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Rayman wakes up later on to find Globox missing, and goes off to look for him. He is awakened by a strange sound, and goes off to search for its source (it is possible he was captured by the Hoodlums, since he is later seen in the Bog of Murk, seemingly trapped). The games begins with Rayman and Globox sleeping in the forest, when Globox’s dreams are disturbed by the memory of him swallowing the Black Lum André. It takes place shortly after the events of Rayman 3: Hoodlum Havoc and, like its predecessor, pokes fun at the platform game genre. Also works perfectly in widescreen with the same settings.Rayman: Hoodlums’ Revenge (alternatively Rayman: Hoodlum’s Revenge) is a game that was released for the Game Boy Advance in 2005. Runs perfectly at 1080p with 4x native internal resolution and 8x anti-aliasing. Great game, emulates perfectly 4X AA, 16X AA, 1920x1080 widescreen. This title has been tested on the environments listed below:ĭolphin 3.0-Git: Rayman 3: Hoodlum Havoc Pal version (GamePlay)
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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 Rayman 3: Hoodlum Havoc since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.Ĭompatibility can be assumed to align with the indicated revisions.
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This title does not need non-default settings to run properly.
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Use this Gecko code to force the 60Hz mode. In the PAL-Version the 60Hz mode cannot be activated at startup. This Gecko code changes the game's horizontal width to accurately fill the GameCube's 16:9 area, matching the look of the other versions, adjusts any text to appear at the correct aspect ratio, as well as fixing any rendering issues. Rayman 3: Hoodlum Havoc's internal 16:9 aspect ratio option is flawed: some objects are not rendered on the sides from certain distances, no 2D elements are adjusted, and the game looks more squished than its developers intended.
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