Star Wars Rogue Squadron III: Rebel Strike: Difference between revisions

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|modes    = Single-player, Multiplayer (2), Co-op (2)
|modes    = Single-player, Multiplayer (2), Co-op (2)
|input    = GameCube Controller, Game Boy Advance
|input    = GameCube Controller, Game Boy Advance
|forumlink = http://forums.dolphin-emu.org/Thread-gc-star-wars-rogue-squadron-iii-rebel-strike
|forumlink = https://forums.dolphin-emu.org/Thread-gc-star-wars-rogue-squadron-iii-rebel-strike
}}
}}


'''''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]]''.  
'''''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.
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.  
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 ==
== Emulation Information ==
=== Technicolor Garbage on Textures ===
Sometimes in levels you will see technicolor garbage on some textures. There is a consistent spot on Defiance on Dantooine on a rock by the last (4th) turret. This is a game bug that happens on console. If you pause at any point during the segment, the garbage will disappear and the texture will render normally.
=== Force 4:3 Not Respected ===
=== 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. This does not distort the graphics in any way; but rather is zooming in because Dolphin is detecting parts of the screen not in use.
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 its intro animations. This does not distort the graphics in any way; but rather is zooming in because Dolphin is detecting parts of the screen not in use.


{{Problems/Shader Compilation Stuttering}}
{{Problems/Shader Compilation Stuttering}}
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== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|
=== Unknown Opcode Errors ===
=== Random Crashes ===
Unknown Opcode Errors may be seen when starting a game.
 
Whenever the game loads a large amount of code/data from ARAM, there's a chance that the game will crash. This usually happens during a level load, but can also happen during levels and at the end of levels. There is no known solution at this time.
 
=== Purple Models in Distance ===
 
Some models have level of detail models that rely on "Store XFB Copies to Texture Only" being disabled. It is unknown how this effect works or why.


=== Transparent Objects Layering ===
=== <s>Unknown Opcode Errors</s> ===
Some transparent objects, such as rocket thrusters, are not layered correctly appearing on top of objects that should obscure them. Refer {{issue|8859}}.
Unknown Opcode Errors was seen when starting a game. Apparently turning on '''Dual Core''' and '''Synchronize GPU Thread''' in game-specific settings (right-click on the game from game list and select Properties) avoids this error. No longer happens in single core since {{revision|5.0-14019}}.
 
=== <s>Transparent Objects Layering</s> ===
Some transparent objects, such as rocket thrusters, are not layered correctly appearing on top of objects that should obscure them. Refer {{issue|8859}}. Fixed by {{revision|5.0-14092}}.
{{image|Star Wars Rogue Squadron III-Transparent Objects.jpg|Rocket thrusters visible through ship|br}}
{{image|Star Wars Rogue Squadron III-Transparent Objects.jpg|Rocket thrusters visible through ship|br}}


=== Purple Transitions ===
=== <s>Purple Transitions</s> ===
There should be fades between various scenes that are missing in revisions prior to {{revision|5.0-5874}} and rendered purple after the implementation of Hybrix XFB. Prior to Hybrid XBF 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. After Hybrix XFB this is visible in the initial fadeout in the intro scenes. Refer {{Issue|8881}}. This can be corrected by disabling "Store XFB Copies to Texture Only"
There should be fades between various scenes that are missing in revisions prior to {{revision|5.0-5874}} and rendered purple after the implementation of Hybrid XFB. Prior to Hybrid XFB 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. After Hybrid XFB this is visible in the initial fadeout in the intro scenes. Refer {{Issue|8881}}. This can be corrected by disabling "Store XFB Copies to Texture Only". Fixed by {{revision|5.0-7151}}.
{{image|Star Wars Rogue Squadron III-Video edges.jpg|Visible edges on video generated effects}}
{{image|Star Wars Rogue Squadron III-Video edges.jpg|Visible edges on video generated effects}}
{{youtube|iRU6XtXd2vo|On Wii refer 2m11s.|br}}
{{youtube|iRU6XtXd2vo|On Wii refer 2m11s.|br}}


=== <s>Distorted Audio</s> ===
=== <s>Distorted Audio</s> ===
Audio is garbled and distorted with DSP-HLE. Use DSP-LLE to rectify this. Fixed in {{revision|5.0-3260}}.
Audio is garbled and distorted with DSP-HLE. Use DSP-LLE to rectify this. See {{issue|7228}}. Fixed in {{revision|5.0-3260}}.


}}}}
}}}}


==Enhancements==
== Enhancements ==
===HD Texture Pack===
=== HD Texture Pack ===
There is a high definition texture pack for Rebel Strike on the Dolphin forums.[https://forums.dolphin-emu.org/Thread-hd-texture-star-wars-rogue-leader-rebel-strike-jedi-knight-15th-feb-2016]
There is a high definition texture pack for Rebel Strike on the Dolphin forums.[https://forums.dolphin-emu.org/Thread-hd-texture-star-wars-rogue-leader-rebel-strike-jedi-knight-15th-feb-2016]


===Widescreen Gecko Code===
=== Widescreen Gecko Code ===
The Widescreen Hack has clipping issues that can be resolved by using this Gecko Code instead.
The Widescreen Hack has clipping issues that can be resolved by using this Gecko Code instead.


