Star Wars Rogue Squadron II: Rogue Leader

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Star Wars Rogue Squadron II: Rogue Leader
Developer(s) Factor 5, LucasArts
Publisher(s) JP/NA LucasArts
EU Activision
Series Rogue Squadron, Star Wars
Platform(s) GameCube
Release date(s) NA November 9, 2001
JP March 22, 2002
EU May 3, 2002
Genre(s) Action, Arcade flight simulation
Mode(s) Single-player
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: Star Wars Rogue Squadron II: Rogue Leader
GameIDs GSWJ13, GSWP64, GSWF64, GSWE64, GSWD64, GSWS64, GSWI64
See also...

Dolphin Forum thread
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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.


Distorted Music

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.

Black Effects

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 4.0-5205, 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 issue 7948 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 4.0-4889, but broken again by 4.0-6084. 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 issue 4113 and issue 3334. Fixed by 4.0-5279.

Flickering Menu

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 3.5-1025, OpenGL does not have this issue. Fixed by proper D3D depth emulation in 4.0-3748 and the epsilon fixes in 4.0-4480.

Hangs During Boot

Starting with the merger of the New PPCAnalyst Class branch in 4.0-1503, the game no longer boots in JIT or JITIL. It can only boot in Interpreter, which is obscenely slow on even the most powerful computers. See issue 7251. Fixed by 4.0-1636.

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 4.0-155.


Only configuration options for the best compatibility where they deviate from defaults are listed.


Config Setting Notes
DSP Emulator Engine LLE Prevents music distortions

Version Compatibility

The graph below charts the compatibility with Star Wars Rogue Squadron II: Rogue Leader since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-13497 (current)
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.


This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
r7561 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
r7687 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.
^3.0 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.
3.0-373 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
3.0-415 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
3.0-865 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
3.5-1387 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
3.5-1729 zfreeze branch 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
4.0-2826 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
4.0-3214 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
4.0-3810 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.
4.0-5283 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
4.0-5420 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
^r6029 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

Gameplay Videos