Tatsunoko vs. Capcom: Cross Generation of Heroes

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Tatsunoko vs. Capcom: Cross Generation of Heroes
TatsunokoVsCapcom2008Wii.jpg
Developer(s) Eighting
Publisher(s) Capcom
Series Vs., Tatsunoko vs. Capcom
Platform(s) Wii
Release date(s) JP December 11, 2008
Genre(s) Fighting
Mode(s) Single-player, Multiplayer (4)
Input methods Wii Remote + Nunchuk, Classic Controller, GameCube Controller
Compatibility 5Stars5.pngEdit rating: Tatsunoko vs. Capcom: Cross Generation of Heroes
Perfect
GameIDs
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Tatsunoko vs. Capcom: Cross Generation of Heroes (タツノコ VS.カプコン クロス・ジェネレーション・オブ・ヒーローズ) is a 2.5D Fighting game, developed by Eighting and published by Capcom, which was released in Japan in 2008. This game was the basis to Tatsunoko vs. Capcom: Ultimate All-Stars released in 2010 but both games are different.

Emulation Information

Controller Map Overlap

Tatsunoko vs. Capcom: Cross Generation of Heroes is capable of using both GameCube controllers and Wii Remotes. If a physical controller is set to emulate both a GameCube Controller and a Wii Remote concurrently, it will operate both devices at the same time. To fix, migrate controls to use separate physical controllers.

Shader Compilation Stuttering

Tatsunoko vs. Capcom: Cross Generation of Heroes 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.

Problems

There are no reported problems with this title.

Configuration

This title does not need non-default settings to run properly.

Version Compatibility

The graph below charts the compatibility with Tatsunoko vs. Capcom: Cross Generation of Heroes since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

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5.0-21270 (current)
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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 CPU GPU Result Tester
3.0 Windows 7 Intel Core i7-2670QM @ 2.2GHz NVIDIA GeForce GT 635M The game is slow in the videos and menus, but in the real game actually works pretty fine, 26FPS. No video glitches. I'll give it 4 Stars. FatalRaincloud

Gameplay Videos