Audio was perfect with WASAPI back-end, with practically no lag. The "Store EFB Copies to Texture Only" needs to be defaulted to avoid a screen freeze in micro-row and their appearances in remixes. Other than the mini-game select screen (That ran at around 45-50 FPS), the game ran perfectly at 60FPS without even a little drop, even the most demanding game ran at least at 61 FPS (with unlimited frame rate). Here's the stuff you need to copy to the game's. You need to apply corrections for Micro-row (1/2) and Shrimp Suffle to work. Save from occasional drops on some mini games(my machine is not too powerful), the game runs flawlessly at 60FPS. Needs store EFB to RAM instead of texture and XFB enabled to fix the Micro-Row and Shrimp Shuffle levels, even with these options the game runs constantly in 60FPS and is perfectly emulated.Īmazing from what I've tested. If you can afford to spec to recommend the DSound. There is not much difference between DSP-LLE and DSP-HLE, already. And the texture of the background is shifted.(I play SOMJ01 version.) About Audio back-end, that version is severe deviation of the sound that's XAudio2. In 8-2 the main part and tutorial, screen flashes, then, It takes black out. In 10-2 and 4-3 tutorial, the screen is flashing. The only things I have noticed are lines on Shrimp Shuffle and a slowdown after you press A+B on the title screen, which lasts for under a second, so it doesn't matter. Tested on a full completion save file to pass badly emulated mini-games.Ībsolutely perfect. Auch Wii-Kanle lassen sich somit starten. Mit diesem Tool knnen GameCube-Spiele, Wii-Spiele und Wii-Homebrews in Wii-Virtual-Console-Titel injiziert werden. Remix transitioning as said by MyDreamName is fixed, though specifically, music stutters/slows down at remix 4 halfway and on, messing up your timing on that remix. 21,58 MB Aktualisiert Downloads: 8.693 UWUVCI AIO ist eventuell eine bessere Alternative. Fixes many remix crashes of earlier versions. Mostly 60FPS, with some slowdowns towards 40FPS at remix 4. It also seems like some remixes have some issues with transitioning between games and sometimes get their timing off. Most of these errors can be fixed by using the configurations listed above. Remix 6 crashes the game (A variety of other remixes crash on revisions past 3.0), and there are also other small emulation errors. Solid 60FPS throughout the game, although the game seems to experience some slowdown as the peg approaches you on the first "Built to Scale" game. This title has been tested on the environments listed below: However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. One moment you could be high-fiving monkeys in a gigantic pocket watch, the next you could be playing badminton with a dog and a cat flying in planes through a cloudy sky.Compatibility can be assumed to align with the indicated revisions. Rhythm Heaven Fever uses a simplistic, but creative visual style, with each level being quite unique from the other. You might even say that its a lot like a not-terrifying clown at a kids. Successfully earning "Perfect" unlocks special rewards. Top key searches: Rhythm Heaven Fever Super Smash Bros Wii U Zelda Breath Of The Wild Key Cemu The Scene All Nintendo Wii U Emulator Cemu resources and links in one location so you do not have to wonder around Github, Reddit, forums and random websites looking for the pieces of information. Rhythm Heaven Fever (Wii) Rhythm Heaven games are the kind whose sole purpose is to make you smile. In the "Perfect" challenge, you have three attempts to complete the level without missing a single beat. If you earn an "Excellent" rank on the level, it becomes available for the "Perfect" challenge, which appears randomly. As with the previous games, you're given a rank at the end of each level, based on how good your timing was, either "Fail", "Pass" or "Excellent". The A and the B Buttons are the only inputs used for each level (usually only the A Button), and players must carefully time their presses to progress through each level. Unlike the stylus-based inputs of Rhythm Heaven, Rhythm Heaven Fever returns to the more precise button taps that the original Rhythm Tengoku used. A player should ideally be able to play the game solely based on the audio cues given within each level's song. As with the previous games in the series, the game is based around precise timing and listening, rather than watching for visual cues. Rhythm Heaven Fever is the third in the series of rhythm-based music games by Nintendo.
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