems like some remixes have some issues with transitioning between games and sometimes get their timing off.||MyDreamName|
|Windows 7||AMD FX-6100||AMD Radeon HD 6870||Perfect||AlbusDlx|
|Windows 7||Intel||NVIDIA GeForce GTX 550 Ti||Crashes on remix 6. Don't trust Albus||Anon|
|Windows 8||Intel Core i7-2675QM @ 2.2GHz||AMD Radeon HD 6750M||Mostly 60FPS, with some slowdowns towards 40FPS at remix 4. Fixes many remix crashes of earlier versions. Remix transitioning as said by MyDreamName is fixed, though specifically, music stutters/slows down at remix 4 halfway and on, messing up your timing on that remix. Tested on a full completion save file to pass badly emulated mini-games.||Anon|
|Windows 7||Intel Core i7-3615QM @ 3.3GHz||NVIDIA GeForce GT 640M||Absolutely perfect. No slowdowns or crashes unlike 3.0. The only things I have noticed are lines on Shrimp Shuffle and a slowdown after you press A+B on the title screen, which lasts for under a second, so it doesn't matter.||Anon|
|Windows 8||Intel Core i5-4200u||Intel HD Graphics 4400||Stable 60FPS||Zcair|
|Windows 7||AMD FX-8320||AMD Radeon HD 7870 2GB||Stable 60FPS||Zcair|
|Windows 7||Intel Core i7-3770||AMD Radeon HD 7900||In 10-2 and 4-3 tutorial, the screen is flashing. In 8-2 the main part and tutorial, screen flashes, then, It takes black out. And the texture of the background is shifted.(I play SOMJ01 version.) About Audio back-end, that version is severe deviation of the sound that's XAudio2. If you can afford to spec to recommend the DSound. There is not much difference between DSP-LLE and DSP-HLE, already.||TOM|
|Windows 7||Intel Core 2 Quad Q8300||AMD Radeon HD 7870||Needs store EFB to RAM instead of texture and XFB enabled to fix the Micro-Row and Shrimp Shuffle levels, even with these options the game runs constantly in 60FPS and is perfectly emulated.||Pit-O-Matic|
|Windows 10||Intel Core i5-6500 @ 3.2GHz||NVIDIA GeForce GTX 1050 TI||Amazing from what I've tested. Solid 60FPS.||Jakeem4|
|Windows 10||Intel Celeron G1820 @ 2.7GHz||Intel HD Graphics (Haswell)||Save from occasional drops on some mini games(my machine is not too powerful), the game runs flawlessly at 60FPS. You need to apply corrections for Micro-row (1/2) and Shrimp Suffle to work. Here's the stuff you need to copy to the game's .ini, to make it easier.SOME01.ini||clorophilla|
|Windows 10||Intel Celeron G1610 @ 2.6GHz||Intel HD Graphics (Ivy Bridge GT1)||Other than the mini-game select screen (That ran at around 45-50 FPS), the game ran perfectly at 60FPS without even a little drop, even the most demanding game ran at least at 61 FPS (with unlimited frame rate). The "Store EFB Copies to Texture Only" needs to be defaulted to avoid a screen freeze in micro-row and their appearances in remixes. Audio was perfect with WASAPI back-end, with practically no lag. There is a minor graphic bug in the Shrimp Shuffle mini-game that separates textures, it's almost unnoticeable, if you see it please disable "Force Texture Filtering"||EblfIYH|