Xenoblade Chronicles
Xenoblade Chronicles | |
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Developer(s) | Monolith Soft |
Publisher(s) | Nintendo |
Platform(s) | Wii |
Release date(s) | JP June 10, 2010 EU August 19, 2011 NA April 6, 2012 |
Genre(s) | Action, Role-playing |
Mode(s) | Single-player |
Input methods | Wii Remote + Nunchuk, Classic Controller |
Compatibility | 4![]() ![]() Playable |
GameIDs | |
See also... |
Dolphin Forum thread |
Xenoblade Chronicles, known in Japan as Xenoblade (ゼノブレイド, Zenobureido), is a console role-playing game, and the first of the Xeno series to make it to a Nintendo console. Originally not intended to be released in North America, a massive fan movement called Operation Rainfall convinced Nintendo to publish it in more regions.
The game follows a young man named Shulk, who wields the titular Xenoblade – an energy blade called the Monado – against the Mechon in order to ultimately save the world. The game world is designed to give the feeling of freedom and scope to the player; the environment is massive and most of it is available for exploration right from the start. Xenoblade uses a real time battle system, allowing the player to control his movement and attacks at will while party members attack automatically.
Emulation Information
"Reading Disc" Screen Taking a Long Time
If Vsync is enabled and Immediately Present XFB is enabled, the "Reading Disc" screen that is shown while the game is starting will take a long time to finish. This is because the game uses an uncapped framerate during that specific screen. To avoid this issue, you can simply disable Immediately Present XFB or Vsync in Dolphin.
Shader Compilation Stuttering
Xenoblade Chronicles 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
Missing Screenshots when Saving Game
When saving/loading game, screenshots next to a save file will not show correctly. Disable EFB Copies to Texture Only to fix this.
Texture Flickering
With D3D, the sky in Makna Forest is glitched, as the ocean texture from the above area is flickering through. Use OpenGL, Vulkan or disable Fast Depth Calculation to prevent this from happening.
Random Crashing
In 5.0-683 or newer, the game will crash randomly (though somewhat infrequently) with an invalid opcode due to GPU desynchronization caused by incorrect interrupt timings. This affects both dual core and single code mode, no matter what settings are used. This issue is questionable. Please refer to Xenoblade Compatibility Downgrade for further information until it's fully resolved.
Enhancements
Bloom
When using IR > 1x bloom effects in this title are rendered incorrectly. This can be accounted for with one of the following Gecko codes. Choose one code near the IR you use. If you use an unlisted IR, then it's okay to choose something close to it but not exact (choose x4 or x8 if you're running x6 IR). More details can be found on the Dolphin Forums.
$Bloom IR x2 A8000000 00000000 C249E85C 00000002 EC000824 C022CF74 EC000072 00000000 C249E5AC 00000002 7C6503D6 5463F87E 5484F87E 00000000 C249DC34 00000002 C0390024 C002CF74 EC210032 00000000 E0000000 80008000 $Bloom IR x4 A8000000 00000000 C249E85C 00000002 EC000824 C022CF74 EC000072 00000000 C249E5AC 00000002 7C6503D6 5463F0BE 5484F0BE 00000000 C249DC34 00000003 C0390024 C002CF74 EC210032 EC210032 60000000 00000000 E0000000 80008000 $Bloom IR x8 A8000000 00000000 C249E85C 00000002 EC000824 C022CF74 EC000072 00000000 C249E5AC 00000002 7C6503D6 5463E8FE 5484E8FE 00000000 C249DC34 00000003 C0390024 C002CF74 EC210032 EC210032 EC210032 00000000 E0000000 80008000
HD Textures
See the Xenoblade Chronicles HD Expansion Pack. This project aims to get as many textures converted to HD as possible. There are also packs to replace the button icons with HD versions for the Wii Remote, Classic Controller, Xbox360, and PlayStation with HD tutorials that utilize these buttons. The texture pack has full support for all game disc versions.
60 FPS unlock
Add this Gecko Code to the game config (Right-click on the game → Properties → Edit Config, paste into the [Gecko] section). To use it, go to Tools → Cheats Manager while the game is running, enable the code, and then disable it once it has been applied.
