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

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|modes    = Single-player, Multiplayer (2), Co-op (2)
|modes    = Single-player, Multiplayer (2), Co-op (2)
|input    = GameCube Controller, Game Boy Advance
|input    = GameCube Controller, Game Boy Advance
|forumlink = http://forums.dolphin-emu.org/Thread-gc-star-wars-rogue-squadron-iii-rebel-strike
|forumlink = https://forums.dolphin-emu.org/Thread-gc-star-wars-rogue-squadron-iii-rebel-strike
}}
}}


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=== Technicolor Garbage on Textures ===
=== Technicolor Garbage on Textures ===


Sometimes in levels you will see technicolor garbage on some textures. There is a consistent spot on Defiance on Dantooine on a rock by the last (4th) turret. This is a game bug that happens on console. If you pause at any point during the segment, the garbage will disappear and the texture will render normally.
Sometimes in levels you will see technicolor garbage on some textures. There is a consistent spot on Defiance on Dantooine on a rock by the last (4th) turret. This is a game bug that happens on console. If you pause at any point during the segment, the garbage will disappear and the texture will render normally.


=== Force 4:3 Not Respected ===
=== Force 4:3 Not Respected ===
Using '''Aspect Ratio: Force 4:3''' will not maintain 4:3 output on 16:9 displays with this title. It will swap to a near 16:9 display during its intro animations. This does not distort the graphics in any way; but rather is zooming in because Dolphin is detecting parts of the screen not in use.
Using '''Aspect Ratio: Force 4:3''' will not maintain 4:3 output on 16:9 displays with this title. It will swap to a near 16:9 display during its intro animations. This does not distort the graphics in any way; but rather is zooming in because Dolphin is detecting parts of the screen not in use.


{{Problems/Shader Compilation Stuttering}}
{{Problems/Shader Compilation Stuttering}}
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=== Random Crashes ===
=== Random Crashes ===


Whenever the game loads a large amount of code/data from ARAM, there's a chance that the game will crash. This usually happens during a level load, but can also happen during levels and at the end of levels. There is no known solution at this time.
Whenever the game loads a large amount of code/data from ARAM, there's a chance that the game will crash. This usually happens during a level load, but can also happen during levels and at the end of levels. There is no known solution at this time.


=== Purple Models in Distance ===
=== Purple Models in Distance ===


Some models have level of detail models that rely on "Store XFB Copies to Texture Only" being disabled. It is unknown how this effect works or why.
Some models have level of detail models that rely on "Store XFB Copies to Texture Only" being disabled. It is unknown how this effect works or why.


=== <s>Unknown Opcode Errors</s> ===
=== <s>Unknown Opcode Errors</s> ===
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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|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}}
{{testing/entry|revision=5.0-9|OS=Windows 10 x64|CPU=Intel Core i5-3570k @ 4.5 GHz|GPU=NVIDIA GeForce GTX 1070|result=Game is running extremely well on DX11, x3 internal resolution, no AA/AF, LLE audio on, both Singleplayer & Multiplayer. After some more caching the game should play at 100% speed.|tester=Turnspit}}
{{testing/entry|revision=5.0-9|OS=Windows 10 x64|CPU=Intel Core i5-3570k @ 4.5 GHz|GPU=NVIDIA GeForce GTX 1070|result=Game is running extremely well on DX11, x3 internal resolution, no AA/AF, LLE audio on, both Singleplayer & Multiplayer. After some more caching the game should play at 100% speed.|tester=Turnspit}}

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