==== NA ====
<pre>$16:9 Widescreen Region-Free
<pre>$16:9 Widescreen
48000000 8005F71C
DE000000 7E007FFF
301AA484 801F0060
141AA480 C00D0000
E0000000 80008000
040A88A0 3FAAAAAB
</pre>
 
==== JP ====
<pre>$16:9 Widescreen
F6000001 80008180
F6000001 80008180
FFA01090 93E10024
FFA01090 93E10024
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<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|xfb2texonly = Off
|dualcore              = Off
|xfb2texonlynotes = Appropriate, non-purple transitions
|dualcorenotes          = Fixes "unknown opcode" errors
|xfb2texonly           = Off
|xfb2texonlynotes       = Fixes purple transitions and purple models at far distances
}}
}}


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{{VersionCompatibilityVersion|4.0-3473|***|Gets in game on NTSC/PAL}}
{{VersionCompatibilityVersion|4.0-3473|***|Gets in game on NTSC/PAL}}
{{VersionCompatibilityVersion|4.0-8526|****|Playable on NTSC/PAL}}
{{VersionCompatibilityVersion|4.0-8526|****|Playable on NTSC/PAL}}
{{VersionCompatibilityVersion|5.0-683|**|Hangs on the intro}}
{{VersionCompatibilityVersion|5.0-3260|****|Gets past the intro and into the tutorial}}
{{VersionCompatibilityVersion|5.0-14828|**|Broken again...}}
{{VersionCompatibilityVersion|5.0-14835|****|Regression Fixed.}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=4.0-1843|OS=Windows 7|CPU=Intel Core i5-3350P|GPU=NVIDIA GeForce GTX 650 Ti|result=Hangs at splash screen.|tester=Viremaster}}
{{testing/entry|revision=4.0-1843|OS=Windows 7|CPU=Intel Core i5-3350P|GPU=NVIDIA GeForce GTX 650 Ti|result=Hangs at splash screen.|tester=Viremaster}}
{{testing/entry|revision=4.0-3976|OS=Windows 7|CPU=Intel Core i7-4770|GPU=AMD R9 280X DCII|result=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|tester=ToniStereo}}
{{testing/entry|revision=4.0-3976|OS=Windows 7|CPU=Intel Core i7-4770 @ 3.4 GHz|GPU=AMD R9 280X DCII|result=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|tester=ToniStereo}}
{{testing/entry|revision=4.0-5394|OS=Windows 8.1|CPU=Intel Core i7-4790K|GPU=AMD R9 290x|result=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.|tester=IceStrike256}}
{{testing/entry|revision=4.0-5394|OS=Windows 8.1|CPU=Intel Core i7-4790K|GPU=AMD R9 290X|result=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.|tester=IceStrike256}}
{{testing/entry|revision=4.0-8684|OS=Windows 10|CPU=Intel Core i7-4790K @ 4.9GHz|GPU=NVIDIA GeForce GTX 980ti|result=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!!|tester=IceStrike256}}
{{testing/entry|revision=4.0-8684|OS=Windows 10|CPU=Intel Core i7-4790K @ 4.9 GHz|GPU=NVIDIA GeForce GTX 980ti|result=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!!|tester=IceStrike256}}
{{testing/entry|revision=5.0-9|OS=Windows 10 x64|CPU=Intel Core i5-3570k @ 4.5GHz|GPU=NVIDIA GeForce GTX 1070|result=Game is running extremely well on DX11, x3 internal resolution, no AA/AF, LLE audio on, both Singleplayer & Multiplayer. After some more caching the game should play at 100% speed.|tester=Turnspit}}
{{testing/entry|revision=5.0-9|OS=Windows 10 x64|CPU=Intel Core i5-3570K @ 4.5 GHz|GPU=NVIDIA GeForce GTX 1070|result=Game is running extremely well on DX11, x3 internal resolution, no AA/AF, LLE audio on, both Singleplayer & Multiplayer. After some more caching the game should play at 100% speed.|tester=Turnspit}}
{{testing/entry|revision=5.0-4607|OS=Windows 7|CPU=Intel Core i7-3770K @ 3.5GHz|GPU=NVIDIA GeForce GTX 780|result=stops working after intro. never makes it to the menu.|tester=xALPHAxOMEGAx}}
{{testing/entry|revision=5.0-4607|OS=Windows 7|CPU=Intel Core i7-3770K @ 3.5 GHz|GPU=NVIDIA GeForce GTX 780|result=stops working after intro. never makes it to the menu.|tester=xALPHAxOMEGAx}}
{{testing/entry|revision=5.0-8449|OS=Windows 10|CPU=Intel Core i7-7700K @ 4.9 GHz|GPU=NVIDIA GeForce GTX 670|result=Same as above, initially tried to play this Star Wars game after a while only to find out it won't make it past to menu. Then I've tried the portable Dolphin setup to see if it's just my profile, still same. Have even tried single core, DX11, and OGL, nothing works.|tester=Lucario}}
{{testing/entry|revision=5.0-11109|OS=Windows 10|CPU=Intel Core i7-7500U @ 2.7 GHz|GPU=NVIDIA GeForce GTX 950M|result=Dual core, Synchronize GPU thread, HLE, Native resolution, Direct3D 12, Asynchronous (Ubershaders) shader compilation, No AA, Store EFB copies to Texture only. Got through the intro and started the Tatooine tutorial. Not really playable due to emulation not keeping up, but pretty sure that's because 2.7 GHz just won't cut it for this title.|tester=Garaden}}
{{testing/end}}
{{testing/end}}