Afro Samurai: Difference between revisions

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<!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox
<!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox
|developer =  
|developer = Bandai Namco Games
|publisher = {{vgregion|}}
|publisher = Bandai Namco Games
|series    = <!-- delete if not applicable -->
|date      = {{vgregion|NA=January 27, 2009|EU=March 27, 2009}}
|date      = {{vgregion|}}
|release  = Console exclusive
|release  = <!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform -->
|genre    = Action, Hack and slash
|genre    =  
|modes    = Single-player, Co-op, Multiplayer
|modes    = <!-- Choose all relevant options: Single-player, Co-op, Multiplayer -->
|gameid    = {{gameid|id=BLES00516, BLUS30264|ird=Yes}}<br>'''''Demo'''''<br>{{gameid|id=NPUB90215|ird=NA}}
|gameid    = {{gameid|}}
|wikipedia = https://en.wikipedia.org/wiki/Afro_Samurai_(video_game)
|wikipedia = <!-- delete if not applicable -->
|title    = <!-- Used only in niche scenarios. Delete if not applicable -->
}}
}}


<!-- Give a brief description about the game -->
'''''Afro Samurai''''' is loosely based on the manga and anime series of the same name. It was announced in the February 2008 issue of Play magazine and in North America, it was the first (and would end up being the only) game published under their western label, Surge. In Europe and Australia the game was released under the Namco brand instead and was distributed by Atari Europe.
 
Afro Samurai is a 3D brawler with platforming elements. Using light hits, power hits, kicks, and blocks the player fights various enemies. Most levels culminate in a boss fight, and in-engine cutscenes advance the story.
 
The game features a cel-shaded animation style. Though it is a hack and slash game, the "fighting is a bit more strategic" and the player is able to block and use combos. The enemies will respond by rolling, ducking and hopping over the player's blade and occasionally using body orifices to catch the weapons. The combat system was worked on by Monty Oum.


