Dolphin, the GameCube and Wii emulator - Forums

Full Version: [GC] Star Wars Rogue Leader: Rogue Squadron 2
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(02-18-2011, 12:06 AM)inteGReddy Wrote: [ -> ]
(02-17-2011, 10:42 AM)Squall Leonhart Wrote: [ -> ]
(02-17-2011, 02:43 AM)inteGReddy Wrote: [ -> ]This game looks and works great in openGL and D39 except for the 30 meter texture rendering bug...

lol, its a Z order issue, the planet renders on top of the space station at the start if you watch carefully, it should be behind it.

oh... well i just see the backdrop, empty space, past 50 meters or so. i did notice something weird with the planet but, well the view distance thing is much more prevalent so its hard to notice much else. flying the xwing is like a nightmare.... looks like empty space in front one second and the next your flying head first into a death star tower.

yes can you please give the configuration.
(02-18-2011, 12:34 AM)DouDou Wrote: [ -> ]yes can you please give the configuration.

nope Wink
The problem isn't in the Z depth values (ie, the z plane hacks won't do shit), Factor5 uses a custom Z sort and culling technique to improve the performance of their game engines, this was carried over from the n64 factor5 engine, which uses it in RS1 and BfN as well.

Dolphin apparently assumes the game uses a standard Z sort order, which it seems could also be causing z culling of the wrong objects.
(02-18-2011, 02:01 PM)Squall Leonhart Wrote: [ -> ]Dolphin apparently assumes the game uses a standard Z sort order, which it seems could also be causing z culling of the wrong objects.

fix it =D
(02-18-2011, 08:30 AM)inteGReddy Wrote: [ -> ]
(02-18-2011, 12:34 AM)DouDou Wrote: [ -> ]yes can you please give the configuration.

nope Wink

Are you kidding me!!?? WTF
hmm... game was crashing when i tried to load it but, i fixed it now. this game is really finicky, so if your settings aren't exact dolphin will crash.
i didnt want to post these settings as it is a waste of my time (as if testing this game didn't waste enough of it) since the game is still unplayable. status is "ingame".

[attachment=5548][attachment=5550][attachment=5549]

real xfb just needs to be used while in menus. once you are in the hangar you can turn xfb off for better visuals.

dlist caching will break the game, mmu speed hack will crash dolphin, enabling block merging will crash dolphin, not having accurate vbeam on will cause the game to crash after intro, pixel depth must be on for hangar textures to appear correctly, not having xfb to real will allow flashing menus to cause people to have seizures, etc.

OpenGL displays the background videos more correctly than d3d9, but other than that d39 is superior.

amazingly enough, the widescreen hack seems to work perfectly.

if anyone gets the distance rendering working correctly on this game i will personally send them +1 internetz.
the default settings work just fine.
(02-22-2011, 08:04 AM)Squall Leonhart Wrote: [ -> ]the default settings work just fine.

not for me, dolphin crashes immediately.
unpack the latest version overwriting everything.your game database is out of date.

curryking3

Hey,

Just checking in to see how Rogue Leader is doing on Dolphin. I never would've expected to be playing it, but I just tried it today with a new SVN (r7239) and I'm glad to say it's working pretty nicely on my laptop.

No new discoveries here, but I read through some of the latest pages and I was able to get the game up and running similar to inteGreddy.

Very fun game. The only thing I think I can add is that you can see far off in the distance using the 'Y' button (the X-Wing sensor visor thingy). Unfortunately, you still can't see Death Star landscape far in the distance with this, only enemies lol. Wireframe is pretty good for the Death Star run, at least compared to not seeing anything lol.

But anyways, just wanted to say great job by the Dolphin team! Glad to see Nintendo emulation for Gamecube and Wii is still progressing. Smile

If anyone has any more tips to running the game even better, I'd appreciate knowing them! For myself, all I have so far which works consistently is enabling XFB (Real) using the OGL graphics plugin (same as inteGreddy).
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