NA
$60FPS A8000000 00000000 //Run once when apply C206C36C 00000003 //Camera speed optional EE81082A EE81A024 EC210532 EC000532 D00D82BC 00000000 C206C384 00000004 EC420532 EEB4A02A EC150028 EC000532 EC150028 D04D82F4 60000000 00000000 C24CD770 00000002 //Melia effect fix C022CF74 EC000828 D0170018 00000000 04668860 42080000 //Affinity screen fixes 04668864 41900000 0466886C 41200000 04668868 C1200000 046684DC 42200000 //Gem crafting animations 046684D4 42C80000 046684D8 42700000 04666fdc 42F00000 //Condition cycle speed 04667038 42F00000 046673f0 43340000 //UI slideout 04667420 43340000 C24C1ED4 00000002 //Stairs unsticky EC3F0024 EC2100B2 60000000 00000000 0466606c 3b23d000 //Buggy lift 04667870 43480000 //Burst B fix timing C2181264 00000002 EC0010FA EC00182A 60000000 00000000 04666090 3F7D6A16 //Ice Slide Speed 04666098 3F400000 0466609C 3F7DD000 0412e66c 41820008 //Slow Text C212E668 00000003 7F85E378 7F66DB78 3E608000 82731824 2C130001 00000000 //Text End 041a3dec 41820008 //Slow Cutscene Text C21A3DE8 00000003 807F0088 7FA4EB78 3E608000 82731824 2C130001 00000000 //End 0466AB90 3F000000 //Cutscene Switch speed C24A0838 00000002 3E808082 82949E68 2C140002 00000000 C203A52C 00000004 //Screen dimming duration 3E808082 82949E68 2C140001 3803F800 41A20008 3803F000 60000000 00000000 C24ED0AC 00000001 //Head Movement ECC0C63A 00000000 C24EC8BC 00000001 EC40FFFA 00000000 C24ED0B4 00000001 ECA0C63A 00000000 C249A358 00000004 //Menu 60fps 3FC080CA 63DE54B4 C282CF74 7C03F000 41A20008 EC210532 83C10008 00000000 041C3904 3803FFFA 041C38EC 2800001A 041C3890 2800001A 041C38A8 3803FFFA 046687A0 41A00000 046687A8 40666667 04668890 42080000 04668894 41900000 //Menu End C24497D4 00000002 //Select art controls 7D084214 7CE83A14 60000000 00000000 C24497FC 00000002 7D084214 7CE83850 60000000 00000000 C2449844 00000002 7D084214 7C083800 60000000 00000000 //Controls End C20BAD8C 00000003 //Grass double value if fraction EEA1082A FE810878 FC34A86E C01F2F48 60000000 00000000 C23DFE1C 00000003 //Moving Texture 1C00000C D022FFFC F0223FF8 E0223FF8 60000000 00000000 C23DFEBC 00000002 C043000C C022FFFC 60000000 00000000 C23E5B54 00000004 C02D9BE0 3D808082 818C9E68 2C0C0002 4182000C C062CF74 EC230072 00000000 C23E5128 00000004 C02D9BE0 3D808082 818C9E68 2C0C0002 4182000C C062CF74 EC230072 00000000 C23E8AEC 00000004 C02D9BE0 3D808082 818C9E68 2C0C0002 4182000C C062CF74 EC230072 00000000 C23DFEB4 00000012 C062FFFC FC030840 C0230004 41820080 C0630000 C043000C EC621828 C042C010 C0A2CF74 FC021840 41A20038 C023FFF8 C0630004 FC801A10 FC000A10 FC040040 41A10014 FC801050 FC8120AE EC64182A 4BFFFFE4 EC230828 EC25187A 48000030 C0630010 FC801A10 FC000A10 FC040040 41A10014 FC801050 FC8120AE EC64182A 4BFFFFE4 EC43082A EC220172 00000000 C244B714 00000011 //Timer FPS Multi 3E808000 62941824 //Gr1824 80140000 68000001 //Extra Speed Multi 90140000 3E808066 82944268 2C140000 38000001 3CA03F00 41A20028 3E808066 82943E18 3C008082 6000CB00 7C140000 38000001 41A2000C 38000002 3CA03F80 3E808082 90149E68 3EA080CA 801554C0 2C000000 41820020 3EC08066 80163D24 2C000001 40A20008 3CA03F80 90B554C0 38630001 00000000 C216ADC4 00000005 //Timer mods using Gr1824 3E808082 82949E68 //skip if movie 2C140002 3A800001 4182000C 3E808000 82941824 7C04A214 60000000 00000000 C216ADCC 00000001 7C03A214 00000000 C21669CC 00000002 //Not Skipped C242CF74 EC0004B2 D01E01E8 00000000 60000000 00000000 //End Timer C249A374 00000005 //Speed Multi EE739828 FC019840 41820018 3E808082 82B49E68 2C150002 41820008 C022CF74 D023000C 00000000 C216AD8C 00000004 //Intro Only 3E808082 82949E68 C0229BCC 2C140002 41820008 C022CF74 60000000 00000000 C2137DE8 00000002 //UI Speeds Half C002CF74 EC210032 C0030010 00000000 C205C414 00000002 //Climb Fix C3E2CF74 EC01EFFA 60000000 00000000 C244B460 00000001 //Run Speed 38000002 00000000 22CA54C0 00000000 //Check once 04CA54C0 3F000000 //60 FPS speed E0000000 80008000 *Can disable after running once for best performance. Use tools - cheat manager while game is on **May need Config - Advanced - CPU override of 110% or more to reduce battle lag
