Super Smash Bros. Brawl: Difference between revisions

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Revision as of 09:20, 3 February 2011

Super Smash Bros. Brawl
SSBB.jpg
Developer(s) Sora, Game Arts
Publisher(s) Nintendo
Series Super Smash Bros.
Platform(s) Wii
Genre(s) Fighting, Action
Mode(s)
Input methods Wii Remote+Nunchuckc, Classic controller, GameCube Gamepad
Compatibility 4Stars4.pngEdit rating: Super Smash Bros. Brawl
Playable
GameIDs
See also...

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Debug Symbol Files

Super Smash Bros. Brawl is the third installment in the Super Smash Bros. series of crossover fighting games, developed by an ad hoc development team consisting of Sora, Game Arts and staff from other developers and published by Nintendo for the Wii video game console. Brawl was announced at a pre-E3 2005 press conference by Nintendo president and Chief Executive Officer Satoru Iwata. Masahiro Sakurai, director of the previous two games in the series, assumed the role of director for the third installment at the request of Iwata. Game development began in October 2005 with a creative team that included members from several Nintendo and third party development teams. After delays due to development problems, the game was finally released on January 31, 2008 in Japan, March 9, 2008 in North America, June 26, 2008 in Australia and June 27, 2008 in Europe. Twenty-seven months after its original Japanese release, the game will be released in Korea, on April 29, 2010.

Problems

Stability without Unlimited JIT cache

The game may crash during classic mode, during battles vs. a 10-man team. This can be fixed enabling Unlimited JIT Cache in older revisions (new revisions has a built-in patch to this issue).

Graphics

  • Beam swords have a black square around them (issue 1879), but it was fixed in r6635.
  • Assist trophies glitch from certain angles (issue 2826), but it was fixed in r6635.
  • In-game screen shots will be distorted (use Dolphin's screen shot tool instead).
  • The title screen twitches in most configurations. (issue 2827)
  • Certain effects on the Spear Pillar stage doesn't render correctly; when the screen is supposed to flip, it's rendered orange.
  • After winning a stage in classic mode, a green rectangle is visible. (issue 2828)

Corrupt Results Display

The post battle stats are corrupt, refer issue 2697 and issue 803.

Corrupt
Appropriate

Subspace Emissary

During this mode many of the cut scenes are replaced with the same Samus/Pikachu video which will continually repeat. Following this video, a Samus/Pikachu character select screen may appear, however the names represent the characters for the next level

Controls

As the game supports both the Gamecube and Wiimote controller, you may find yourself unwillingly controlling both player 1 and 2 at the same time. Disable either the GC Pad plug-in player 1 or Wiimote to solve this.

Configuration

No configuration changes are known to affect compatibility for this title.

Testing

Template:Test Entry Template:Test Entry

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Gameplay Videos


See also