==Configuration==
==Configuration==
<!-- Only enter mandatory non-default settings to be used. Delete parameters which are not applicable -->{{config
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config
<!-- CPU configuration -->
<!-- CPU configuration -->
|ppu decoder                     = <!-- Interpreter (precise), Interpreter (fast), LLVM Recompiler -->
|ppu decoder                           = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) -->
|ppu decoder notes               =
|ppu decoder notes                     =  
|spu decoder                     = <!-- Interpreter (precise), Interpreter (fast), ASMJIT Recompiler, LLVM Recompiler -->
|spu decoder                           = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) -->
|spu decoder notes               =
|spu decoder notes                     =  
|preferred spu threads           = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) -->  
|preferred spu threads                 = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) -->
|preferred spu threads notes     =
|preferred spu threads notes           =  
|firmware settings                = <!-- Automatically load required libraries, Manually load selected libraries, Load automatic and manual selection, Load liblv2.sprx only -->
|thread scheduler                      = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler -->
|firmware settings notes         = <!-- Where Manually load selected libraries or Load automatic and manual selection options is selected, mention the list of libraries to be selected in this parameter -->
|thread scheduler notes               =
|enable thread scheduler          = <!-- On, Off -->
|lower spu thread priority            = <!-- On, Off -->
|enable thread scheduler notes   =
|lower spu thread priority notes      =
|lower spu thread priority        = <!-- On, Off -->
|enable spu loop detection            = <!-- On, Off -->
|lower spu thread priority notes =
|enable spu loop detection notes       =  
|enable spu loop detection        = <!-- On, Off -->
|spu cache                            = <!-- On, Off -->
|enable spu loop detection notes =
|spu cache notes                       =  
|hook static function            = <!-- On, Off -->
|accurate xfloat                      = <!-- On, Off -->
|hook static function notes       =
|accurate xfloat notes                =
|spu block size                        = <!-- Safe, Mega, Giga -->
|spu block size notes                 =  
|tsx instructions                      = <!-- Enabled, Disabled, Forced -->
|tsx instructions notes               =  
<!-- GPU configuration -->
<!-- GPU configuration -->
|renderer                         = <!-- OpenGL, Vulkan -->
|renderer                             = <!-- OpenGL, Vulkan, Disabled -->
|renderer notes                   =
|renderer notes                       =  
|graphics device                  = <!-- This option is used only with Vulkan renderer to select the graphics card to be used by RPCS3 when multiple eligible cards exist. Do not used this parameter on game pages. -->
|aspect ratio                         = <!-- 4:3, 16:9 -->
|graphics device notes            =
|aspect ratio notes                   =  
|aspect ratio                     = <!-- Auto, 4:3, 16:9 -->
|framelimit                           = <!-- Off, 59.94, 50, 60, 30, Auto -->
|aspect ratio notes               =  
|framelimit notes                     =  
|framelimit                       = <!-- Off, 59.94, 50, 60, 30, Auto -->
|anisotropic filter                   = <!-- Auto, 2x, 4x, 8x, 16x -->
|framelimit notes                 =
|anisotropic filter notes             =
|anisotropic filter               = <!-- Automatic, Disabled, 2x, 4x, 8x, 16x -->
|anti-aliasing                        = <!-- Auto, Disabled -->
|anisotropic filter notes         =
|anti-aliasing notes                  =  
|default resolution               = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 -->
|default resolution                   = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 -->
|default resolution notes         =
|default resolution notes             =  
|resolution scale                 = <!-- Range between 50% to 800% -->
|resolution scale                     = <!-- Value between 50% to 800% -->
|resolution scale notes           =
|resolution scale notes               =  
|resolution scale threshold       = <!-- Range between 1 to 1024 in the format 16 x 16 -->
|resolution scale threshold           = <!-- Value between 1 to 1024 in the format 16 x 16 -->
|resolution scale threshold notes =
|resolution scale threshold notes     =  
|write color buffer              = <!-- On, Off -->
|shader mode                          = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only -->
|write color buffer notes         =
|shader mode notes                     =  
|use gpu texture scaling          = <!-- On, Off -->
|write color buffers                  = <!-- On, Off -->
|use gpu texture scaling notes   =
|write color buffers notes             =  
|strict rendering mode           = <!-- On, Off -->
|strict rendering mode                 = <!-- On, Off -->
|strict rendering mode notes     =
|strict rendering mode notes           =  
|vsync                           = <!-- On, Off -->
|vsync                                 = <!-- On, Off -->
|vsync notes                     =
|vsync notes                           =  
|stretch to display area         = <!-- On, Off -->
|stretch to display area               = <!-- On, Off -->
|stretch to display area notes   =
|stretch to display area notes         =
|disable vertex cache             = <!-- On, Off -->
|enable 3d                            = <!-- On, Off -->
|disable vertex cache notes      =
|enable 3d notes                      =  
|disable vertex cache                 = <!-- On, Off -->
|disable vertex cache notes            =
|multithreaded rsx                    = <!-- On, Off -->
|multithreaded rsx notes              =
<!-- Audio configuration -->
|audio out windows                    = <!-- XAudio2, OpenAL, Disabled -->
|audio out windows notes              =
|audio out linux                      = <!-- OpenAL, PulseAudio, ALSA, Disabled -->
|audio out linux notes                =
|audio channels                        = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 -->
|audio channels notes                  =
|dump to file                          = <!-- On, Off -->
|dump to file notes                    =
|convert to 16-bit                    = <!-- On, Off -->
|convert to 16-bit notes              =
|volume                                = <!-- Value between 0% to 200% -->
|volume notes                          =
|enable buffering                      = <!-- On, Off -->
|enable buffering notes                =
|audio buffer duration                = <!-- Value between 20ms to 250ms -->
|audio buffer duration notes          =
|enable time stretching                = <!-- On, Off -->
|enable time stretching notes          =
|time stretching threshold            = <!-- Value between 0% to 100% -->
|time stretching threshold notes      =
|microphone type                      = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith -->
|microphone type notes                =
<!-- I/O configuration -->
|keyboard handler                      = <!-- Null, Basic -->
|keyboard handler notes                =
|mouse handler                        = <!-- Null, Basic -->
|mouse handler notes                  =
|camera input                          = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 -->
|camera input notes                    =
|camera settings                      = <!-- Null, Fake -->
|camera settings notes                =
|move handler                          = <!-- Null, Fake, Mouse -->
|move handler notes                    =
<!-- Advanced configuration -->
|debug console mode                    = <!-- On, Off -->
|debug console mode notes              =
|accurate llvm dfma                    = <!-- On, Off -->
|accurate llvm dfma notes              =
|accurate rsx reservation access      = <!-- On, Off -->
|accurate rsx reservation access notes =
|ppu llvm accurate vector nans        = <!-- On, Off -->
|ppu llvm accurate vector nans notes  =
|silence all logs                      = <!-- On, Off -->
|silence all logs notes                =
|sleep timers accuracy                = <!-- As Host, Usleep Only, All Timers -->
|sleep timers accuracy notes          =
|maximum spurs threads                = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) -->
|maximum spurs threads notes          =
|firmware libraries                    = <!-- Switch to LLE, Switch to HLE -->
|firmware libraries notes              = <!-- Mention the libraries to be manually selected here -->
|read depth buffers                    = <!-- On, Off -->
|read depth buffers notes              =
|write depth buffers                  = <!-- On, Off -->
|write depth buffers notes            =
|read color buffers                    = <!-- On, Off -->
|read color buffers notes              =
|disable on-disk shader cache          = <!-- On, Off -->
|disable on-disk shader cache notes    =
|disable native float16 support        = <!-- On, Off -->
|disable native float16 support notes  =
|relaxed zcull sync                    = <!-- On, Off -->
|relaxed zcull sync notes              =
|driver wake-up delay                  = <!-- Value between 0 to 7000 -->
|driver wake-up delay notes            =
|vblank rate                          = <!-- Value between 1 to 500 -->
|vblank rate notes                    =
|clocks scale                          = <!-- Value between 10 to 1000 -->
|clocks scale notes                    =  
<!-- Debug configuration -->
<!-- Debug configuration -->
|force cpu blit emulation         = <!-- On, Off -->
|disable zcull occlusion queries      = <!-- On, Off -->
|force cpu blit emulation notes  =
|disable zcull occlusion queries notes =
|force cpu blit emulation             = <!-- On, Off -->
|force cpu blit emulation notes        =
|use gpu texture scaling              = <!-- On, Off -->
|use gpu texture scaling notes        =
|accurate getllar                      = <!-- On, Off -->
|accurate getllar notes                =
|hook static functions                = <!-- On, Off -->
|hook static functions notes          =
|accurate ppu 128 reservations        = <!-- Always Enabled, Disabled, Value between 1 to 8 -->
|accurate ppu 128 reservations notes  =
|ppu llvm java mode handling          = <!-- True, False -->
|ppu llvm java mode handling notes    =  
}}
}}