JP
$60FPS A8000000 00000000 C206b914 00000003 C282CF6C EC210532 EC000532 D00D82B4 60000000 00000000 C206b92c 00000004 EC420532 EEB4A02A EC150028 EC000532 EC150028 D04D82EC 60000000 00000000 C24C9614 00000002 C022CF6C EC000828 D0170018 00000000 0466B114 41900000 0466B110 42080000 0466B11C 41200000 0466B118 C1200000 0466AD9C 42200000 0466AD98 42700000 0466AD94 42C80000 04669900 42F00000 046698A4 42F00000 04669CB0 43340000 04669CE0 43340000 C24bdd78 00000002 EC3F0024 EC2100B2 60000000 00000000 046688FC 3b23d000 0466a130 43480000 C2181264 00000002 EC0010FA EC00182A 60000000 00000000 04668928 3F400000 0466892C 3F7DD000 04668920 3F7D6A16 0412DB9C 41820008 C212DB98 00000003 7F85E378 7F66DB78 3E608000 82731824 2C130001 00000000 041a26cc 41820008 C21A26C8 00000003 807F0088 7FA4EB78 3E608000 82731824 2C130001 00000000 C203A164 00000004 3E808094 8294FE68 2C140001 41A2000C 3404F000 48000008 3404F800 00000000 C249C72C 00000004 3E808094 8294FE68 2C140002 41820008 7C842214 548C402E 60000000 00000000 C2446E3C 00000002 7D084214 7CE83A14 60000000 00000000 C2446E64 00000002 7D084214 7CE83850 60000000 00000000 C2446EAC 00000002 7D084214 7C083800 60000000 00000000 041c1f40 3803FFFA 041c1f28 2800001A 041c1ecc 2800001A 041c1ee4 3803FFFA 0466b050 41A00000 0466b058 40666667 0466b140 42080000 0466b144 41900000 C24E8BF0 00000001 ECC0C63A 00000000 C24E8BF4 00000001 ECA2C63A 00000000 C24E8410 00000001 EC40FFFA 00000000 C23ddab8 00000003 1C00000C D022FFFC F0223FF8 E0223FF8 60000000 00000000 C23ddb58 00000002 C043000C C022FFFC 60000000 00000000 C23E37F0 00000004 C02D9C10 3D808094 818CFE68 2C0C0002 4182000C C062CF6C EC230072 00000000 C23E6788 00000004 C02D9C10 3D808094 818CFE68 2C0C0002 4182000C C062CF6C EC230072 00000000 C23e2dc4 00000004 C02D9C10 3D808094 818CFE68 2C0C0002 4182000C C062CF6C EC230072 00000000 C23DDB50 00000012 C062FFFC FC030840 C0230004 41820080 C0630000 C043000C EC621828 C042BF38 C0A2CF6C FC021840 41A20038 C023FFF8 C0630004 FC801A10 FC000A10 FC040040 41A10014 FC801050 FC8120AE EC64182A 4BFFFFE4 EC230828 EC25187A 48000030 C0630010 FC801A10 FC000A10 FC040040 41A10014 FC801050 FC8120AE EC64182A 4BFFFFE4 EC43082A EC220172 00000000 C2165830 00000002 C242CF6C EC0004B2 D01E01E8 00000000 C249628C 00000005 C0230008 9262FFFC 3E6080DC 6273B4B4 7C039800 41A2000C C282CF6C EC210532 8262FFFC 00000000 C2169B5C 00000005 3E808094 8294FE68 2C140002 3A800001 4182000C 3E808000 82941824 7C04A214 60000000 00000000 C2169B64 00000001 7C03A214 00000000 C2448CA4 00000011 3E808000 62941824 80140000 68000001 90140000 3E808066 82946B58 2C140000 38000001 3CA03F00 41A20028 3E808066 82946720 3C008095 600029A8 7C140000 38000001 41A2000C 38000002 3CA03F80 3E808094 9014FE68 3EA080DD 8015B4C0 2C000000 41820020 3EC08066 82D66624 2C160001 40A20008 3CA03F80 90B5B4C0 38630001 00000000 C2496298 00000005 EE739828 FC019840 41820018 3EA08094 82B5FE68 2C150002 41820008 C022CF6C D023000C 00000000 C2169B24 00000004 3E808094 8294FE68 C022CF6C 2C140001 41A20008 C0229BAC 60000000 00000000 C20ba46c 00000003 EEA1082A FE810878 FC34A86E C01F2F48 60000000 00000000 C213746C 00000002 C002CF6C EC210032 C0030010 00000000 C205BDCC 00000002 EC1DE82A EFBD0024 EC01E82A 00000000 22DCB4C0 00000000 04DCB4C0 3F000000 E0000000 80008000 *Can disable after running once for best performance. Use tools - cheat manager while game is on **May need Config - Advanced - CPU override of 110% or more to reduce battle lag
This will unlock 60 FPS mode for everything but movies. You might be forced to overclock the emulated CPU (Options → Configuration → Advanced). Battles may need about a 125% overclock. Discuss at the 60fps development thread
4:3 Support / Letterbox Removal
This game was designed for 16:9 only display resulting in black borders to be added on the top and bottom, but using the Gecko codes below will add support for the standard aspect ratio based on the Wii settings.
