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

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Revision as of 12:57, 12 January 2016

Star Wars Rogue Squadron III: Rebel Strike
Rogue Squadron III front.jpg
Developer(s) Factor 5
Publisher(s) LucasArts
Series Star Wars, Rogue Squadron
Platform(s) GameCube
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 4Stars4.pngEdit rating: Star Wars Rogue Squadron III: Rebel Strike
Playable
GameIDs GLRJ13, GLRF64, GLRP64, GLRE64, GLRD64
See also...

Dolphin Forum thread
Open Issues

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

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.

Since 5.0-4869, this problem can be solved by enabling ubershaders. Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since 5.0-6461, Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. This allows cached shaders to work across different video backends, platforms, hardware configurations and even Dolphin versions as long as changes aren't made to Dolphin's actual shader pipeline. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. Enable Compile Shaders Before Starting to avoid this.

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.

Problems

Transparent Objects Layering

Some transparent objects, such as rocket thrusters, are not layered correctly appearing on top of objects that should obscure them. Refer issue 8859.

Missing Transitions

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 issue 8881.

Distorted Audio

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

Template:SBroken Water RenderingTemplate:/s

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.

Template:SzFreeze EmulationTemplate:/s

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

Template:SHangTemplate:/s

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.

Configuration

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

Audio

Config Setting Notes
DSP Emulator Engine LLE Fixes garbled audio

Game Properties

Config Setting Notes
Enable MMU On Required for this game

Version Compatibility

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.

Δ
5.0-12071 (current)
Δ
Δ
Δ
Δ
Δ
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.

Testing

This title 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
4.0-8684 Windows 10 Intel Core i7-4790K @ 4.9 GHZ 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

Gameplay Videos