Super Smash Bros. Brawl: Difference between revisions

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{{Test Entry|revision=7045|OS=Windows 7 x64|CPU=Intel Core 2 Quad Q6600|GPU=nVidia Geforce 9800 GT|result=OpenGL Good, 60+ FPS, DirectX 55-60 less texture glitches|tester=}}
{{Test Entry|revision=7045|OS=Windows 7 x64|CPU=Intel Core 2 Quad Q6600|GPU=nVidia Geforce 9800 GT|result=OpenGL Good, 60+ FPS, DirectX 55-60 less texture glitches|tester=}}
{{Test Entry|revision=7063|OS=Windows 7 x64|CPU=Intel Core 2 Duo E4500 @ 2.2GHz|GPU=Intel GMA 945G (on-board)|result=Slower, 25-35 FPS ingame|tester=[[User:Jhonn|Jhonn]]}}
{{Test Entry|revision=7063|OS=Windows 7 x64|CPU=Intel Core 2 Duo E4500 @ 2.2GHz|GPU=Intel GMA 945G (on-board)|result=Slower, 25-35 FPS ingame|tester=[[User:Jhonn|Jhonn]]}}
{{Test Entry|revision=7335|OS=Windows 7 x64|CPU=AMD Phenom II 720 BE @ 3,2GHz|GPU=ATI HD 4850|result=Working good at 50FPS (Frame limiter on) or around 100FPS (Framelimiter off). Corrupt (green) Results Display. using DX11 Plugin|tester=[[User:ultramann|ultramann]]}}
{{Test Entry|revision=7335|OS=Windows 7 x64|CPU=AMD Phenom II 720 BE @ 3,2GHz|GPU=ATI HD 4850|result=Working good at 50FPS (Frame limiter on) or around 100FPS (Framelimiter off). Corrupt (green) Results Display. Using DX11 Plugin|tester=[[User:ultramann|ultramann]]}}
|}
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Revision as of 10:21, 17 March 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...

Search Dolphin Forums
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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 (newer 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. In random cases, the credits screen (after beating classic mode) may suffer from the same issue.

Corrupt
Appropriate

Subspace Emissary

Some ISOs avaiable on torrents and file hosters is a DVD5 (4,7 GB) scrubbed version of the original DVD9 (8,5 GB) release. In these pirated ISOs most of the videos are removed, resulting in black screens or the same video being repeated all the time when playing the Subspace Emissary. Following these videos, always the same character select screen may appear, however the names represent the characters for the next level. The only way of fixing this is making your own *legal* backup of retail game (Dual Layer Disc, 8,5 GB).

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.

Version Compatibility

The graph below charts the compatibility with Super Smash Bros. Brawl since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21264 (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

Template:Test Entry Template:Test Entry Template:Test Entry Template:Test Entry Template:Test Entry Template:Test Entry |}

Gameplay Videos


See also