NTSC-U
C2297740 00000002 806DBDC0 886301C8 60000000 00000000 C244A5DC 00000002 9862FFFF 3803FFFF 60000000 00000000 0444A5E4 38600001 C2350B14 00000004 8A22FFFF 2C110000 4182000C C0A2BEA8 48000008 C0A2BE24 60000000 00000000 C2350BB8 00000006 8A22FFFF 2C110000 40820020 8A220010 2C110001 40820014 C142BE24 3A200000 9A220010 48000008 C142BEA8 00000000 C247FEF0 00000002 3DC04320 91C20000 C3E20000 00000000 C2474A24 00000002 3DC04320 91C20000 C0220000 00000000 C2475FE4 00000002 3DC04320 91C20000 C0220000 00000000 C2485F14 00000002 3DC04320 91C20000 C0220000 00000000 C2485FB0 00000002 3DC04320 91C20000 C0220000 00000000 C2137ACC 00000002 C0C29840 3A200001 9A220010 00000000 C2137AD8 00000009 8A22FFFF 2C110000 40820010 3DC03FAA 61CEAAAB 48000008 3DC03F80 91C20000 C2220000 C0030000 EC110032 D0030000 C003000C EC110032 D003000C 38800001 60000000 00000000 C244E620 00000006 8A22FFFF 2C110000 4082000C 3DC03F40 48000008 3DC03F80 91C20000 C2220000 EC5E0072 EC5100B2 60000000 00000000
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Store EFB Copies to Texture Only | Off | Enable screenshot when saving/loading |
Version Compatibility
The graph below charts the compatibility with Xenoblade Chronicles 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 |
r7414 | Windows 7 | Intel Core i5-2500K @ 4.5 GHz | NVIDIA GeForce GTX 480 | PAL version tested; Perfect apart from very rare sound popping and crackling and very brief load stutter upon entering new areas; Used www.xtemu.com build; Settings were JITIL Recompiler, Lock Threads to Cores, Disable Audio Throttle, XAudio2/48000Hz, have Creative X-Fi sound card | Brumbek |
r7414 | Windows 7 | Intel Core i5-520M @ 2.4 GHz | NVIDIA GeForce GT 330M | PAL version tested; Very playable, sound is a bit choppy when in battles with a lot of enemies; Game runs between 75% and 100% speed. No crashes at approximately 4 hours of gameplay | Thunderbolt |
3.0 | Windows 7 | AMD Phenom II x3 720 @ 3.5 GHz | NVIDIA GeForce GTX 460 | PAL version tested; DX11 1080p (Auto x 640x528) with constant 25FPS; Some rare sound crackling; Lock Threads to Cores, Load Native Mipmaps, EFB Scaled Copy, Copy EFB (Texture), Accurate Texture Cache (Safe), Disable Audio Throttle, HLE Dsound/48000Hz | Sergio-Miguel |
3.0 | Arch Linux | AMD Phenom X6 @ 3.3 GHz | NVIDIA GeForce GTX 460 | PAL version tested; Only problems were encountered with the sound, the rest of the game works perfect. | Istar Eldritch |
3.0 | Mac OS X 10.7.2 Lion | Intel Core i7 @ 2.93 GHz | ATI Radeon HD 5750 | PAL version tested; Both background music and cut scene voices crackle occasionally. Lots of tinkering with audio settings to reduce occurrence, e.g. using LLE, disabling audio throttle, etc. Patched to 30FPS works great. | Dantiston |
3.0-72 HLE Hack | Windows 7 | Intel Core i7-875K @ 2.93 GHz | ATI Radeon HD 5850 | PAL patched to 30FPS; 40+ hours in the game. Only one very minor issue : the screenshot next to your save games doesn't appear correctly. Otherwise, as far as I can tell, graphics and audio are perfect. No crackling sound at all, which was the purpose of this HLE Hack build. FPS Limit off, JIT recompiler, lock threads to core, HLE, Enable audio throttle, DSound, Direct3D9. | Tech |
3.0-72 HLE Hack | Windows 7 | Intel Core i5-3570K @ 4.2 GHz | ATI Radeon HD R9 290 | Nearly perfect; runs at a steady 30FPS while patched with the latest version of the HD Texture Pack (March 2014 as of this writing!) Only problems encountered was some problems regarding the HD textures (during the visions, it seems that the icon for the characters are a little squeezed and shifted to the left) and some very infrequent stutters. Great job! Using OpenGL render pipeline with the suggested settings for the HD texture pack. | theswweet |
r7714 | Windows 7 | AMD Phenom x4 965 @ 3.6 GHz | ATI Radeon HD 4870 | PAL version tested; Doesn't have crackling sound! But have random hiccups and doesn't support custom texture; Settings were JIT Recompiler, ENABLE Audio Throttle,Set FPS Limit to 25,VBEAM ON,Block merging ON,Directsound/48000Hz,when ever cpu tries to up/down FPS limit and audio throttle fast correct it preventing any crackling sounds have Creative Audigy 2 ZS sound card | IcemanSR |
r7714 | Windows 7 | Intel Core i5-2500K @ 3.3 GHz | AMD Radeon HD 6870 | PAL version; Beat the game, it's fully playable, I rarely got the sound distortion, but it resolves itself. The game gets pretty laggy in some battles towards the end of the game. Settings are: D3D9; No-AA (as it causes issues with the game); EFB copies: Virtual and RAM; OpenMP Texture Decoder; and HLE audio with Dsound back-end. JIT compiler. | Garteal |
r7714 | Windows Vista | Intel Core i5-750 @ 4 GHz | NVIDIA GeForce GTX 460 | PAL version tested; Few cutscenes have crackling sound. | X |
