![]() ![]() These are clever and intuitive controls, but technically, that’s all there is to normal maneuverability mechanics. If pressed in front of an enemy, the A button instead uses Kirby’s traditional inhale, after which he automatically either spits out a projectile or acquires a copy ability (and each ability comes with its own appropriate spin/A button actions). The A button is used for both braking and drifting, slowing Kirby’s machine as it slides in a set direction until it stops, allowing him to turn and charge up energy for a boost to quickly accelerate again. The analog stick steers your character on the ground and in the air, and can also be used for a spinning melee attack by wiggling left and right rapidly. Unlike most racing games, Air Ride only uses the analog stick and a single button. Works perfectly under Direct3D 11 and Direct3D 12.To understand these modes, it helps to understand the fundamentals of Kirby Air Ride. Resolution 1280x1024 75Hzġ5FPS without sound, screen mode: 640x480Įmulation is perfect. Speed is a bit slow with 4 bots in City Trial but it is 100% playable.Ģ5FPS in game. OpenGL backend works 100% including AA and AF modes. Nearly perfect, Direct X 11, 46-59FPS average on single player, used settings as of the Dolphin wiki's recommended, "purple haze" in far distances of map fixed, no texture errors observed, no crash observed, audio not tested, but used LLE.Įmulation is perfect with no crashes. With DX9, runs at a near-constant 60FPS in 1080p with 3x rendering, 4xAA, 16xAF, widescreen hack, force 16:9 Perfect Direct X 11 runs better but requires switching in and out of full-screen to run. Playable at approximately half speed (in-game) Perfect, though had to use DSP HLE for sound LLE caused frequent sound loops/stuters and general slowdowns. Also tested the game's split-screen muitiplayer mode with another player, Framerate drops A little bit more in muitiplayer (38-51FPS average). All music in the game randomly loops and pauses, Crashes 5-15 minutes into the game. Random crashes and the music sometimes loops a part of a song until the event music comes on.Ĥ5-55FPS average, Sometimes run at 60FPS, but speedhacks are required. In-game timer is off by 1-2 seconds however. Audio stuttering while using LLE emulation, doesn't happen in other games (i.e. Playable, Random freezes becoming more frequent, audio stuttering/looping to the point of insanity. Playable, Random freezes, audio stuttering/looping Nearly Perfect, Random crashes, audio stuttering/looping 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. The graph below charts the compatibility with Kirby Air Ride since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.Ĭompatibility can be assumed to align with the indicated revisions. This title does not need non-default settings to run properly. Note: Start Dolphin with these settings - Disable Widescreen Hack in Graphics/Enhancements and set Aspect Ratio to Stretch to Window in Graphics/General (Auto also works in recent versions).To play properly in 16:9 and eliminate Object pop-in at the edges of the screen during gameplay, before booting the game, use one of the following Gecko codes. There are no reported problems with this title. ![]()
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