Super Smash Bros. Brawl

From Dolphin Emulator Wiki
Revision as of 03:04, 28 March 2012 by Ub3rRoy (talk | contribs) (Testing)
Jump to: navigation, search
Super Smash Bros. Brawl
SSBB.jpg
Developer(s) Sora, Game Arts
Publisher(s) Nintendo
Series Super Smash Bros.
Platform(s) Wii
Release date(s) JP January 31, 2008
NA March 9, 2008
EU June 27, 2008
Genre(s) Fighting, Action
Mode(s)
Input methods Wii Remote, Wii Remote + Nunchuckc, Classic Controller, GameCube Controller
Compatibility 4Stars4.pngEdit rating: Super Smash Bros. Brawl
Playable
GameIDs RSBP01, RSBE01, RSBJ01, RSBK01
See also...

Dolphin Forum thread
Open Issues
Debug Symbol Files
Search Google
Search Wikipedia

Super Smash Bros. Brawl, known in Japan as Dairantō Smash Brothers X (大乱闘スマッシュブラザーズX, Dairantō Sumasshu Burazāzu Ekkusu), often abbreviated as SSBB or simply as Brawl, is the third installment in the Super Smash Bros. series 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 in 2008.

Like its predecessors, the object of Brawl is to knock an opponent off the screen. It is a departure from traditional fighting games, notably in its simplified move commands and emphasis on ring outs over knockouts. It includes a more extensive single-player mode than its predecessors, known as The Subspace Emissary (SSE). This mode is a plot-driven, side-scrolling beat 'em up featuring computer-generated cut scenes and playable characters from the game. Brawl also supports multiplayer battles with up to four combatants, and is the first game of its franchise to feature online battles via the Nintendo Wi-Fi Connection. The game can also be uniquely played on four controllers, which include the Classic Controller, GameCube Controller, Wii Remote and Nunchuk and Wii Remote, simultaneously.

Problems

Graphics

  • The post battle stats are corrupt. In random cases, the credits screen (after beating classic mode) may suffer from the same issue. Names above characters during matches are also corrupted. Setting EFB Copy to RAM fix these issues.
Corrupt
Appropriate
  • After winning a stage in classic mode, a green rectangle is visible (issue 2828), enabling Virtual XFB display a corrupt Texture instead of green and Real XFB fixes the issue but make the game to run at a lower resolution with pixelated graphics...
Super Smash Bros. Brawl-Classic Results.png

Audio

Audio randomly crackles and feeds-back when using the DSP HLE audio engine. The error is random, and its severity depends on the specific revision. Use the DSP LLE audio engine to avoid this. Note: DSP LLE requires a dumped DSP ROM from a physical console. Instructions are on this forum thread The music glitches will always end when a new music track is played; so any music problems encountered will end with the current fight, when leaving the menus, or when playing another track in the sound test. Also, using the XAudio2 backend on Windows result in pitch issues with the audio of movies.

Controls

Brawl is capable of using both GameCube controllers and Wii Remotes at the same time. If you have a physical controller set to emulate both a GC Pad and a Wii Remote concurrently both inputs will be used and will operate both player 1 and player 2 at the same time. To fix, disable one of the emulated controllers or move one of them to a second physical controller.

Subspace Emissary Videos

Many disc images of this game are DVD5 (4.7 GB) altered versions of the original DVD9 (8.5 GB) release. In these 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, the character select screen may appear; however the names represent the characters for the next level. Dolphin cannot fix this problem; the only solution is to use a full unaltered ISO (Dual Layer Disc, 8.5 GB).

Master Pieces

Attempting to load a Master Piece will freeze the emulator, showing nothing but a black screen with FPS 0, VPS 60, and Speed 100%. This is caused by Dolphin having only a partial support for in-game soft resets. Metroid Prime: Trilogy also has this issue.

Saving Screenshots

The game crashes when taking a screenshot using in-game tools; you can fix this enabling EFB Copy to RAM or using Dolphin's screenshot tool instead.

Configuration

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

Audio

Config Setting Notes
DSP Emulator Engine LLE Prevents audio crackling

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
5.0-10841 (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:

