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Star Wars Rogue Squadron II: Rogue Leader
|Star Wars Rogue Squadron II: Rogue Leader|
|Developer(s)||Factor 5, LucasArts|
|Series||Rogue Squadron, Star Wars|
|Release date(s)|| NA November 9, 2001|
JP March 22, 2002
EU May 3, 2002
|Genre(s)||Action, Arcade flight simulation|
|Input methods||GameCube Controller|
|GameIDs||GSWJ13, GSWP64, GSWF64, GSWE64, GSWD64, GSWS64, GSWI64|
Star Wars Rogue Squadron II: Rogue Leader is an arcade-style flight action game co-developed by Factor 5 and LucasArts. The second of three games in the Rogue Squadron series, it was published by LucasArts and released as a launch title for the Nintendo GameCube. The game was praised for its amazing visuals, thanks to an impressive game engine that uses advanced GameCube features.
Similar to its predecessor, Star Wars: Rogue Squadron, Rogue Leader is a fast-paced, flight action game. Each of the game's ten levels introduces mission objectives such as search and destroy or protection that must be completed to progress to the next level. The players performance on each level is compared to three medals (bronze, silver, and gold), based on completion time, enemies killed, etc. Getting more medals results in unlocking more levels and spacecraft. Rogue Leader also has a large collection of hidden items throughout the game, from powerups, hidden ships, and hidden levels.
Because of its technical prowess, use of rare GameCube features, and plethora of hacks, Star Wars Rogue Squadron II: Rogue Leader has proven difficult for Dolphin to emulate.
- 1 Problems
- 2 Configuration
- 3 Version Compatibility
- 4 Testing
- 5 Gameplay Videos
Music is garbled and distorted with DSP-HLE. Use DSP-LLE to rectify this, or disable music in the game's options as a workaround.
With EFB to Texture, numerous EFB effects are inky black instead of smoothly transparent. Missiles, cloaking fields, and heat effects are just a few of the many effects that are broken. Use EFB to Ram to emulate these effects properly.
Incorrect Targeting Computer Colors
As of, the targeting computer no longer requires EFB to Ram to function. However, with EFB to Texture the colors will be washed out. EFB to Ram has proper emulation with full color, but the targeting computer runs at 1x native regardless of the internal resolution used in the rest of the game. There is currently no solution that has higher IRs with proper colors. Use EFB to Ram for the most accurate emulation.
Incorrect Scaling in Introductory Scenes
The mission introductory scenes scale the image to narrower than 2:1 aspect ratio for a cinematic effect, with black bars on the top and bottom of the screen. This effect is currently not emulated in Dolphin, resulting in a weirdly tall image during the intros. There is no solution at this time, but this does not affect gameplay. See for details.
Hang on Pause or Targeting Computer
Using the targeting computer or pressing start to bring up the menu can occasionally both result in a hang. Fixed by, but broken again by . This hang can apparently be avoided by disabling dual core, and taking a big performance hit.
Rogue Squadron uses zfreeze for the skydome. Lack of support for this feature makes the skydome appear over nearly everything, and gives the impression of an extremely short draw distance. See and . Fixed by .
The main menus suffers from flickering issues in D3D. Enter/exit fullscreen or resize the window to fix the flickering. Since the GLSL merge in, OpenGL does not have this issue. Fixed by proper D3D depth emulation in and the epsilon fixes in .
Hangs During Boot
No Menu Videos
The background videos in the main menus do not always appear in D3D9, appearing then disappearing as you go through the menus. Use D3D11 or OpenGL and they will appear normally. Fixed by the removal of D3D9 in.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|LLE||Prevents music distortions|
The graph below charts the compatibility with Star Wars Rogue Squadron II: Rogue Leader since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7 x64||AMD Phenom II 945 @ 3.0Ghz||ATI Radeon HD 4890||Non-stop "Trying to reinterpret pixel data with unsupported conversion type 1 and 4" errors when starting. Using OpenGL works, but the sound is super wonky, parts run weird/bad, and the game doesn't render much in front of yo at all|
|Windows 7 x64||AMD Phenom II X6 1090T||ATI Radeon HD 5770||Non-stop "Trying to reinterpret pixel data with unsupported conversion type 1 and 4" errors when starting.|
|^||Windows 7 x64||AMD Phenom II X6 1090T @ 3.8GHz||ATI Radeon HD 4870||Wonky sound, parts runs weird/bad. Lots of framerate issues and the game doesn't render much in front of you.|
|Mac OS X 10.7.2||Intel Core i7-2675QM @ 2.2GHz||AMD Radeon HD 6750M||Wonky, slow, and unpredictable regardless of CPU/Sound emulation setting.||jedivulcan|
|Windows 7 x64||Intel Core i5-2400||Intel HD2000||Is 100% speed all the time but the draw distance problem is too important. You can't see anything until is in front of you. Shame. If that get fix the game will work excellent at full speed.||InterlinkKnight|
|Windows 8 x64||Intel Core i5-3570K||AMD Radeon HD 7870||Runs around 25 FPS, screen flickers, throws unknown opcode 0x3d and 0x62 frequently, crashes at Star Wars logo before beginning mission, music continues to play.||Whacka|
|Windows 7 x64||AMD FX 6350||nVidia GeForce GTX 560 Ti||Menu screen flickers, throws unknown opcodes few seconds into first mission, audio is garbled throughout. Ship selection still runs full speed, slight screen flicker, the only bit of the game that works almost 100%, everything else is messed up.||Slarlac249|
|Windows 8 x64||AMD FX 6350||AMD Radeon HD 7850||intro/logos still really slow, audio is garbled throughout. Ship selection still runs full speed, slight screen flicker, depth issue only fixed in OGL. fast depth calculation must be disabled in game. game is still far from playable due to low fps and broken audio.||Slarlac249|
|Windows 8.1 x64||Intel Core i5-4670K||nVidia GeForce GTX 670||same as Slarlac249 above. Attempting to run with software rendering causes multiple unknown opcode errors.||Nontheist|
|Windows 7 x64||Intel Core i54570||nVidia GeForce GTX 770||game running at full speed but audio is mostly garbled. Very limited draw distance during the main game||guybrush|
|Windows 7 x64||Intel Core i7-2760QM||AMD Radeon HD 6990M||Running with EFB to RAM external frame buffer to Virtual, audio works perfectly with LLE but the game runs slow. Need to optimize the settings, however as indicated earlier the drawing distance is too low which makes the game unplayable.|
|Windows 8.1 x64||Intel Core i7-4790K||AMD R9 290x||Running at perfect 60 FPS. Using EFB to RAM w/ safe cache and LLE audio on separate thread. Graphics run better in OGL on this game and I am running at 6X IR||IceStrike256|
|Windows 8.1 x64||Intel Core i7-4790K||AMD R9 290x||Running even better then last entry with the need for safe texture caching eliminated. Still need LLE Audio which causes slow downs on slower systems. Also make sure to check skip EFB access to CPU for a bit of a speed boost. This game has become extremely more accessible to more players over the last month thank you Devs!!||IceStrike256|
|^||Windows 8.1 x64||Intel Core i7 4770k||Nvidia GTX 980||Runs without errors when using LLE audio and DX11 backend. Hoth intro and Vengeance on Kothlis when close to or shooting water have severe slowdowns||LtRoyalShrimp|
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