Metroid Prime 2: Echoes (GC): Difference between revisions

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{{Infobox VG
{{Infobox VG
|title    = Metroid Prime 2: Echoes
|image    = [[File:MetroidPrime2.jpg|300px|Metroid Prime 2: Echoes]]
|image    = [[File:MetroidPrime2.jpg|300px|Metroid Prime 2: Echoes]]
|developer = Retro Studios
|developer = Retro Studios
|publisher = Nintendo
|publisher = Nintendo
|series    = ''Metroid'', ''Metroid Prime''
|series    = Metroid, Metroid Prime
|released  = {{vgrelease|NA=November 15, 2004|EU=November 26, 2004|AUS=December 2, 2004|JP|May 26, 2005}}
|genre    = First-person action-adventure, First-person shooter, Action-adventure
|genre    = First-person action-adventure, First-person shooter, Action-adventure
|released  = {{vgrelease|NA=November 15, 2004|EU=November 26, 2004|AUS=December 2, 2004}}{{vgrelease|JP=May 26, 2005}}
|modes    = Single-player, Multiplayer (4)
|modes    = Single-player, Multiplayer (4)
|input    = GameCube Controller
|input    = GameCube Controller
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}}
}}


'''''Metroid Prime 2: Echoes''''', known as '''''Metroid Prime 2: Dark Echoes''''' (メトロイドプライム2: ダークエコーズ ''Metoroido Puraimu Tsū: Dāku Ekōzu'') in Japan, is a first-person, action-adventure video game developed by Retro Studios and published by Nintendo for the [[GameCube]]. It is the seventh published game in the ''Metroid'' series and a direct sequel to ''[[Metroid Prime]]''.
'''''Metroid Prime 2: Echoes''''', known as '''''Metroid Prime 2: Dark Echoes''''' ('''''メトロイドプライム2: ダークエコーズ Metoroido Puraimu Tsū: Dāku Ekōzu''''') in Japan, is a first-person, action-adventure video game developed by Retro Studios and published by Nintendo for the [[GameCube]]. It is the seventh published game in the ''Metroid'' series and a direct sequel to ''[[Metroid Prime]]''.


Like its predecessor, ''Metroid Prime 2: Echoes'' takes place in an open-ended world with interconnected regions, revolving around solving puzzles to uncover secrets, platform jumping, and shooting enemies. Echoes features parallel dimensions gameplay, Light Aether and Dark Aether, where changes in either dimension often reflect changes in the other. Dark Aether's atmosphere is caustic and damages Samus' Power Suit, requiring the player to move between designated "safe zones" that allow Samus' health to be regained slowly.
Like its predecessor, ''Metroid Prime 2: Echoes'' takes place in an open-ended world with interconnected regions, revolving around solving puzzles to uncover secrets, platform jumping, and shooting enemies. Echoes features parallel dimensions gameplay, Light Aether and Dark Aether, where changes in either dimension often reflect changes in the other. Dark Aether's atmosphere is caustic and damages Samus' Power Suit, requiring the player to move between designated "safe zones" that allow Samus' health to be regained slowly.
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== Problems ==
== Problems ==
=== Visors ===
{{Problems|{{#vardefineecho:problems|
Visors 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 corruption 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.
=== <s>The Black Bar</s> ===
 
=== 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 is present whenever the HUD is on screen. There is no fix for this problem.
{{image|MP2GC Thedot zoom.png|The dot, zoomed in 8x|br}}
 
=== 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.
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 {{revision|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 [https://dolphin-emu.org/blog/2015/10/01/dolphin-progress-report-september-2015/#40-7517-derive-field-timings-from-video-interface-registers-by-booto September Progress Report].
After {{revision|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 [https://dolphin-emu.org/blog/2015/10/01/dolphin-progress-report-september-2015/#40-7517-derive-field-timings-from-video-interface-registers-by-booto September Progress Report]. Fixed with Hybrid XFB in {{revision|5.0-5874}}.


{{image|MP2GC NoSquish.jpg|NTSC Correct emulation}}
{{image|MP2GC NoSquish.jpg|NTSC Correct emulation}}
{{image|MP2GC Squish.jpg|NTSC Black bar and squishing|br}}
{{image|MP2GC Squish.jpg|NTSC Black bar and squishing|br}}


=== <s>Visors</s> ===
Visors 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 corruption may still occur if the graphics configuration window is opened during gameplay before {{revision|5.0-4171}}. Disable '''Store EFB Copies to Texture Only''' in the Dolphin GUI to avoid any problems.
}}}}


== Enhancements ==
== Enhancements ==
=== IR>1 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 is present whenever the HUD is on screen. There is no fix for this problem.
{{image|MP2GC Thedot zoom.png|The dot, zoomed in 8x|br}}
=== 60Hz AR Codes ===
=== 60Hz AR Codes ===
===== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1998] =====
===== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1998] =====
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=== 16:9 Aspect Ratio Fix ===
=== 16:9 Aspect Ratio Fix ===
This Game has clipping with the Dolphin Widescreen Hack that can be solved with a Gecko Code. Disable the Dolphin Widescreen Hack before using. This Gecko Code works for any region of the game.
This game has clipping with the Dolphin Widescreen Hack that can be solved with an Action Replay Code. Use the following code along with the Dolphin Widescreen Hack.
 