r7719 | Windows 7 | Intel Core i5-2500K @ 3.3 GHz | NVIDIA GeForce GTX 580 | PAL version tested; Plays nearly perfect. Lightning issues with DX11, plays fine with D3D9. Sound distortion occasionally presents with LLE, restarting the game corrects the issue. Use same general settings as Brumbek. | Wolfi |
r7719 | Windows 7 | Intel Core i7-920 @ 3.2 GHz | NVIDIA GeForce GTX 560 Ti | PAL version tested; Plays nearly perfect. Sound distortion is still present and prominent during battles. Happens occasionally during cutscenes. Turning on DSP LLE may or may not fix issue. Use same general settings as Brumbek. | Getz2oo3 |
r7719 | Windows 7 | Intel Core i5-480M @ 2.67 GHz | NVIDIA GeForce GT 540M | PAL version tested; Here's my settings: Enable Audio Throttle, JIT Recompiler, Uncheck Lock Threads to Cores, DSP HLE Emulation, DSound(48000Hz), Backend(Direct3D9), Anti-Aliasing(None), Anisotropic Filtering(1x), Uncheck Disable at EFB Copies, Uncheck RAM at EFB Copies, Check Disable at External Frame Buffer, and Check OpenMP Texture Decoder; Now game runs fine from 20 to 25FPS but I was still not contented; Patched the ISO using the PPF-O-MATIC v3.0 to make the PAL version run up to 30FPS; Taskkill(explorer.exe) using the ".bat" method; Used the Game Booster 3.0 by IObit; Now game runs surely from 22 to 30FPS and most of the time with constant 25FPS except when you reach Alcamoth where the environment gets heavy; You will hear crackling sounds when FPS goes below 20 or 23. | Vehn Dreakk |
3.0-201 | Windows 7 | Intel Core i7-920 @ 3.8 GHz | ATI Radeon HD 5850 | PAL version tested; Had some issues with the sound at first using English dialogue, but for some reason this did not occur when setting it to Japanese in the Game Options. It did not always occur however. Other than that the game runs flawless so far. | xRyudo |
3.0-204 | Windows 7 | Intel Core e6600 @ 3.15 GHz | ATI Radeon HD 5850 | PAL patched to 30FPS both tried fully; 9+ hours in the game. So, with 3 GHz I generally had no overhead and every big situation could lead to crackling despite HLE Hack or LLE DSP, LLE DSP fared generally a lot more well, when I overclocked to 3.15 GHz I had an overhead of about 20% which is nice, this could also because I had far lower memory timings 700MHz @3.15 with 5/5/5/13 (could lower even more, but tends to be more unstable, T2, could imagine T1 gives another speedup but is often very unstable with picky programs) with 3 GHz I had 888MHz at 6/6/7/20 and with 2.4 GHz I either use 800 or 1066MHz at respective settings. IdleSkipping ON, accurate Vbeam emulation ON (this one helped a lot) also OpenGL gives the best results for me with the least fuck ups and most accurate results, LLE is locked to core, also I assume that with a dual core clocked less than 3 GHz you should disable Sound all together if your rig doesn't give you good results, this will also result in a big speedup, for me e6600 @ 3 GHz wasn't playable with stable best looking settings and memory management but I still have to try out very low memory timings on less FSB, it could be viable because an increase of 150MHz from 3000 to 3150 shouldn't let me jump from 76/84/96-98% to an even 98-100% (114/126/140 without framelimit/throttle) in big locations or with dozens of monsters. Also patching the PAL version to 30FPS doesn't seem to have a negative FPS impact whatsoever. Also don't cache display lists as it's sometimes needed, EFB copies are needed for caves and other locations (you can disable it safely and only have minor glitches, like no head but hair etcpp) | SunnySalvadore |
3.0-363 | Windows 7 | Intel Core i7 @ 3.07 GHz | NVIDIA GeForce GTX 570 | PAL patched to 30FPS. Runs PERFECTLY at fullspeed 99.5% of the time, some really short(<1sec) slowdowns when too many effects on screen. No sound bug/crackle using HLE on vlakipn build (using XAudio2). EFB to texture break save file thumbnail, set EFB to RAM to fix it but it's slower. SETTINGS : OpenGL back-end, NativeRes x4, AF x16, no AA, Scaled EFB to texture, safest texture cache, per pixel lighting enabled, forced texture filtering, OpenMP enabled, XFB disabled. Be careful not to let the controller disconnect, or you might be unable to reconnect it without closing! (Tested with X360 Wireless) | Skullbot |
3.0-415 | Windows 7 | AMD Phenom X4 965 @ 3.6 GHz | ATI Radeon HD 4870 | PAL version tested; Sound works perfect! No hangups or slowdowns; Settings were JIT Recompiler,LLE Recompiler,Set FPS Limit to 25,VBEAM ON,Block merging ON,Directsound/48000Hz,It crashes when emulator is left unattended for 5-6 min's (when gamepad goes in afk mod),So save game before leaving it!Have Creative Audigy 2 ZS sound card. | IcemanSR |
3.0-590 | Windows 8 CP | Intel Core i5-2500K @ 3.3 GHz | AMD Radeon HD 6950 | PAL version tested; Perfect speed and sound with FPS limit by audio. | // |
