Metroid Prime 3: Corruption (Metroid Prime: Trilogy)

Metroid Prime: Trilogy is an action-adventure video game compilation developed by Retro Studios and published by Nintendo for the Wii video game console. It features Metroid Prime, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption on a single dual-layer disc.

Metroid Prime 3 in Trilogy is more or less a direct copy of the original Wii release. However, it uses the Metroid Prime Trilogy menus, achievements, saving system, and unlockable soundtracks; and it has extended versions of the Bryyo music tracks to make them less repetitive.

Game Pages
This page should be used for specific issues with the Metroid Prime sub-game of Metroid Prime: Trilogy. For other Metroid Prime: Trilogy games or launcher information, please see the following pages.
 * Metroid Prime: Trilogy
 * Metroid Prime (Metroid Prime: Trilogy)
 * Metroid Prime 2: Echoes (Metroid Prime: Trilogy)

Random Crashes
Prime 3 has a tendency to crash randomly, its severity depending on the revision used. There is no known solution to this problem at this time, but restarting should allow you to get past the crash point. Save often.

Savestates
Using savestates in MP3 will crash Dolphin. Use the in-game saving to avoid any problems.

Constant Wiimote Disconnects
Since, Prime 3 will think that the wiimote is constantly disconnecting. Pressing Alt-F5 will restore it, but it will disconnect again seconds later. Disable "Enable Speaker Data" to solve this problem.

Black Bar and Severe Stutters
At seemingly random points throughout the game, the game will freeze for an instant, flashing to black and "redrawing". When it comes back, a black bar will be at the bottom of the screen, taking up 15% of the screen space and "squishing" the game in the remaining space. From thorough testing, this apparently occurs whenever the emulator stops the GPU thread for a split-second, causing the GPU and CPU threads to desync. Most games don't care about this, but Prime 3 freaks out and creates this error. Creating a new shadercache, from first run of the game or from going into a new area, will immediately cause the desync, as well as going in and out of fullscreen and even taking a screenshot. Building up a shadercache of an area helps, but it will still desync if a new effect or region is loaded. Playing with Dual Core disabled or using Sync GPU Thread is the only solution at this time. See.
 * PAL users can disable "EuRGB60 Mode (PAL60)" in the Wii settings to prevent this issue.

Micro-stuttering
All of the Prime games suffer from micro-stuttering: small stops in the video that can become very annoying. It occurs in all graphics backends, but the OpenGL backend has consistently been the most resistant to the problem. DSP HLE and DSP LLE are both affected, though DSP LLE appears to make it worse in some revisions. Its severity varies depending on the revision and settings used, so if you want to play the game you should try a wide variety of combinations.

Pixelation Glitches
A large pixelated block may appear in the upper left area of the frame. It may only appear during movement (newer revisions) or be stuck there permanently (older revisions). To avoid this problem, use the D3D11 graphics backend.

Refraction Slowdown
Refraction effects, such as raindrops on Samus' visor and the heat effect after firing her weapon for an extended period, cause slowdown on all backends. OpenGL is affected worse, D3D11 second, and D3D9 the least. It also has slowdowns when several grapple points (yellow pulsing) are present on screen at once. Even the strongest computers are affected by this issue, and there is no solution at this time.

Bloom Offset
Prime 3 has noticeable bloom offset problems. It will have several copies of the bloom spread out from the source, and can be very distracting. The only solution is to disable "Scaled EFB Copy", but this has some issues of its own. See.

Dot
When playing above 1x Native internal resolution, there is a dot in the center of the screen. It's small and easy to ignore, but it's always there. There is no fix for this problem.

Visors
Visors will only work if EFB to Ram is enabled. However, EFB to Ram is set as default within the game INI, preventing the user from using anything but EFB to Ram for this game.

Audio Problems, Stalls
The game will have numerous audio problems with DSP HLE, such as sound effects issues and a few seconds of music randomly looping forever. And it may stall out during the "Input Identity Code" sequence at the start of the game. Use DSP LLE to ensure proper audio. See. Fixed by the merger of New-AX-HLE 2.0 in.

Slow Speed
Starting with, the game is unable to run at full speed on any computer. The emulator will show 60vps and 100% speed, but the fps and the actual speed of the game will be 10-20fps. Adjusting the Framelimiter cannot correct it, and Accurate Vbeam Emulation makes it even worse. Holding Tab or turning off the Framelimiter eliminates the slowdown, but makes the game run too quickly. See. Fixed by.

Wiimote Lag
The game may experience a large amount of Wii Remote lag. Ensure "Alternate Wiimote Timings" is active in the game settings to correct it. Dolphin 3.0 does not have this setting, making controlling this game very difficult for that version. Fixed and the option removed by.