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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|
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.
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.
Audio is garbled and distorted with DSP-HLE. Use DSP-LLE to rectify this.
Broken Water Rendering
Rendering of water seems to have been broken in since , 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 . Fixed in /.
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 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 , addressed by .
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 at Template:Config/doc
|LLE||Fixes garbled audio|
|On||Required for this game|
This game has been tested on the environments listed below:
|Windows 7 x64||Intel Core i5-3350P||NVIDIA GeForce GTX 650 Ti||Hangs at splash screen.||Viremaster|
|Windows 7 x64||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 x64||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|