3.0-710 | Windows 7 | AMD Athlon II 250 @ 3.8 GHz | NVIDIA GeForce 9600 GT | PAL version tested; Perfect. | |
3.0-801 | Windows 7 | Intel Core i5-3570K @ 4.7 | NVIDIA GeForce GTX 670 | NTSC Version Tested. After many attempts at trying to find ideal settings, I've found the best I can at the moment. Using Enable Dual Core, Enable Idle Skipping, Limiter set to "Audio", JIT Recompiler, Threads locked to cores, DSP LLE, DSP LLE on thread, xAudio2/48000hz. Using the OpenGl backend at 1440p, 4x Native, 8xQ CSAA, 16x Anisotropic Filtering, "Scaled EFB Copy" Checked, "Per-pixel Lighting" Checked, EFB Copies set to "Texture", Texture cache set to the Safest, "External Frame Buffer" Disabled, "Per-Pixel Depth" Checked, "OpenCL Texture Decoder" Checked, "OpenMP Texture Decoder" Checked. Using the Xbox 360 Button replacement scheme via "Load Custom Textures" under advanced. Now the big thing that was keeping my performance held back was enabling Accurate VBeam emulation. With those set to the game defaults instead, the game went from 20-30FPS (stuttering) to almost 30 constant. The first battle upon loading the game will have a framerate dip as the attacks as fired off, but it's smooth sailing for the most part after. Still not perfect, but it's hard to notice if the FPS meter isn't on. After maybe 3 hours of play in one sitting, the audio can become garbled and requires a restart of the emulator. Otherwise, even if the framerate drops, the audio just keeps on going perfectly. It's only happened once; I will update this page if it occurs again. (Even with 16xQ CSAA, the game runs at 30. I just can't notice the jump so I leave it at 8xQ. This game needs a more powerful CPU to be 30 constant at absolutely all times, unless there is a setting I've overlooked.) :D | Blitzxgene |
3.0-845 | Windows 7 | Intel Core i5-2500K @ 4 GHz | AMD Radeon HD 5770 | PAL version with 60VPS patch and HLE Patch applied. Used DX9, 4x resolution, no AA, 16 AF, EFB copies to Texture. Fullspeed. No graphical issues except: 1. Flickering on very distant objects 2. Weird bloom scaling/ghosting on high internal resolutions (see issue 5781) | Animus |
3.5-269 | Windows 7 | Intel Core i5-2400 @ 3.1 GHz | NVIDIA GeForce GTX 570 | Butter. Constant 30FPS, *except* for barely noticable pauses when entering new areas (texture access slowdown) . No audio problems. Game config: check Enable Dual Core, uncheck Enable Idle Skipping, check Accurate VBeam, uncheck DSP HLE emulation. General config: Enable Dual Core, Framelimit - Audio, JIT Recompiler. Audio: DSP LLE recompiler, DSP LLE on Thread, XAudio. Graphics: D3D9, Fullscreen, Auto Aspect Ratio, 4x Native, 16x AI Filtering, Scaled EFB Copy, Ignore Format Changes, EFB Copies - RAM - Enable Cache, EFB On - Virtual. Anything not specifically listed is unchecked/turned off | Herpderpus |
3.5-305 | Windows 7 | Intel Core i3-2350M @ 2.3 GHz | NVIDIA GeForce 410M | Playable 20-25FPS (PAL), the two problems mentioned are still valid (stuttering audio + image backup overview) | Dratal |
3.5-367 | Windows 7 | Intel Core i5-3570K @ 3.4 GHz | NVIDIA GeForce 560 Ti 448 | Played a few hours with NTSC version, works fine, audio is perfect with LLE and I have no slowdowns on my system without any advanced tweaking. HD textures and button textures work fine for me (remember to enable "load custom textures" in the video plugin). | Herpderpus |
3.5-367 | Windows 7 | AMD FX-6300 @ 4 GHz | AMD Radeon HD 7870 | Played for about 20 hours. Fully playable so far with FPS dipping from 30 to around 25 in bigger battles. No sound problems with HLE. GameConfig: Enable Dual Core: Check Enable Idle Skipping: Uncheck, Accurate vBeam: Check. General Config: Enable Dual Core: Check, Enable Idle Skipping: Uncheck Framelimiter: Audio, JIT Recompiler. Audio: HLE Emulation. Graphics: D3D9, Fullscreen, 2x Native, 4xSSAA, 4xAF, Scaled EFB: check, Ignore Format Changes: Check, EFB copies: Texture (Fast), EFB: Virtual. | Kalitsu |
3.5-2296 | Windows 7 | Intel Core i5-3470 @ 3.3 GHz | NVIDIA GeForce 550 Ti | Crash on star since around 3.5-600 version.Nothing helps. | Zecht |
4.0 | Windows 7 | Intel Core i5-4670 | NVIDIA GeForce GTX 670 | PAL version tested; slight sound issues (crackling every now and then, very minor), so far (2 hours into the game) no other issues - rocksolid 30FPS/60 VFPS at 2560x1600 with 4x Internal Resolution; JIT Recompiler, OpenGL, no AA, 1xAF | Morisson |
