Castlevania Judgment Iso

Castlevania Judgment Iso

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  • Castlevania Judgment, known in Japan as Akumajō Dracula Judgment is a 3D fighting video game developed by Konami and Eighting for the Wii. FULL GAME – ISO – WBFS – DIRECT LINKS – TORRENT SPEED. GAMEPLAY FOR DOLPHIN WII.
  • Castlevania Judgment NTSC-U. ROM, which stands for read-only memory, is a type of computer memory that is hard-wired and cannot be changed. It is often used to.
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Castlevania Judgment

Developer(s)Konami, Eighting
Publisher(s)Konami
SeriesCastlevania
Platform(s)Wii
Release date(s)NA November 18, 2008
JP January 15, 2009
EU March 27, 2009
AUS April 2, 2009
Genre(s)Fighting
Mode(s)Single-player, Multiplayer (2)
Input methodsWii Remote + Nunchuk, GameCube Controller, Classic Controller, Nintendo DS
Compatibility4
Playable
GameIDsRDGEA4, RDGPA4, RDGJA4
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

The battle between good and evil continues with Castlevania Judgment, the first Castlevania title for the Wii. Castlevania Judgment brings together the many generations of heroic vampire hunters, including the fearsome Belmont clan, as well as Dracula’s most formidable allies, and pits them against one another in the first Castlevania 3D Versus Action game ever created! Choose sides from a collection of 14 battle-tested warriors in a clash of epic proportions that will span the depths of time.

  • 1Emulation Information
  • 2Problems
  • 3Configuration

Emulation Information

GameCube Controller Conflict

Castlevania Judgment is capable of using both GameCube controllers and Wii Remotes at the same time. If a GameCube controller is being emulated or is connected via the Official GameCube Controller Adapter for Wii U, the GameCube controller will be prioritized over Wii Remote for its assigned port and the Wii Remote will be assigned to another port or lose most of its functionality, typically only reacting to the Home button being pressed. Use the mapped GameCube Controller or disable it to resolve this.

Controller Map Overlap

Castlevania Judgment is capable of using both GameCube controllers and Wii Remotes. If a physical controller is set to emulate both a GameCube Controller and a Wii Remote concurrently, it will operate both devices at the same time. To fix, migrate controls to use separate physical controllers.

DS Connection Support

Dolphin lacks support for connections with a Nintendo DS or 3DS.

Problems

Aeon's Charge Attack

In D3D, using Aeon's strongest Charge Attack turns the screen completely white for the entire duration of the attack, as opposed to just during the animation. This makes his attack completely unusable. The attack renders properly in OpenGL.