Template:Test Entry
Test Entries
Revision OS Version CPU GPU Result Tester
r4341 Windows 7 x64 Intel Core 2 Duo E4500 @ 2.2GHz Intel GMA 945G Broken, freeze with the message "Please Insert Super Smash Bros. Game Disc" Jhonn
r4598 Windows 7 x64 Intel Core 2 Duo E4500 @ 2.2GHz Intel GMA 945G Broken, freeze with the message "Please Insert Super Smash Bros. Game Disc" Jhonn
r6515 Windows 7 x64 Intel Core i7 @ 2.2GHz AMD Radeon HD 6750M Constant 60FPS at 1080p. A few minor graphical glitches, but still completely playable onebitwonder
r6815 Windows XP x86 AMD Athlon II X4 @ 3GHz ATI Radeon HD 5450 Good, 55-60 FPS
r7045 Windows 7 x64 Intel Core 2 Quad Q6600 nVidia GeForce 9800 GT OpenGL Good, 60+ FPS, DirectX 55-60 less texture glitches
r7063 Windows 7 x64 Intel Core 2 Duo E4500 @ 2.2GHz Intel GMA 945G Slower, 25-35 FPS in game Jhonn
r7335 Windows 7 x64 AMD Phenom II 720 BE @ 3.2GHz ATI Radeon HD 4850 Working good at 50FPS (Frame limiter on) or around 100FPS (Framelimiter off). Corrupt (green) Results Display. Using DX11 Plugin ultramann
r7473 Windows 7 x64 AMD Phenom II X4 955 @ 3.2GHz ATI Radeon HD 5750 Perfect: 60 FPS in game and menus, Dual Core Mode enabled, resolution 1680x1050 full-screen, x16 Anisotropic filtering, x3 scale, EFB Copy: Texture, OpenCL enabled, 64 bits mode. Juliannb
r7477 Windows 7 x64 AMD Phenom II X4 910 @ 3GHz AMD Radeon HD 6970 Broken, freeze with the message "Please Insert Super Smash Bros. Game Disc" FHaze
r7490 Windows 7 x64 AMD Phenom II X4 940 @ 3GHz ATI Radeon HD 4870 Working at 45-60FPS. Occasional crashes. However, results screens in all modes are broken. Ragnar.Kon
r7546 Mac OS X 10.6.7 Intel Core 2 Duo @ 2.2Ghz nVidia GeForce 9400 Works really fast; had to enable frame rate limiting. However, all character names in battle, and all the names in the Classic "credits" coin shoot are broken/appear as bar codes.
r7598 Windows 7 x64 Intel Quad Core Xeon @ 2.8GHz ATI Radeon HD 5770 Various Audio Bugs: Cutout, Feedback, etc. SephirothFanatic
3.0 Windows 7 x86 Intel Duel Core E6600 @ 3.06GHz nVidia GeForce G210 A few sound issues, 40-60FPS
3.0 Linux x86_64 (Ubuntu 11.04) Intel Core 2 Duo 6600 @ 2.4GHz nVidia GeForce 8600 GT Very Good individuo7
r7623 Windows 7 x64 Intel Core i7-870 @ 2.9GHz nVidia GeForce GTX 460 Very Good! algeerian
r7714 Windows 7 x64 Intel Core i7-2600k @ 3.4GHz nVidia GeForce GTX 580 Perfect emulation! Only tried a few matches though. YouHaveRROD
r7716 Linux x86_64 (Gentoo) Intel Core 2 Due T8300 @ 2.4GHz nVidia GeForce 8600M GT Almost perfect, no visible lags. Settings = 960x792, skip EFB from CPU, EFB virtual only and disabled : external frame buffer, fog, per-pixel depth, dest. alpha pass. Tested on EUR version (RSBP01) Yuusha-sama
^3.0 Windows 7 x64 AMD Phenom II 1100T Black 3.3GHz AMD Radeon HD 6850 Perfect,60FPS all times just some random crashes and minor audio issues Aldaris
^3.0 Arch Linux x86_64 AMD Phenom II X6 @ 3.3GHz nVidia GeForce GTX 460 PAL version tested; everything works perfect except for small graphical glitches in the scores at the end of the battle. Istar Eldritch
^3.0 Mac OS X 10.6.8 Intel Core 2 Duo E6300 @ 1.87GHz nVidia GeForce 9400 GT USA region play fluently till a match starts then game seems to lock up or if it loads has major graphical tears/issues. Zekisu
^3.0 Windows 7 x64 Intel Core i5 760 @ 2.8 GHz nVidia GeForce 9600 GT Perfect at 1080p 2.5x native. In the Spear Pillar Stage, there's a bug when the stage goes "mirrored". The 2.5x internal resolution goes to the native resolution but only when Palkia "mirrors" the stage. The rest of the stuff is perfect. (PAL VERSION) Vicarcan93
3.0-178 Windows 7 x64 Intel Core 2 Duo E4500 @ 2.2GHz nVidia GeForce GT 440 Constant 60 FPS, except in bigger stages (such as Delfino Plaza) Jhonn
3.0-201 Windows 7 x64 Intel Core i5-2500K @ 3.3GHz nVidia GeForce GTX 560 Ti DX11, 1920x1080, 3x Native, 2x AA. 60FPS at all times. Absolutely perfect except for the name/result box glitches. Would be easy to forget the game is being emulated if it weren't for the beautiful high resolution graphics. Helvetica
3.0-204 Windows 7 x64 Intel Core i7 2670QM @ 2.2 GHz nVidia GeForce GT 525M Very smooth at 1600x900 on DirectX 11 at 2x Native (55-60 fps in-game). Results screen in Vs. Mode is garbled though and the screenshot tool is broken. Setting EFB Copies to RAM fixes them, but causes massive slowdown (slows to 25-30 fps in-game). Marioman1
3.0-377 Windows 7 x64 Intel Core i7 2600k @ 3.4GHz & 4.2GHz nVidia GeForce 560 Ti GTX @ 3.4GHz DX11 Resolution: 1900x1200 Internal Resolution: X3 1920x1584, AA 8 samples, Quality Level 32, AF 16x, Always 60 fps.@4.2GHz R: 1900x1200 IR: X4 AA 8 QL32, AF 16x, 60 fps as well. Note: DX11 (vsync off) Yumiyoyo
^3.0-201 Windows 7 x64 Intel Core i5-2410M @ 2.3GHz nVidia GeForce GT 525M Graphics and character textures are perfect. 4 players lower the FPS, but 2 players work fine. Cut-scenes play awfully slowly and they seem to be lower-pitched. I've tried everything to correct that, but it doesn't fix it. Doubled-revolutions
^r7283 Windows 7 x64 Intel Core i3 @ 2.1GHz Intel HD Graphics Constant 45-60FPS A few minor graphical glitches, but still completely playable Honguito98
3.0-458 Mac OS X 10.7.3 Intel Core 2 Duo @ 2.26GHz nVidia GeForce 9400M 40-60 fps in game, slower with more players, runs well for the most part. SSE works perfectly so far but for a few audio glitches Ub3rRoy

Gameplay Videos