4.0.1 | Windows 7 | Intel Core i7-2600K @ 3.4 GHz | AMD Radeon HD 6800 | NTSC version. After a good amount of testing with graphical options, found that DX9 and DX11 are the best choices. DX11 does not support HD Texture patch, and OpenGL does not work properly with the GPU (all kinds of graphical corruption). Set anti-aliasing to none and filtering to 1x, then in your graphics driver control panel, tell it to override application settings with 24xSSAA and 16xAF. DX11 is surprisingly faster than DX9 without the HD Textures. Generally 30FPS constant except for occasional slowdowns (to 25FPS) in fights when multiple enemies use special abilities. When overclocked to around 4.4/4.5 GHz, lag spikes go away (4.3 GHz has half second 28FPS drops). | 98.248.145.164 |
4.0.2 | Windows 7 | Intel Core i5-3570K | NVIDIA GeForce GTX 650 Ti | Minor lag only 4xIR/Used DX11 and Opengl | Zcair |
4.0.2 | Windows 7 | AMD APU A10-7700K | AMD Radeon R7 Series | Minor lag 2xIR/Opengl | Zcair |
4.0-1857 | Windows 8 | Intel Core i7-2600K @ 4.3 GHz | NVIDIA GeForce GTX 680 | Best it's ever played. Seems to maintain full frame rate with zero audio lag or skipping using HLE. Game config: Mostly Dolphin defaults, with 'VBeam speed hack' and 'Enable block merging' checked. Using the DirectX backend, 1440p full screen resolution, 3x native, 2xAA. Works equally well with high resolution texture pack, as long as texture cache accuracy is set to 'Fast'. | Damaniel |
4.0-1963 | Windows 8.1 | AMD FX 8320 @ 3.75 GHz | AMD Radeon HD 7770 | Perfect at constant 30FPS with PAL patched version. Perfect HLE Audio. DX backend + VBeam hack + 2x native + HD Texture pack + Game on a SSD. Only 30% CPU usage even in larger areas. | NecroSare |
4.0-1975 | Windows 8.1 | Intel Core i5-750 @ 3.2 GHz | NVIDIA GeForce GTX 770 | Running flawlessly with minimal adjustments. Internal Resolution 2.5x, 8 Sample Anti-Aliasing. 16x Anisotropic Filter. No other tweaks made - Audio is fluid with zero stuttering and frame rate is rock solid. | Getz2oo3 |
4.0-2227 | Windows 8.1 | AMD Phenom II 1090T @ 3.7 GHz | AMD Radeon 6850 | Running well some slow down in battle. Internal Resolution 3x, No Anti-Aliasing. 8x Anisotropic Filter. Disabled Enable Idle Skipping, HLE Audio and Frame Limit = Audio, Game Setting VBEAM Hack. this stopped any audio stuttering during battles. | Damo |
4.0-2472 | Mac OS X 10.9.4 | Intel Core i7-920 @ 2.6 GHz | NVIDIA GeForce GTX 770 | Runs great in full screen. 4x Native, 4x AA, 1x AF, with HD texture. Other settings default. In windowed mode frame rate drops some during some battle parts, usually first time flashy animation since the emulation start. | Douten |
4.0-3400 | Windows 8.1 | Intel Core i7-4710HQ @ 2.5 GHz | Intel HD Graphics 4600 | System is a Lenovo Y50 gaming laptop. Runs at 30FPS continuously, but only at 1x native (increasing to 2x native drops frame rate to the low 20s). Using standard Dolphin settings across the board, 1920x1080 fullscreen resolution, Direct3D backend (OpenGL backend works equivalently well). There are stutter/lag issues when entering menus or viewing tutorial panels when running from the internal (non-SSD) hard drive; running the image from a USB 3.0 flash drive eliminates these entirely. | Damaniel |
4.0-3599 | Windows 8.1 | Intel Core i7-4810MQ | NVIDIA GeForce GTX 860M | Runs at an unchanging 30FPS, even at 4x native with 4xAA and 16xAF. Small stutters present when in DX11 backend, however. | WulfyStylez |
4.0-5565 | Windows 8.1 | Intel Core i5-3570K | NVIDIA GeForce GTX 670 | Runs at 30FPS, 2.5x native, with 8xAA. Small stutters present when exiting character menu (only happens when exiting this menu) other than that VERY rare stutters with D3D | KibosJ |
4.0-5977 | Windows 8.1 | Intel Core i5-4670K @ 4.4 GHz | NVIDIA GeForce GTX 970 | Using the PAL Version with the 30FPS Patch. Constant 30FPS even with the HD Texture Pack and in heavy battles. Running at 4x Native, 2x AA, and 16x AF,and with EFB to RAM at 1080p Fullscreen. Using the OGL backend, I experience very rare stutters but usually at the start of booting the game. | telebucky |
4.0-8010 | Windows 8.1 | Intel Core i7-3635QM @ 2.4 GHz | AMD Radeon R9 270X | NTSC version. Runs perfectly fine in D3D, never dropped a frame below solid 30 on 4x native, v-sync on and with the HD pack installed. OpenGL however is constantly stuttering, whenever the game is loading new areas/textures. I've experienced two seemingly random slowdowns with halved FPS. One during a bossfight and one in the field. In both cases, simply restarting the emulator fixed the issue, and the parts could be played without experiencing the issue again. Besides that, the sky texture in Makna forest glitched out. Switching to OpenGL fixed the flickering, but due to the poor performance, D3D was preferable to me in this case. Other than that, no issues, glitches, missing effects or slowdowns whatsoever. | Calorie_Mate |
