Metroid Prime 3: Corruption (Metroid Prime: Trilogy)
Metroid Prime 3: Corruption | |
---|---|
Developer(s) | Retro Studios |
Publisher(s) | Nintendo |
Series | Metroid, Metroid Prime |
Platform(s) | Wii |
Release date(s) | Original release NA August 27, 2007 EU October 26, 2007 AUS November 8, 2007 JP March 6, 2008 Metroid Prime: Trilogy NA August 24, 2009 EU September 4, 2009 AUS October 15, 2009 |
Genre(s) | First-person action-adventure, First-person shooter, Action-adventure |
Mode(s) | Single-player |
Input methods | Wii Remote + Nunchuk |
Compatibility | 4 Playable |
See also... |
Wii Version |
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.
Problems
Constant Wii Remote Disconnects
Since 3.5-471, when using the MS Bluetooth Stack (the default bluetooth stack on Windows) Prime 3 will think that the Wii Remote is constantly disconnecting. Pressing a button on the Wii Remote will restore it, but it will disconnect again seconds later. Windows users can disable "Enable Speaker Data" to solve this problem, or move to either the Toshiba Stack or the DolphinBar.
Shader Compilation Stuttering
The Metroid Prime games are some of the most susceptible titles to shader compilation stuttering, thanks to a combination of very complex effects and dynamic loading. The GC and Wii have no concept of shaders - everything runs directly "on the metal" without any APIs. Modern desktop and phone systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed. But shaders have to be created, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for the Metroid Prime series and a few other demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering.
Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem 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 issue 5573.
Visors
The Scan visor will only work if Store EFB Copies to Texture Only is disabled. Though Store EFB Copies to Texture Only is forced off by the GameINI, visor issues may still occur if the graphics configuration window is opened during gameplay. Disable Store EFB Copies to Texture Only in the Dolphin GUI to avoid any problems.
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.
The Black Bar
During Shader Compilation, stuttering can become so severe that it desyncs the GPU and CPU threads in Dual Core mode. The game freaks out over this desync, creating a black bar at the bottom of the screen, which takes up 15% of the screen space and "squishes" the game in the remaining space. The black bar will remain there from then on whether stuttering continues or ceases.
After 4.0-7517, enabling Virtual XFB or Real XFB will fix and/or prevent the problem. If XFB is disabled the problem may still occur. Details can be found in the September Progress Report.
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Using save states in MP3 will crash Dolphin. Use the in-game saving to avoid any problems. Seems to have been fixed in the recent builds (4.0-5615 and onward).
Template:SPixelation GlitchesTemplate:/s
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 D3D graphics backend. Fixed by 4.0-5523, and detailed in the February Progress Report
Template:SRefraction SlowdownTemplate:/s
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, though D3D is affected as well. 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. Fixed by 4.0-5124.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
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Store EFB Copies to Texture Only | Off | Needed to avoid visor issues |
Wii Remote
Config | Setting | Notes |
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Enable Speaker Data | Off | Causes constant Wii Remote disconnects |
Version Compatibility
The graph below charts the compatibility with Metroid Prime 3: Corruption since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
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Revision | OS | CPU | GPU | Result | Tester |
3.0-735 | Windows 7 | Intel Core i5-3570K @ 4.7GHz | NVIDIA GeForce GTX 275 | Used Dol swapping. MP3 with LLE and EFB to RAM are difficult even for my system; it usually is at 60FPS but drops are common. I experienced all the problems listed above. | MaJoR |
3.5-392 | Windows 7 | Intel Core i7-2600K | NVIDIA GeForce GTX 560 | "Accurate VBeam emulation" enabled in properties file. Direct3D11 backend, EFB to texture, 2.5x resolution, DSP HLE and XAudio2. Tested in first Norion section - almost perfect emulation, slight slowdown when using Scan Visor, and the odd tiny audio blip. Dot glitch present. (PAL version.) | - |
Gameplay Videos
- Retro Studios (Developer)
- Nintendo (Publisher)
- Metroid (Series)
- Metroid Prime (Series)
- North America (Release region)
- Europe (Release region)
- Australia (Release region)
- Japan (Release region)
- 2007 (Initial release year)
- First-person action-adventure (Genre)
- First-person shooter (Genre)
- Action-adventure (Genre)
- Single-player (Game mode)
- Single-player only (Game mode)
- 1 (Players supported)
- Wii Remote (Input supported)
- Nunchuk (Input supported)
- 4 stars (Rating)
- Store EFB Copies to Texture Only (Config Required)
- Enable Speaker Data (Config Required)
- Tested On (Release): 3.0
- Tested On (OS): Windows
- Tested On (CPU): Intel
- Tested On (GPU): NVIDIA
- Tested
- Untested for 10000+ revisions
- Wii games