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The Sky Crawlers: Innocent Aces (スカイ・クロラ イノセン・テイセス)

Gameplay:

(from Wiki)
The Sky Crawlers: Innocent Aces is an arcade-style combat flight simulator for the Wii based on the 2008 anime film adaptation of Hiroshi Mori's novel series The Sky Crawlers. Developed by Namco's Ace Combat development team Project Aces, the game was released in Japan by Namco Bandai Games on October 16, 2008. Xseed Games released the game in North America on January 12, 2010.

Set in an alternate history, the game follows the journeys and tribulations of a group of young fighter pilots involved in aerial dogfighting using propeller-driven fighter planes. Although the world is at peace, in order to ease the tension of a populace accustomed to war and aggression, private corporations contract fighter pilots to stage combat operations against each other for show.

In the game players control Lynx, a rookie pilot who joins a team of privately contracted pilots, the Sky Crawlers. As he tries to gain acceptance in the team, Lynx and the Sky Crawlers also become embroiled in a mystery revolving around the appearance of a group of seemingly immortal fighter pilots.

Players hold the Wii Remote in their left hand and the Nunchuk in their right hand. Using the motion detection of both controllers, movement of the Nunchuk is used to tilt, roll, pitch and yaw the player's aircraft, while the Wii Remote is used as the throttle, with players tilting it up and down to accelerate and decelerate. The game also supports the Classic Controller and GameCube controller for more traditional control.

The game introduces a gameplay mechanic called the "Tactical Maneuver Command" system, in which players gain the ability to perform automatic acrobatics to better position themselves for attack by keeping in close proximity to their enemies. During the game players unlock new planes, which they can customize in seven areas, such as color, weapons and armor. Players can also replay previous missions that they have beaten.

The game features cut scenes animated by Production I.G, who also animated the 2008 film. The film's director Mamoru Oshii was a special consultant along with author Hiroshi Mori, and both played and tested a pre-release version of the game.

Settings:

* No special settings needed
PS: FIFO BP Hack is not needed

Wiimote Extension:

* Nunchuck required

Known Problems:

* Sound could get stuck at certain points, but usually a scene changing will cure it.
* It might randomly hang up at mission loading screen, so you'd better save a state before starting a new mission.

Overall:

Playable (tested on Dolphin r4898)
Speed: pretty good
Graphics: no glitches found yet
PS: By default the flight maneuver is contolled by Nunchuck positioning(roll/pitch), you can change control to "Type D" to use the conventional stick control.

Screenshots:

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Here is the detailed config for your reference.

[Image: attachment.php?aid=2269]
I got into a (tutorial) mission...I dunno anymore, I think with LLE plugin...and they told me right at the start "mission accomplished!" Tongue
Uhm...sorry, but where exactly do I find that "FIFO BP Hack"?

BTW: Nice to see that you're actually also a player and not just a coder Wink
(01-20-2010, 10:16 PM)StripTheSoul Wrote: [ -> ]I got into a (tutorial) mission...I dunno anymore, I think with LLE plugin...and they told me right at the start "mission accomplished!" Tongue
Uhm...sorry, but where exactly do I find that "FIFO BP Hack"?

BTW: Nice to see that you're actually also a player and not just a coder Wink

Right click on the game in game list -> Property
huh, that one is new to me O_o good to know *g*
Any other games where this might help? Those that only work with LLE maybe?
Added to the official Game Thread. Ayuanx FTW.
(01-21-2010, 02:46 AM)StripTheSoul Wrote: [ -> ]huh, that one is new to me O_o good to know *g*
Any other games where this might help? Those that only work with LLE maybe?

I was wrong, the random hangup when loading a mission seems like a DSP HLE issue, FIFO BP Hack doesn't help too much.
ah, ok...well, that explains why I got into the mission with LLE plugin...
I guess you'll take this one personal...show him (him = issue)! Wink
Alright.
Couple new things. As ayuanx mentioned it seemes the load screen lock up is HLE related but dolphin does allow it to get pass. I've now gone to stage 8 on dolphin by making a save state before selecting my fighter. If the load screen does lock, I revert back to the save state and retry. Eventually it will go through to the stage or you will get a runtime error for using the save state to many times lol. No other problem noticed outside of the loading getting stuck in repeat. Also, I noticed that for in mission, dolphin is only using 80% of my CPU which would give me 40 fps or so in game (runs 100% in menus but 80% in game). By using the framelimit and selecting it to 70, my CPU in missions will run at 100% and give me 50-60 fps with the menu screens running at 70 fps.

Onto ayuanx's dolphin configuration. I've used almost verbatim what he has on pictures. The only difference is I have safe texture cache enabled, DSPLLE the thread off, and EurGB60 off. If you do not, whenever you fight close to the ground, you will see small texture squares of blue, red, and green throughout the landscape. OpenGL looks wonderful with anti aliasing but it comes with a big fps hit (60 fps directx vs 39-44 open gl without anti aliasing being applied in gl). I also got my wiimote finally hooked back up to my computer. It doesn't really work correctly on this game. The game requires alot of this push and pull control scheme between the nunchuck and wiimote that doesn't seem to be able to emulate naturally or feel responsive enough. I ended up switching back to my handy ps2 controller and playing with emulated classic controller. (Didn't know it had classic till I looked at the back of my game box lol) I had been using spellforces 4994m and just switched up to 5003m sse4.1 32 bit edition. Both of which work well with the 5003m giving me a extra 4 fps (probably due to instruction set).

[attachment=2443][attachment=2444][attachment=2445]
With the new commit of 5006, this game now looks amazing with pseudo 8x anti aliasing in DX plugin. Used spellforces 5006m sse3 32 bit for video and pictures. Compare some of the pictures above with these below.

[Image: 0c9wk.png]
[Image: EJ65h.png]
[Image: AvDnp.png]
[Image: CTKvL.png]
SKY [color=#000000]CRAWLER[/color][color=#FF0000]YOUTUBE[/color] VIDEO
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