|Star Wars Rogue Squadron III: Rebel Strike|
|Series||Star Wars, Rogue Squadron|
|Release date(s)|| NA October 15, 2003|
EU November 7, 2003
JP November 21, 2003
|Genre(s)||Action, Arcade flight simulation|
|Mode(s)||Single-player, Multiplayer (2), Co-op (2)|
|Input methods||GameCube Controller, Game Boy Advance|
|GameIDs||GLRJ13, GLRF64, GLRP64, GLRE64, GLRD64|
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.
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.
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 it's 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.
Star Wars Rogue Squadron III: Rebel Strike is one of the most susceptible titles to shader compilation stuttering. The GC and Wii have no concept of shaders - everything is executed directly by the hardware without an intermediate programming language (API). Modern computers and mobile systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed directly. Shaders have to be generated though, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for a few demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering, in severe cases pauses of over a second may occur.
Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since , Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. This allows cached shaders to work across different video backends, platforms, hardware configurations and even Dolphin versions as long as changes aren't made to Dolphin's actual shader pipeline. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. Enable Compile Shaders Before Starting to avoid this.
Unknown Opcode Errors may be seen when starting a game. Apparently using Dual Core and Sync GPU Thread together avoids this.
Audio is garbled and distorted with DSP-HLE. Use DSP-LLE to rectify this. Fixed in.
There is a high definition texture pack for Rebel Strike on the Dolphin forums.
The Widescreen Hack has clipping issues that can be resolved by using this Gecko Code instead.
$16:9 Widescreen Region-Free F6000001 80008180 FFA01090 93E10024 D2000000 00000003 3DC03FAA 61CEAAAB 91C20000 C2620000 EFB300B2 00000000 E0000000 80008000 F6000001 80008180 FF601090 7C7F1B78 D2000000 00000004 3DC03FAA 61CEAAAB 91C20004 C2220004 EF7100B2 39C00000 60000000 00000000 E0000000 80008000
Only configuration options for the best compatibility where they deviate from defaults are listed.
|On||When combined with Sync GPU Thread, allows the game to get past the intro|
|On||When combined with Dual Core, allows the game to get past the intro|
The graph below charts the compatibility with Star Wars Rogue Squadron III: Rebel Strike 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 i5-3350P||NVIDIA GeForce GTX 650 Ti||Hangs at splash screen.||Viremaster|
|Windows 7||Intel Core i7-4770||AMD R9 280X DCII||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||ToniStereo|
|Windows 8.1||Intel Core i7-4790K||AMD R9 290x||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.||IceStrike256|
|Windows 10||Intel Core i7-4790K @ 4.9GHz||NVIDIA GeForce GTX 980ti||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!!||IceStrike256|
|Windows 10 x64||Intel Core i5-3570k @ 4.5GHz||NVIDIA GeForce GTX 1070||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.||Turnspit|
|Windows 7||Intel Core i7-3770K @ 3.5GHz||NVIDIA GeForce GTX 780||stops working after intro. never makes it to the menu.||xALPHAxOMEGAx|
|Windows 10||Intel Core i7-7700K @ 4.9GHz||NVIDIA GeForce GTX 670||Same as above, initially tried to play this Star Wars game after a while only to find out it won't make it past to menu. Then I've tried the portable Dolphin setup to see if it's just my profile, still same. Have even tried single core, DX11, and OGL, nothing works.||Lucario|