4.0-8329 | Windows 8.1 | Intel Xeon X5690 @ 3.6 GHz x2 | NVIDIA GeForce GTX Titan X | PAL version. Additional hardware details: 2x 512GB Samsung 850 Pro in RAID 0 on an LSI 9361-8i yielding 1200MBps read/write. 3-4 months ago I tested with a single SSD and I still had the shader stuttering with identical settings as this version. Now I have absolutely no stuttering, slowdowns, or performance hiccups of any kind, the game plays like it does on the console. I used D3D. 3x Native, and 4x SSAA, anything higher seemed like overkill for a huge performance hit. The only other thing I noticed compared to my previous test, is that the initial "Reading Disc..." is displayed for 30-90 seconds instead of instantly disappearing. I should note that these 2 CPUs do not support AVX, and OpenGL was still stuttery with identical settings. | HakanaiSeishin |
4.0-9102 | Windows 10 | Intel Core i5-3570k @ 4.2 GHz | NVIDIA GeForce GTX 970 | US NTSC version. Additional hardware details: The game is located on a SSD. Emulator is running using the new DX12 API with 6x native resolution and default settings. Copy to texture disabled and fast transfer disc rate enabled. DX12 paired with a single SSD do solve the majority of the stutter caused by shader compiling. There are no tearing with vsync off in this release. Exclusive fullscreen may be broken for DX12. | Tamodolo |
5.0 | Windows 8.1 | AMD FX-8350 @ 4 GHz | NVIDIA GeForce GTX 970 | PAL version was tested. Video backend was OpenGL. Great performance with V-Sync on, and little to no performance drops. However, when V-Sync is enabled, the "Loading Disc" message can take an abnormally long time. When V-Sync isn't on, this game suffers massive tearing on my rig. There are minor audio cracks and frame-drops with shaders. Otherwise, the game runs very well. | rggbnnnnn |
5.0-97 | Windows 7 | Intel Core i7-4790k @ 4.8 GHz | NVIDIA GeForce GTX Titan Black | Enormous audio cracking, impossible to play with audio. Totaly cracking. I try all audio configuration. Sound stop cracking after 30 min. | TheLie |
5.0-97 | Windows 7 | Intel Core i7-930 @ 2.8 GHz | AMD Radeon R9 270x | Playable, but audio crackle combined with massive slowdown every so often and during battle. Constant 30% drop in speed when occurred at various speed limits under openGL, Vulkan, and Direct3D. Seemed to occur more under DSP HLE sound emulation. Fixed by enabling CPU clock override and raising it to 125%. | Ouzbel |
5.0-2767 | Windows 7 | AMD FX-8350 @ 4 GHz | NVIDIA GeForce GTX 970 | PAL version was tested. Video backend was OpenGL. Great performance with V-Sync on, and little to no performance drops. However, when V-Sync is enabled, the "Loading Disc" message can take an abnormally long time. When V-Sync isn't on, this game suffers massive tearing on my rig. There are minor audio cracks and frame-drops with shaders. Otherwise, the game runs very well. | rggbnnnnn |
5.0-4305 | Windows 10 | Intel Core i7-5820K @ 3.3 GHz | NVIDIA GeForce GTX 960 | Game runs flawlessly after shader cache is created but valak mountain just locks up and freezes when you reach the area. | Brimaster2000 |
Gameplay Videos
- Xenoblade JP HD Gameplay 2 (Dolphin Emulator @ 720p)
- Xenoblade JP HD Gameplay 3 (Dolphin Emulator @ 720p)
- Xenoblade JP HD Gameplay 4 (Dolphin Emulator @ 720p)
- Xenoblade PAL HD Gameplay 1 (Dolphin Emulator @ 720p)
- Xenoblade PAL HD Gameplay 2 (Dolphin Emulator @ 720p)
- Xenoblade PAL HD Intro (Dolphin Emulator @ 1080p)
- Xenoblade PAL HD Gameplay 1 - Near start of game (Dolphin Emulator @ 720p60)
- Xenoblade PAL HD Gameplay 2 - Continuation of Gameplay 1 (Dolphin Emulator @ 720p60)
- Xenoblade Intro HD 1080p (Dolphin)
- Dolphin Emulator Xenoblade Chronicles HD 3D + Sweetfx (720p)
- Dolphin Emulator 4.0 - Xenoblade Chronicles (1080p HD) - Nintendo Wii
- Dolphin 4.0-3842 - Gameplay and Combat w/ HD texture mod (1080p HD)
- Dolphin Emulator 4.0-5416 - Xenoblade Chronicles (HD Texture Pack) (1080p)
- NVIDIA SHIELD Android TV running Xenoblade Chronicles (1080p60)
- Xenoblade NTSC 4K running on Dolphin 9102 w/ DX12 API (4K60 video available)
- Dolphin 5.0 Wii Emulator - Xenoblade Chronicles (2010). Ingame. DX11. Test #1 (1080p60)
- Monolith Soft (Developer)
- Nintendo (Publisher)
- Japan (Release region)
- Europe (Release region)
- North America (Release region)
- 2010 (Initial release year)
- Action (Genre)
- Role-playing (Genre)
- Single-player (Game mode)
- Single-player only (Game mode)
- 1 (Players supported)
- Wii Remote (Input supported)
- Nunchuk (Input supported)
- Classic Controller (Input supported)
- 4 stars (Rating)
- Store EFB Copies to Texture Only (Config Required)
- Tested On (OS): Windows
- Tested On (CPU): Intel
- Tested On (GPU): NVIDIA
- Tested
- Tested On (Release): 3.0
- Tested On (CPU): AMD
- Tested On (OS): Linux
- Tested On (OS): macOS
- Tested On (GPU): ATI
- Tested On (GPU): AMD
- Tested On (Release): 4.0
- Tested On (Release): 4.0.1
- Tested On (Release): 4.0.2
- Tested On (GPU): Intel
- Tested On (Release): 5.0
- Untested for 10000+ revisions
- Wii games
- Dual Layer Disc games