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TimeSplitters 2

Developer(s)Free Radical Design
Publisher(s)Electronic Arts
SeriesTimeSplitters
Platform(s)GameCube
Release date(s)NA October 16, 2002
EU November 1, 2002
Genre(s)First-person shooter
Mode(s)Single-player, Multiplayer (4), Co-op (4), Online (16)
Input methodsGameCube Controller
Compatibility4
Playable
GameIDsGTSE4F, GTSP4F
See also...

Dolphin Forum thread
Open Issues
Search Google
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TimeSplitters 2 returns with better graphics and bigger firepower, combining a dynamic storyline and stunning visuals with intense multiplayer kicks. In this second installment it is once again up to you to stop the evil Time Splitters from destroying the universe's space-time fabric. You'll travel through different historical eras, fighting in the roaring '20s, ancient Aztec temples, and outer-space robot factories. While the awesome multiplayer deathmatch mode is still here in all its glory, a more in-depth single-player and cooperative story mode, and a more advanced MapMaker feature, make for a more well rounded game experience. Up to 16-player action is available with four consoles and four links.

  • 1Problems
  • 2Enhancements
    • 2.1Widescreen Aspect Ratio Fix

Problems

Border Lines

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A odd border is rendered on the bottom and right sides of the screen. Refer issue 11418.

Enhancements

Widescreen Aspect Ratio Fix

Dolphin's default Widescreen Patch will cause levels to not load or the Electrotool and other items to not appear making it impossible to progress. The following code works as a widescreen adjustment hack for the game. These cheats are adjustable by pressing the R and L buttons combined with another one. When doing so, be sure to use stretch to window for wider aspect ratios and use 16:9 for the 16:9 widescreen ratio. This should be done when you are in the Story Mode menu or in the MapMaker preview (where there are no weapons).

NA (Action Replay)

EU

Configuration

No configuration changes are known to affect compatibility for this title.

Version Compatibility

The graph below charts the compatibility with TimeSplitters 2 since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

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5.0-14209(current)
2.0(r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
r7480Ubuntu 10.04Intel Core 2 Duo E8400ATI Radeon HD 4850Doesn't start, Unknown pointer 0xa6bd6d20Dark Fread
r7480Ubuntu 10.10Intel Pentium E5200NVIDIA GeForce 9300Works with almost 100% speed and no major graphical glitchesMatthew T.
r7564Windows 7Intel Core i7-950 @ 3.07GHzATI Radeon HD 5770Some slowness, attempting to skip the ending cinematic crashes the emulator but ran fine otherwise. For some reason though, the freeze/restart timer AR codes do not work on Dolphin whereas they work on my actual GC. There might be something wrong with that, but I can imagine, being as it's a cheat, fixing the code interpreter is low priority.Schala
r7719Windows 7Intel Core i7-920 @ 3.6GHzNVIDIA GeForce GTX 560 TiMostly runs ok, some major graphical issues outdoors on the Mexican Mission DM map (wildly flickering random colors)Adambean
3.0-332Mac OS X 10.7.2Intel Core i5-2435M @ 2.4GHzIntel HD Graphics 3000Crashed after creating initial profile in game.jedivulcan
3.0-373Mac OS X 10.7.2Intel Core i7-2675QM @ 2.2GHzAMD Radeon HD 6750MCrashes before the loading screen when attempting to play single player. Says GPU is desynced. When unchecking dual-core option, game loads and crashes when the player fires a weapon. Higher framerate 25-45FPS.jedivulcan
3.0-373Mac OS X 10.7.2Intel Core i7-2675QM @ 2.2GHzIntel HD Graphics 3000Surprisingly gets a bit further and loads the level (vs. using the AMD Radeon HD 6750M on the same machine. GPU desync and crash occur after game loads. Game crashes still if dual-core option is turned off although the game loads to the first level ~30FPS with rapid drops. Vsync on (with dual/single core options).jedivulcan
3.0-416Slackware 13.37Intel Core i5-2500K @ 3.3GHzNVIDIA GeForce GTX 550 TiRuns at a solid 60FPS. No slowdowns or graphical glitches with OpenGL, 2x IR, 4x AA, audio throttling. Did notice a strange audio issue in the first level 'Siberia', like every sound fx was trying to play one after another. Have not been able to reproduce it; HLE audio runs great. No crashes in single or multiplayer modes.Shonumi
3.0-776Mac OS X 10.7.4Intel Core i7 @ 2.2GHzAMD Radeon HD 6750MNot working. While trying story mode, several asserts about unknown opcodes occurred on loading screens ( 'GFX FIFO: Unknown Opcode (0x6d).', also with values 0x65 or 0x5f ), however skipping them allows to progress further. First level loads fine but crashes shortly after firing/killing the first enemy (tested twice with similar results). Arcade mode crashes as soon as the first match ('Adios Amigos!') finishes loading (tested twice). Challenge mode works a bit better, I could complete 'Pane in the neck' and 'Bricking it' but loading the 3rd one ('Stain removal') crashed (tested once). Tested with default settings and DSP HLE.Nolendil
4.0-4877Ubuntu 14.10Intel Core i3-3220 @ 3.3GHzNVIDIA GeForce GTX 650Crashing no longer seems to be an issue. Tested the first mission in story mode and the game worked fine. On the very bottom and right sides of the screen there's a strip of pixels which is incorrectly rendered with no fix, but it's not very annoying. The health bar for one objective seemed to render strangely as well but this is very minor. Constant 100% speed and all the cutscenes and menus I went through worked perfectly.Xerxes
5.0Windows 10Intel Core i7-4790k @ 3.5GHzAMD R9 FURY XIn Direct3d 11, there were very sudden frame drops (At least in the ice mission map which was tested). OpenGL fixes this (At least for me), in the arcade custom maps I tested, everything worked great but in story mode there were graphical glitches everywhere (Mainly textures stretching) but what I tested was easily playable if the graphical hiccups are ignored. Enhancements: 3x Native, Anti-Aliasing 8x MSAA, Anisotropic Filtering 4x2haloes

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Gameplay Videos

Retrieved from 'https://wiki.dolphin-emu.org/index.php?title=TimeSplitters_2&oldid=164957'

Connecting multiple emulators together is a complicated and difficult task. This task becomes even more difficult when you consider connecting two different emulators together. You have to understand two different consoles, how these systems communicate with each other, adapt to latency restrictions, and have expertise across two different projects. In the case of GameCube to Game Boy Advance connectivity, we are incredibly lucky to have had talented developers from both GBA and GameCube circles create our current protocol for supporting 'GBA' controllers. Dolphin's GBA connectivity has stagnated for some time with …