Star Wars Rogue Squadron III: Rebel Strike

From Dolphin Emulator Wiki
Jump to: navigation, search
Star Wars Rogue Squadron III: Rebel Strike
Rogue Squadron III front.jpg
Developer(s) Factor 5
Publisher(s) LucasArts
Series Star Wars, Rogue Squadron
Release date(s) JP November 21, 2003
NA October 15, 2003
EU November 7, 2003
Genre(s) Action, Arcade flight simulation
Mode(s) Single-player, Multiplayer (2), Co-op (2)
Input methods GameCube Controller, Game Boy Advance
Compatibility 4PlayableEdit rating: Star Wars Rogue Squadron III: Rebel Strike
See also...

Dolphin Forum thread
Search Google
Search Wikipedia

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.

Emulation Information[edit]

Shader Compilation Stuttering

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.

Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem at this time. Also, updating your GPU drivers or Dolphin version may invalidate the shader cache which will be rebuilt from scratch again.


Transparent Objects Layering[edit]

Transparent objects are not layered correctly with OpenGL 3.2-4.1, appearing on top of objects that should obscure them. In OpenGL 4.4+ there is no such problem. Refer issue 8859.

Missing Transitions[edit]

There should be fades between various scenes that are missing in current emulation. This is noticeable in the intro of the initial stage "Revenge of the Empire" when transitioning from the Death Star explosion to the ship flyby, where edges of video effects that should be hidden by a fade out remain visible. This may also be related to other odd scene transitions, where the screen becomes a solid color, typically green, between scenes.

Distorted Audio[edit]

Audio is garbled and distorted with DSP-HLE. Use DSP-LLE to rectify this.

Broken Water Rendering[edit]

Rendering of water seems to have been broken in since 4.0-7078, where water will render as gaps in the terrain. Prior to rendering water the error: "PixelShader generator - buffer too small, canary has been eaten!" will occur followed by a more detailed error message. Refer issue 8860. Fixed in 4.0-7396 and 5.0-rc-20.

zFreeze Emulation[edit]

The game requires zFreeze emulation, which was not supported. Refer issue 3334. Fixed in 4.0-5279.


The game halts at the first screen it displays: the producers, copyright, and licensing screen. This problem has been confirmed as present for the entire existence of Dolphin. It may be functional in Interpreter as of 3.0-701 with "Enable MMU" on and the "MMU Speed Hack" disabled, but this is too slow for any computer to run in a playable form and has been reported not to work with 3.5. See issue 5336, addressed by 4.0-3473.


Only configuration options for the best compatibility where they deviate from defaults are listed. Please see the performance guide for an overview of performance related settings. A full list of options is available in in the Config template's documentation


Config Setting Notes

DSP Emulator Engine

LLE Fixes garbled audio

Game Properties

Config Setting Notes

Enable MMU

On Required for this game

Version Compatibility[edit]

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

4.0-8248 (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 game has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
4.0-1843 Windows 7 Intel Core i5-3350P NVIDIA GeForce GTX 650 Ti Hangs at splash screen. Viremaster
4.0-3976 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
4.0-5394 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

Gameplay Videos[edit]

EmbedVideo received the bad id "F0gBkh8W6pw#" for the service "youtube".