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Star Wars Rogue Squadron III: Rebel Strike
|Star Wars Rogue Squadron III: Rebel Strike|
|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|
|GameIDs||GLRJ13, GLRE64, GLRP64, GLRF64|
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.
- 1 Emulation Information
- 2 Problems
- 3 Configuration
- 4 Version Compatibility
- 5 Testing
- 6 Gameplay Videos
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. Changing your GPU, updating your GPU drivers or updating Dolphin may invalidate the shader cache, requiring it to be rebuilt from scratch.
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 it's intro animations.
Transparent Objects Layering
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. Refer .
Audio is garbled and distorted with DSP-HLE. Use DSP-LLE to rectify this.
Broken Water Rendering
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 , addressed by .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 . See
Only configuration options for the best compatibility where they deviate from defaults are listed. A full list of options is available in the Config template's documentation.
|LLE||Fixes garbled audio|
|On||Required for this game|
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 game 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|
- W2 RS3 Relics of Geonosis on 4.0.8684 21:9
- (60FPS) Dolphin Emulator 4.0-6286 - Star Wars Rogue Squadron III: Rebel Strike (1080p HD) - Nintendo GameCube