Difference between revisions of "SoulCalibur III"

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Line 12: Line 12:
|cpu-intensive    = 1
|cpu-intensive    = 1
|gamefaqslink      = [http://www.gamefaqs.com/ps2/927089-soulcalibur-iii Link]
|gamefaqslink      = [http://www.gamefaqs.com/ps2/927089-soulcalibur-iii Link]
|italian          = SCES-53312
|spanish          = SCES-53312
|french            = SCES-53312
|german            = SCES-53312
|japanese          = SLPS-25577
|english          = SCAJ-20159 & SCED-53674 & SCES-53312 & SLUS-21216
<!-- NTSC-U props -->
<!-- NTSC-U props -->
|NTSCU            = 1
|NTSCU            = 1

Revision as of 19:30, 26 October 2015

SoulCalibur III
Soul Calibur 3.jpg
NTSC-U Boxart
Game general and emulation properties:
Progressive scan supported
CPU intensive game
Languages supported:
English: SCAJ-20159 & SCED-53674 & SCES-53312 & SLUS-21216
Japanese: SLPS-25577
German: SCES-53312
French: SCES-53312
Spanish: SCES-53312
Italian: SCES-53312
Region NTSC-U:
Serial numbers: SLUS-21216
SLUS-21216GH (Greatest Hits)
Release date: October 25, 2005
2006 (Greatest Hits)
CRCs: FA835BA1, 027C604C
Windows Status: Playable
Linux Status: ?
Mac Status: ?
Region PAL:
Serial numbers: SCES-53312
SCED-53674 (Demo)
SCES-53312/P (Platinum: The Best of PlayStation 2)
Release date: November 18, 2005
November 24, 2005
June 1, 2006 (Platinum)
October 13, 2006 (Platinum)
CRCs: 24090A12
Windows Status: Playable
Linux Status: ?
Mac Status: ?
Region NTSC-J/C/K:
Serial numbers: SLPS-25577
Release date: November 23, 2005
CRCs: 7C7B9E71
Windows Status: Playable
Linux Status: ?
Mac Status: ?

Developer(s): Namco
Genre: Fighting
Wikipedia: Link
Game review links: IGN
Game review score: 8.5/10 (IGN)
Game description: The third installment to the classic weapons based fighting game.

Winlogo.png Test configurations on Windows:

Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
? ?
  • Intel Pentium Dual-Core (3.6GHz)
  • Nvidia 9600GT 512MB
0.9.8 GSDX r4600
  • SPU2-X r4600
  • Lilypad r4510
BIOS: USA v2.00, HACKS: Hacks: INTC, Wait Idle Loop, mVU Flag Hack, Allow 8-bit Textures (GSdx). Using EE/VU cycle speedhacks increase the speed but reduce the smoothness, not recommended. Reducing clamps cause more issues, not recommended. After GSdx r4600 the game is much slower, recommended to use GSdx r4600 max. FPS: 40-60/60. Can get 60/60FPS using the cycle rate speedhacks. Machina
NTSC-J Windows
  • Intel Core2 Duo E8500 @ 3.16Ghz
  • Nvidia GTS 250 512MB
1.1.0 r5726 GSdx 5726 SSE41
  • SPU2-X 2.0.0 5695
  • LilyPad 0.11.0 5403
Still playable., Software mode is needed to avoid black lines (same problem as SC2) and dull colors in rendering (wrong filtering maybe?, but hacks don't seem to fix it).
PAL Windows
  • I5 3330
  • HD radeon 6850
1.1.svn5817 GSDX
  • SPU2-X
  • ?
USA v02.20(10/02/2006), light game for any cpu/gpu.
NTSC-U Windows
  • Intel Core i7 @ 3.4Ghz
  • Nvidia GTX 285 768MB
1.2.0 r5782 GSdx 5801m SSE41
  • SPU2-X 5801 2.0.0
  • LilyPad 5801 0.11.0
Runs a bit slow., Lines in display in hardware mode. Looks fine in software mode.


  • Original names: ソウルキャリバーIII (SLPS-25577)
  • If you can't play the sound at normal speed you should consider using Async rather than Time-stretched in SPU2-X options (it doesn't break the game)
  • Access the Progressive Scan menu by holding the cross and triangle keys together when the game boots up.
  • The game sets to widescreen when it is prompted by the 16:9 ratio setting in the PS2 internal menu.

Known Issues

SPS (Spikey Polygon Syndrome)

  • Type: Note (not an issue)
  • Description: Sometimes while playing parts of the character's body look like falling off or going across the screen.
  • Workaround: Set the VU clamping mode to "Extra".

Alternatively you can set the VU clamping mode to "Normal" and the EE clamping mode to "None" : it won't look as good (SPS will still occur but it will fade away by itself) in a few second but it will increase the fps

Respawn Issues

  • Type: Note (not an issue)
  • Description: Sometimes after a character falls from the arena and respawns it's facing the wrong way or the camera is stuck someplace else.
  • Workaround: Set the VU clamping mode to "Extra".

Alternatively set the VU clamping mode to "Normal" and the EE clamping mode to "None"

Thin vertical lines

  • Status: Active
  • Type: Minor
  • Description: Using high resolution in GSdx brings some thin lines over the screen.
  • Workaround: You can either: Use native resolution or use 1260x(any) resolution. You can subtract any multiple of 60 from 1260 (eg, 1200, 1140, 1080, etc) as needed for performance, but no horizontal resolution greater than 1260 works. Vertical resolution has no effect on the black bars, so you can set this to any value you desire. In older GSdx versions, 1270 rather than 1260 works in the same manner.

Don't use HW AA, it will cause the problem even in "Native" resolution.

Darkness in some stages

  • Status: Active
  • Type: Minor
  • Description: Some stages are darker than normal in GSdx hardware mode.
  • Workaround: skipdraw=2 in hardware mode or software mode (F9) in GSdx helps with this but some stages will not show shadows where they should.

Ghosting in higher Resolutions

  • Status: Active
  • Type: Minor
  • Description: At resolutions higher than native and using hardware DX, ghosting occurs.
  • Workaround: Enable "Wild Arms Offset" in hardware hacks, gsdx plugin

Progressive mode bugged

  • Status: Active
  • Type: Minor
  • Description: Using Progressive Mode in the game makes it play half as slow but with music playing at normal rate.
  • Workaround: Do not use progressive mode

The gallery

Public compatibility forum links