| Progress Continues
We've already had 14197 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: February and March 2021 Progress Report.
| The Dolphin Emulator Wiki needs your help!
Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin.
Metroid Prime (Metroid Prime: Trilogy)
|Series||Metroid, Metroid Prime|
|Release date(s)|| Original release|
NA November 17, 2002
JP February 28, 2003
EU March 21, 2003
AUS April 3, 2003
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|
|Input methods||Wii Remote + Nunchuk|
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 in Trilogy has been updated with many features from Metroid Prime 3, such as its aiming system, bloom rendering, 16:9 aspect ratio, and reduced difficulty level (to play the original difficulty, play "veteran" instead of normal). The update also has higher resolution textures, and uses Trilogy's menus, save system, achievements, and unlockable soundtracks.
- 1 Game Pages
- 2 Emulation Information
- 3 Problems
- 4 Configuration
- 5 Version Compatibility
- 6 Testing
- 7 Gameplay Videos
Scan Visor Memory Stride Error
Since, selecting a scan visor triggers an endless stream of assertions saying "Memory stride is too small". Clicking "yes" advances the game by one frame, while clicking "no" crashes Dolphin. This prevents any game progress. Disable Panic Handlers to address this.
Constant Wii Remote Disconnects
Like Prime 3 and all the Trilogy games, Prime 1 Trilogy has bloom offset problems. Fortunately, it is not very noticeable with this game. The only solution is to disable Scaled EFB copies, which creates issues of its own. See .
Visors will only work if EFB Copies to Texture Only is disabled. Though EFB Copies to Texture Only is forced as disabled by the GameINI, visor corruption may still occur if you open the graphics configuration window during gameplay. Disable EFB Copies to Texture Only in the Dolphin GUI to avoid any problems.
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, but the dot can be removed by hiding the helmet display in the game's options (i.e. Visor, the 3rd option below Controller and Display, slide the Helmet Opacity sliders all the way to the left).
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 September Progress Report., 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
Refraction effects, such as raindrops on Samus' visor, cause slowdown in OpenGL. Even the strongest computers are affected by this issue, and there is no solution with the OpenGL backend at this time. D3D is not affected by this problem in this game. There are also severe slowdowns with OpenGL in the Magmoor Caverns when you look down to a lava basin. Reducing the internal resolution helps a bit. It affects even strong systems. Fixed by.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Avoid Memory Stride errors|
|Off||Needed to avoid visor issues|
|Off||Causes constant Wii Remote disconnects|
The graph below charts the compatibility with Metroid Prime since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core i5-2500K @ 4.4GHz||NVIDIA GeForce GTS 250||Close to perfect -> constant 60FPS, 1280x720, 3xNative textures and DSP-HLE sound (still must use dol swap though)||Zlutz|
|Windows 7||AMD Phenom II X4 980 @ 4.2GHz||NVIDIA GeForce 8800 GT||DX9, 1.5x Resolution, 4x SSAA, 8x AF runs at 90-100%. HLE works with little to no issues. Use Accurate VBeam Emulation for a nice speedup. Very well emulated in current versions. MUST use dol swap to get working.||Keller999|
|Windows 7||AMD Phenom II X6 1090T @ 3.2GHz||AMD Radeon HD 6870||For any Resolution up to 2.5x, any AA up to max, any AF up to 8x: With EFB->Texture, runs at ~30-45FPS. With EFB->RAM, runs at ~7-10FPS. EFB->RAM needed for X-Ray Visor, otherwise it's just a white screen. Thermal Visor works fine with EFB->Texture. No other settings seem to have any real effect on the framerate, although enabling Accurate VBeam Emulation in the properties does provide a speedup on the map screen, from ~10FPS OGL and ~20FPS DX9/11 to ~45FPS with any settings.
(x64 Release, git master rev bfde41895f52 + ES_LAUNCH rev 52def7cebd32, compiled w/ MS VS 2010.)
|Windows 7||Intel Core i7-3770K @ 4.4GHz||AMD Radeon HD 6970||DX11 at 1900x1200 (using internal resolution auto, 4xAA), game completed averaging 50-60FPS, except for areas where X-Ray visor is required: EFB>RAM must be used, decreasing performance to 30-40FPS. Recommend using save-states to switch EFB>RAM off except when x-ray visor is used (not very often). Other slowdowns common when entering/existing water, likely due to visor droplet effect. "Accurate V-Beam" in right-click options provides noticeable speedup in large rooms. DSP-HLE works fine, except for very occasional loss of BGM (can be resolved by save/load or reset); DSP-LLE does not drop BGM but instead causes crackling and clicking sounds whenever framerate drops below 60. OpenMP texture decoder and disable fog/pixeldepth recommended for slight speedup, no ill effects observed. DOL swap still required to run.||anon|
|Windows 7||Intel Core i5-2500K @ 4.3GHz||NVIDIA GeForce GTX 680 x2||100% emulation, there's no stuttering or lagging. Minor problems, such as 3 pixels at the middle of the screen. It's a bit annoying but easy to ignore. NVIDIA 3D vision isn't working, possibly a Dolphin problem. Settings used: Direct3D9, no AA, no Anisotropic filtering, HLE audio (seems to work right, without any problems), 1440x900 fullscreen resolution.||Megamew28|
|Windows 7||Intel Core i7-4790K @ 4.6GHz||AMD Radeon HD 7970||OpenGL at 1920x1080 (3x internal res), no AA, 4x AF, works consistently at 58-60FPS - There was a halo around Samus during elevator cutscenes and in the menu screen that I did not see in 4.0-2591, I saw drops in FPS when entering or exiting water and MAJOR drops when fighting meta ridley (25FPS at times), other than than such a great experience playing MP1 in 1080p||anon|
|Windows Server 2012||AMD FX-8350 @ 4.6GHz||AMD Radeon HD 7970||D3D @1920x1080 (3x IR), no AA, 1x AF, playing at PAL50. Runs very nicely, minor FPS drops when entering water and in some places, much like in Metroid Prime 2, otherwise constant 50FPS. Played all the way through without major glitches. Very close to being perfect.||XorUnison|