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TimeSplitters 2: Difference between revisions
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==== NA (Action Replay, Perspective only)==== | ==== NA (Action Replay, Perspective only)==== | ||
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QCJC-3911-QF426 | |||
EJ0X-J56W-E4935 | |||
JF4U-6G47-JKGDV | |||
2KWG-1DPM-JHJZJ | |||
QHHY-JZWE-QRN6C | |||
5QQM-KK5Z-G1DVV | |||
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7ZD1-76W4-HQ3AZ | 7ZD1-76W4-HQ3AZ |
Revision as of 14:03, 27 September 2021
TimeSplitters 2 | |
---|---|
Developer(s) | Free Radical Design |
Publisher(s) | Electronic Arts |
Series | TimeSplitters |
Platform(s) | GameCube |
Release date(s) | NA October 16, 2002 EU November 1, 2002 |
Genre(s) | First-person shooter |
Mode(s) | Single-player, Multiplayer (4), Co-op (4), Online (16) |
Input methods | GameCube Controller |
Compatibility | 4 Playable |
GameIDs | |
See also... |
Dolphin Forum thread |
TimeSplitters 2 returns with better graphics and bigger firepower, combining a dynamic storyline and stunning visuals with intense multiplayer kicks. In this second installment it is once again up to you to stop the evil Time Splitters from destroying the universe's space-time fabric. You'll travel through different historical eras, fighting in the roaring '20s, ancient Aztec temples, and outer-space robot factories. While the awesome multiplayer deathmatch mode is still here in all its glory, a more in-depth single-player and cooperative story mode, and a more advanced MapMaker feature, make for a more well rounded game experience. Up to 16-player action is available with four consoles and four links.
Problems
Border Lines
Borders from each side is rendered on the screen, though the bottom and right sides are visible due to their set viewport variables. Refer issue 11418.
It can however be fixed using the following codes.
Gecko
F6000002 80008180 00000000 00000000 441FC000 43DB8000 14000008 44200000 1400000C 43DC0000 E0000000 80000000 F6000002 80008180 3F800000 00000000 43DB8000 441FC000 1400000C 44200000 14000008 43DC0000 E0000000 80000000
Action Replay
NTSC-U
0446E504 44200000 04335720 44200000 0446E500 43DC0000 04335724 43DC0000
Enhancements
Widescreen Aspect Ratio Fix
Dolphin's default Widescreen Patch will cause levels to not load or the Electrotool and other items to not appear making it impossible to progress. The following code works as a widescreen adjustment hack for the game.
NA (Action Replay, Perspective only)
K1RF-EEAT-866VR F2WG-H60A-QDE9B BQT2-1UR4-FH6UD WAYQ-D6FX-V56BT 7AQE-NURD-P6TXG Y8FC-RYXA-2KM2V NQ9G-9P0T-4WEGJ AJTG-KDUW-0BFA1 QCJC-3911-QF426 EJ0X-J56W-E4935 JF4U-6G47-JKGDV 2KWG-1DPM-JHJZJ QHHY-JZWE-QRN6C 5QQM-KK5Z-G1DVV G644-EP42-BJHQJ 7ZD1-76W4-HQ3AZ B7AM-WEZ8-UBTX4 K82T-M0CR-PJY92 3DWH-U3DU-C51VR
EU
$16:9 Widescreen 04271E30 C3A2DE7C 0447119C 3FE38E39
Configuration
No configuration changes are known to affect compatibility for this title.