Revision as of 12:17, 28 July 2021

Afro Samurai
Developer(s) Bandai Namco Games
Publisher(s) Bandai Namco Games
Release date(s) NA January 27, 2009
EU March 27, 2009
Release type Console exclusive
Genre(s) Action, Hack and slash
Mode(s) Single-player, Co-op, Multiplayer
GameID(s) BLES00516 (IRD), BLUS30264 (IRD)
Demo
NPUB90215
Quick links Check Compatibility
Open Issues
Search Google
Wikipedia Page

Afro Samurai is loosely based on the manga and anime series of the same name. It was announced in the February 2008 issue of Play magazine and in North America, it was the first (and would end up being the only) game published under their western label, Surge. In Europe and Australia the game was released under the Namco brand instead and was distributed by Atari Europe.

Afro Samurai is a 3D brawler with platforming elements. Using light hits, power hits, kicks, and blocks the player fights various enemies. Most levels culminate in a boss fight, and in-engine cutscenes advance the story.

The game features a cel-shaded animation style. Though it is a hack and slash game, the "fighting is a bit more strategic" and the player is able to block and use combos. The enemies will respond by rolling, ducking and hopping over the player's blade and occasionally using body orifices to catch the weapons. The combat system was worked on by Monty Oum.

Configuration

No options that deviate from RPCS3's default settings are recommended for this title.

Known Issues

Special Notes