for, but other games will require the user to do that in the settings or with the keys. And games that don't work are still often worth standing inside and looking around a bit, even if they aren't playable.ĮDIT: Some games I have already set the scale, HUD depth, camera pitch, etc. The most popular AAA games generally aren't working yet, or are only sort of working, including Twilight Princess, Skyward Sword, Metroid Prime 3, etc. Link's Crossbow Training is mostly working, except for the water. But I haven't had a chance to test other GameCube games (I never owned a GameCube).įor the Wii, some games like Attack of The Movies 3D, are working really well. F-Zero GX is sort-of working except for some menus. I couldn't get any Nintendo 64 Virtual Console games to run in Dolphin, perhaps I dumped them wrong.įor the GameCube, Zelda Wind Waker (not HD) is working perfectly. Most Sega and TurboGrafx Virtual Console games are working though. NES and Super Nintendo Virtual Console games aren't working in VR yet. A lot of games still aren't working properly, due to unimplemented-in-VR features such as render-to-texture and eXternal Frame Buffer, and glitches with the depth buffer.
#Animal crossing dolphin black screen full#
I'm not using Dolphin's full potential yet though. Well, unless you count head-tracked sound, because I'm not adjusting the sound for head-tracking yet (and when I do, I won't be able to do much, since I only have a raw stereo signal to start from). Who says it doesn't use the full potential of the DK2?! As if I wouldn't use its full potential. Oh, I should merge the Hydra support in first too. When I get it working in Direct HMD mode, remove a few debug prints, and copy my user per-game settings into the default per-game settings files, and write a readme, I'll release it. Currently it is only working in Extend Desktop mode, but not in Direct HMD mode, and I have no idea why! I don't have a DK2 (I'm in Australia), but I do have it working on my DK1 using the SDK 0.4.0 with DK1 Legacy App Support switched off, and with the head neck model working, which is as close as I can get to testing it on a DK2. Nobody has it except me, unless they built it themselves from my source on GitHub (with the LibOVR folder copied into Externals). Zelda Collector's Edition: Zelda 2 (broken) Zelda Collector's Edition: Zelda 1 (broken) Killer 7 (impossible to proceed past menu) Pokemon Coluseum (weird doubled menus and HUD, missing textures) Need for Speed Hot Pursuit 2 (menu and HUD problems) Need for Speed Underground (messed up menus) Twilight Princess GameCube (bad orange rendering over HUD) Kirby Air (sometimes one eye, change internal resolution during game to fix)Įternal Darkness (HUD too close, scale not consistent) Zelda Collector's Edition: Wind Waker Demo (larger, sometimes distorted) Resident Evil 4 (intro weirdness, playable) Metroid Prime 2 Echoes GameCube (helmet at wrong depth, lots of culling) Soul Calibur 2 (HUD is ocluded by world behind it) Paper Mario (works, a few things render strangely)
#Animal crossing dolphin black screen pro#
Tony Hawks Pro 4 (some intros missing head-tracking)įour Swords Adventures (z-fighting, letterboxing) Sonic Adventures DX (white subtitles and some screens) Zelda Collector's Edition: Majora's Mask (Giant A button behind you) Zelda Collector's Edition: OOT (Giant A button behind you) Pikmin 2 (3D HUD at wrong depth, far clipping) Mario Party 5 (white characters at start)īaldur's Gate Dark Alliance (lights at HUD depth, angled camera) GameCube games I have tested, from best to worst:Īnimal Crossing GameCube (near-clipping when turning head) This is based off of the latest Dolphin version on GitHub, as of Sunday 3rd August. So ignore the part in the readme that says "not included". I accidentally included the sixense and iwear dll files in the installer, and can't be bothered to remake the installer.