Version Compatibility
The graph below charts the compatibility with TimeSplitters 2 since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
---|---|---|---|---|---|
Revision | OS | CPU | GPU | Result | Tester |
r7480 | Ubuntu 10.04 | Intel Core 2 Duo E8400 | ATI Radeon HD 4850 | Doesn't start, Unknown pointer 0xa6bd6d20 | Dark Fread |
r7480 | Ubuntu 10.10 | Intel Pentium E5200 | NVIDIA GeForce 9300 | Works with almost 100% speed and no major graphical glitches | Matthew T. |
r7564 | Windows 7 | Intel Core i7-950 @ 3.07GHz | ATI Radeon HD 5770 | Some slowness, attempting to skip the ending cinematic crashes the emulator but ran fine otherwise. For some reason though, the freeze/restart timer AR codes do not work on Dolphin whereas they work on my actual GC. There might be something wrong with that, but I can imagine, being as it's a cheat, fixing the code interpreter is low priority. | Schala |
r7719 | Windows 7 | Intel Core i7-920 @ 3.6GHz | NVIDIA GeForce GTX 560 Ti | Mostly runs ok, some major graphical issues outdoors on the Mexican Mission DM map (wildly flickering random colors) | Adambean |
3.0-332 | Mac OS X 10.7.2 | Intel Core i5-2435M @ 2.4GHz | Intel HD Graphics 3000 | Crashed after creating initial profile in game. | jedivulcan |
3.0-373 | Mac OS X 10.7.2 | Intel Core i7-2675QM @ 2.2GHz | AMD Radeon HD 6750M | Crashes before the loading screen when attempting to play single player. Says GPU is desynced. When unchecking dual-core option, game loads and crashes when the player fires a weapon. Higher framerate 25-45FPS. | jedivulcan |
3.0-373 | Mac OS X 10.7.2 | Intel Core i7-2675QM @ 2.2GHz | Intel HD Graphics 3000 | Surprisingly gets a bit further and loads the level (vs. using the AMD Radeon HD 6750M on the same machine. GPU desync and crash occur after game loads. Game crashes still if dual-core option is turned off although the game loads to the first level ~30FPS with rapid drops. Vsync on (with dual/single core options). | jedivulcan |
3.0-416 | Slackware 13.37 | Intel Core i5-2500K @ 3.3GHz | NVIDIA GeForce GTX 550 Ti | Runs at a solid 60FPS. No slowdowns or graphical glitches with OpenGL, 2x IR, 4x AA, audio throttling. Did notice a strange audio issue in the first level "Siberia", like every sound fx was trying to play one after another. Have not been able to reproduce it; HLE audio runs great. No crashes in single or multiplayer modes. | Shonumi |
3.0-776 | Mac OS X 10.7.4 | Intel Core i7 @ 2.2GHz | AMD Radeon HD 6750M | Not working. While trying story mode, several asserts about unknown opcodes occurred on loading screens ( "GFX FIFO: Unknown Opcode (0x6d).", also with values 0x65 or 0x5f ), however skipping them allows to progress further. First level loads fine but crashes shortly after firing/killing the first enemy (tested twice with similar results). Arcade mode crashes as soon as the first match ("Adios Amigos!") finishes loading (tested twice). Challenge mode works a bit better, I could complete "Pane in the neck" and "Bricking it" but loading the 3rd one ("Stain removal") crashed (tested once). Tested with default settings and DSP HLE. | Nolendil |
4.0-4877 | Ubuntu 14.10 | Intel Core i3-3220 @ 3.3GHz | NVIDIA GeForce GTX 650 | Crashing no longer seems to be an issue. Tested the first mission in story mode and the game worked fine. On the very bottom and right sides of the screen there's a strip of pixels which is incorrectly rendered with no fix, but it's not very annoying. The health bar for one objective seemed to render strangely as well but this is very minor. Constant 100% speed and all the cutscenes and menus I went through worked perfectly. | Xerxes |
5.0 | Windows 10 | Intel Core i7-4790k @ 3.5GHz | AMD R9 FURY X | In Direct3d 11, there were very sudden frame drops (At least in the ice mission map which was tested). OpenGL fixes this (At least for me), in the arcade custom maps I tested, everything worked great but in story mode there were graphical glitches everywhere (Mainly textures stretching) but what I tested was easily playable if the graphical hiccups are ignored. Enhancements: 3x Native, Anti-Aliasing 8x MSAA, Anisotropic Filtering 4x | 2haloes |
Gameplay Videos
- Free Radical Design (Developer)
- Electronic Arts (Publisher)
- TimeSplitters (Series)
- North America (Release region)
- Europe (Release region)
- 2002 (Initial release year)
- First-person shooter (Genre)
- Single-player (Game mode)
- Multiplayer (Game mode)
- 4 (Players supported)
- Co-op (Game mode)
- Online (Game mode)
- 16 (Players supported)
- GameCube Controller (Input supported)
- 4 stars (Rating)
- Tested On (OS): Linux
- Tested On (CPU): Intel
- Tested On (GPU): ATI
- Tested
- Tested On (GPU): NVIDIA
- Tested On (OS): Windows
- Tested On (Release): 3.0
- Tested On (OS): macOS
- Tested On (GPU): Intel
- Tested On (GPU): AMD
- Tested On (Release): 4.0
- Tested On (Release): 5.0
- Untested for 10000+ revisions
- GameCube games