Star Wars Rogue Squadron III: Rebel Strike: Difference between revisions

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'''''Star Wars Rogue Squadron III: Rebel Strike''''' is a Star Wars video game developed by Factor 5 and published by LucasArts exclusively for the [[Nintendo GameCube]]. ''Rebel Strike'' was developed as a sequel to ''Star Wars: Rogue Squadron'' and ''[[Star Wars Rogue Squadron II: Rogue Leader]]''.  
'''''Star Wars Rogue Squadron III: Rebel Strike''''' is a Star Wars video game developed by Factor 5 and published by LucasArts exclusively for the [[Nintendo GameCube]]. ''Rebel Strike'' was developed as a sequel to ''Star Wars: Rogue Squadron'' and ''[[Star Wars Rogue Squadron II: Rogue Leader]]''.


In addition to the arcade flight gameplay of the previous games, it added the ability for the player to leave their starfighter to participate in ground battles as well as to enter and pilot other vehicles during certain missions. The game also adds multiplayer; both a versus mode and a co-op mode that allows two players to play all but two of the missions from ''Rogue Leader'' together. ''Rebel Strike'' features the ability to use the Game Boy Advance screen and controls to issue orders privately in versus mode, via the Nintendo GameCube–Game Boy Advance link cable.
In addition to the arcade flight gameplay of the previous games, it added the ability for the player to leave their starfighter to participate in ground battles as well as to enter and pilot other vehicles during certain missions. The game also adds multiplayer; both a versus mode and a co-op mode that allows two players to play all but two of the missions from ''Rogue Leader'' together. ''Rebel Strike'' features the ability to use the Game Boy Advance screen and controls to issue orders privately in versus mode, via the Nintendo GameCube–Game Boy Advance link cable.


Rebel Strike uses the same base engine as ''Rogue Leader'', but with even more advanced effects and hacks, including atmospheric weather, more enemies on screen at once, etc. The game has proven even more difficult to emulate than its predecessor.  
Rebel Strike uses the same base engine as ''Rogue Leader'', but with even more advanced effects and hacks, including atmospheric weather, more enemies on screen at once, etc. The game has proven even more difficult to emulate than its predecessor.


== Emulation Information ==
== Emulation Information ==
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{{testing/entry|revision=4.0-1843|OS=Windows 7|CPU=Intel Core i5-3350P|GPU=NVIDIA GeForce GTX 650 Ti|result=Hangs at splash screen.|tester=Viremaster}}
{{testing/entry|revision=4.0-1843|OS=Windows 7|CPU=Intel Core i5-3350P|GPU=NVIDIA GeForce GTX 650 Ti|result=Hangs at splash screen.|tester=Viremaster}}
{{testing/entry|revision=4.0-3976|OS=Windows 7|CPU=Intel Core i7-4770|GPU=AMD R9 280X DCII|result=Get ingame and fly with the targetcomputer to see enemies, because dolphin cannot handle the zfreeze buffer; RealXFB doesn't improve it; The Jump and Gun part of Rebel Strike is rendered correctly. Sound is limited by emulationspeed around 75 percent(very slowly). Tested only on NTSC-Version|tester=ToniStereo}}
{{testing/entry|revision=4.0-3976|OS=Windows 7|CPU=Intel Core i7-4770 @ 3.4 GHz|GPU=AMD R9 280X DCII|result=Get ingame and fly with the targetcomputer to see enemies, because dolphin cannot handle the zfreeze buffer; RealXFB doesn't improve it; The Jump and Gun part of Rebel Strike is rendered correctly. Sound is limited by emulationspeed around 75 percent(very slowly). Tested only on NTSC-Version|tester=ToniStereo}}
{{testing/entry|revision=4.0-5394|OS=Windows 8.1|CPU=Intel Core i7-4790K|GPU=AMD R9 290X|result=Using settings of LLE audio on thread, EFB to Texture, skip EFB to CPU,  and emulate format changes on the Open GL Backend. After caching I can maintain 95-100% speed. Because EFB to Texture is being used targeting computer doesn't work and some other graphical glitches occur.|tester=IceStrike256}}
{{testing/entry|revision=4.0-5394|OS=Windows 8.1|CPU=Intel Core i7-4790K|GPU=AMD R9 290X|result=Using settings of LLE audio on thread, EFB to Texture, skip EFB to CPU,  and emulate format changes on the Open GL Backend. After caching I can maintain 95-100% speed. Because EFB to Texture is being used targeting computer doesn't work and some other graphical glitches occur.|tester=IceStrike256}}
{{testing/entry|revision=4.0-8684|OS=Windows 10|CPU=Intel Core i7-4790K @ 4.9 GHz|GPU=NVIDIA GeForce GTX 980ti|result=Using default setting and LLE audio on D3D backend. outside of the graphical glitches on transition screens everything is perfect. Game is now full speed after caching and plays like I remember it being on console. MUST HAVE A STRONG CPU!!|tester=IceStrike256}}
{{testing/entry|revision=4.0-8684|OS=Windows 10|CPU=Intel Core i7-4790K @ 4.9 GHz|GPU=NVIDIA GeForce GTX 980ti|result=Using default setting and LLE audio on D3D backend. outside of the graphical glitches on transition screens everything is perfect. Game is now full speed after caching and plays like I remember it being on console. MUST HAVE A STRONG CPU!!|tester=IceStrike256}}

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