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

ConfigSettingNotes
Video Back EndOpenGL, VulkanRender Aeon attack appropriately

Version Compatibility

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

5.0-13187(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
r5152Windows 7Intel Core i7-920 @ 4.05GHzATI Radeon HD 4890Castlevania Judgment running on the dolphin emulator SVN 5152 in 720p HD. The game can be played at full speed's in HD even with fraps recording. Castlevania Judgment on Dolphin Wii/GC Emulator (720p HD) Full SpeediNexXxuS
3.0openSUSE 12.1AMD Phenom II 970BE @ 3.5GHzATI Radeon HD 5850Perfect.Delayline
r7696Windows 7Intel Core i5-2500K @ 3.3GHzAMD Radeon HD 6950Perfect. 30FPS in DX11 with AA Samples 8 (quality 16), AF x16, and Internal Resolution x4 (2560x2112), at 1920x1080.
4.0.2Windows 7AMD Phenom II 975 @ 4.12GHzAMD R9 290Using the D3D11 backend, Progressive scan enabled, using DSP LLE, Internal Resolution 2.5x Native (1600x1320), using Scaled EFB Copies, running in fullscreen with a resolution of 1680x1050, External Framebuffer set to Virtual, using OpenMP Texture Decoder, using both a real Wii Remote (nonfunctional) and an emulated GameCube controller, and all other settings at their defaults. Game runs at a stable 60FPS in menus, but often/regularily slows down during the intro cinematic and gameplay, downwards of ~50FPS, and the sound stutters/outright fails a lot when this occurs.incassum
4.0-307Windows 7AMD A8-6600K @ 3.9GHzNVIDIA GeForce GTX TitanPerfect. 30FPS in OpenGL with max quality settings. Overlookable clipping. 40FPS unsynced in battles. Some pauses in the Torture Chamber stage.
4.0-613Windows 7AMD Phenom II 975 @ 4.12GHzAMD R9 290Using the D3D11 backend, Progressive scan enabled, using DSP LLE, Internal Resolution 2.5x native (1600x1320), using scaled EFB copies, running in fullscreen with a resolution of 1680x1050, External Framebuffer set to Virtual, using OpenMP Texture Decoder, disabled 'Skip Format Changes', Framelimit set to 60, using both a real Wii Remote (nonfunctional) and an emulated GameCube controller, and all other settings at their defaults. Game Runs fairly stable at 30FPS throughout the intro cinematic, and mostly stable at 30FPS in-game: it only experiences slowdowns specifically when a fire effect/fire effects are in play, and even then depending on how much else is going on/how much else is in effect on-screen. It seems to be specifically the fire-type effects (the red beam/stage hazard in the cathedral stage, certain characters attacks etcetera) that slows the game down. Further, the sound stutters during certain cutscenes and 'ultimate' attacks. The most glaring bug is that one of the characters ('Aeon') Charge attack is supposed to turn the screen completely white for a few seconds before returning to normal at the end of the animation ; however, instead the white layer stays on the screen for the entire duration of the attack (a few seconds longer than the actual animation the character performs), making it impossible to use the attack; you can still hear sound and the game responds to input, so the emulation is fine, and once the effect of the attack is over, the white layer disappears and the game returns to normal. However, performance-wise, this is a significant improvement from revision 4.0.2.incassum
4.0-8143Windows 7Intel Core i5-3570K @ 3.4GHzNVIDIA GeForce GTX 760Perfect. 100%'d the game because of the report of that attack causing broken graphics. I got to see every little thing about this game. It plays perfectly in Dolphin. Some slight shader generation stuttering, but, that's not really a bug.JMC47

Gameplay Videos

Castlevania series
Nintendo Wii
Wiiware
  • Castlevania: The Adventure ReBirth(2009)
  • Virtual Console
    • Castlevania(1987/2007)
    • Castlevania II: Simon's Quest(1988/2007)
    • Castlevania III: Dracula's Curse(1989/2008)
  • Super Castlevania IV(1991/2006)
  • Castlevania: Rondo of Blood(1993/2008)
  • Retrieved from 'https://wiki.dolphin-emu.org/index.php?title=Castlevania_Judgment&oldid=171360'
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    [WiiWare] Mega Man 9 (PAL)
    [WiiWare] Mega Man 9 + 10 DLC [PAL][WAD]
    [WiiWare] Mega Man 9 [NTSC-U][WAD]
    [WiiWare] Mega Man 9+10 DLC [NTSC-U][WAD}
    [WiiWare] Mii Channel (NTSC-U)
    [WiiWare] Military Madness: Nectaris [NTSC-U]
    [WiiWare] My Pokémon Ranch [NTSC-U]
    [WiiWare] Pearl Harbor Trilogy - 1941: Red Sun Rising [PAL][WAD]
    [WiiWare] Pokemon Fushigi no Dungeon: Ikuzo! Arashi no Boukendan [NTSC-J]
    [WiiWare] Pokemon Fushigi no Dungeon: Mezase! Hikari no Boukendan [NTSC-J]
    [WiiWare] Pokemon Fushigi no Dungeon: Susume! Honou no Boukendan [NTSC-J]
    [WiiWare] Pokemon Rumble [PAL] [WAD]
    [WiiWare] Princess Ai [NTSC-J] [WAD+DLC]
    [WiiWare] Retro City Rampage [NTSC-U][WAD]
    [WiiWare] Sonic The Hedgehog 4 - Episode 1 [NTSC-U][WAD]
    [WiiWare] WiiWare Collection [NTSC-U]

    Total Nintendo Wii titles available: 342
    (Hosted @ EP: 0
    , Community Uploaded: 342)