<pre>$Widescreen Culling Fix
<pre>
04302498 38600001
F6000001 80008180
0430249C 4E800020
FF401090 EF210032
04302298 38600001
D2000000 00000002
0430229C 4E800020
3DC04000 91C20000
043022F8 38600001
C3420000 00000000
043022FC 4E800020
D200000C 00000002
04302450 38600001
3DC04000 91C20000
04302454 4E800020
C3420000 00000000
04302364 38600001
E0000000 80008000
04302368 4E800020
F6000001 80008180
ED6A4824 ED080172
D2000000 00000004
3DC03FAA 61CEAAAB
91C20000 C2620000
ED330272 ED6A4824
60000000 00000000
E0000000 80008000
</pre>
</pre>


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<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|efb2texonly = Off
|efb2texonlynotes = Needed to avoid visor issues
|xfb = Virtual
|xfbnotes = Fixes the black bar
}}
}}


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{{VersionCompatibilityVersion|3.0-697|***|aram-dma merger causes BGM to stop with LLE}}
{{VersionCompatibilityVersion|3.0-697|***|aram-dma merger causes BGM to stop with LLE}}
{{VersionCompatibilityVersion|3.0-766|***|aram dma reverted}}
{{VersionCompatibilityVersion|3.0-766|***|aram dma reverted}}
{{VersionCompatibilityVersion|3.5-380|***|Micro-stuttering greatly improved by this revision}}
{{VersionCompatibilityVersion|3.5-380|***|Micro-stuttering improved by this revision}}
{{VersionCompatibilityVersion|4.0-5124|****|Refraction slowdown fixed}}
{{VersionCompatibilityVersion|4.0-5124|****|Refraction slowdown fixed}}
{{VersionCompatibilityVersion|5.0-4869|****|Shader Compilation Stuttering resolved with Ubershaders}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/entry|revision=4.0-1720|OS=Windows 7|CPU=Intel Core i7-2600K @ 4GHz|GPU=NVIDIA GeForce GTX 660|result=Crippling lag with water splashes seems to have been lessened quite a bit, now either causes minimal frame drops or none at all (Thank god, as I was in the Bog at this point); the same can be said for raindrops. Black bar issue appears to happen immediately, though, compared to some of the earlier revisions and the game still refuses to launch with "Sync GPU Thread" enabled. Game otherwise runs quite smoothly with no noticeable/reproducible issues|tester=TehGuy}}
{{testing/entry|revision=4.0-1720|OS=Windows 7|CPU=Intel Core i7-2600K @ 4GHz|GPU=NVIDIA GeForce GTX 660|result=Crippling lag with water splashes seems to have been lessened quite a bit, now either causes minimal frame drops or none at all (Thank god, as I was in the Bog at this point); the same can be said for raindrops. Black bar issue appears to happen immediately, though, compared to some of the earlier revisions and the game still refuses to launch with "Sync GPU Thread" enabled. Game otherwise runs quite smoothly with no noticeable/reproducible issues|tester=TehGuy}}
{{testing/entry|revision=4.0-6426|OS=Windows 8.1|CPU=Intel Core i5-2400 @ 3.1GHz|GPU=NVIDIA GeForce GT 610|result=Near perfectly emulated, some big open areas will slow down, interestingly not as bad as in MP1, black bar isn't a problem at all and in fact i didn't notice it until i checked this article. Automatic Resolution depending on window size, DX11, dualcore mostly 60FPS, Graphic config is based on an MP1 config and works just perfect, [https://www.youtube.com/watch?v=YSkdmrGOqao here the video].|tester=KerrangR}}
{{testing/entry|revision=4.0-6426|OS=Windows 8.1|CPU=Intel Core i5-2400 @ 3.1GHz|GPU=NVIDIA GeForce GT 610|result=Near perfectly emulated, some big open areas will slow down, interestingly not as bad as in MP1, black bar isn't a problem at all and in fact i didn't notice it until i checked this article. Automatic Resolution depending on window size, DX11, dualcore mostly 60FPS, Graphic config is based on an MP1 config and works just perfect, [https://www.youtube.com/watch?v=YSkdmrGOqao here the video].|tester=KerrangR}}
{{testing/entry|revision=5.0-153|OS=Windows 10|CPU=Intel Core i5-4590 @ 3.7GHz|GPU=NVIDIA GeForce GTX 750 Ti|result=Minor stutters/slowdowns loading relatively new things throughout gameplay as well as minor pause coming out of interactive menus (map/logbook etc...) Very smooth otherwise. Direct3d 12 / 3x native resolution / 2x ssaa / 16x anisotropic filtering / per-pixel lighting / virtual xfb (to mitigate map screen flickering) Disclaimer: 30 minutes into game, havn't encountered water splashing on screen or big open areas yet so cant comment on those. Will update when finished with game and perhaps more tinkering with settings.|tester=Brownittoya}}
{{testing/entry|revision=5.0-153|OS=Windows 10|CPU=Intel Core i5-4590 @ 3.7GHz|GPU=NVIDIA GeForce GTX 750 Ti|result=Minor stutters/slowdowns loading relatively new things throughout gameplay as well as minor pause coming out of interactive menus (map/logbook etc...) Very smooth otherwise. Direct3d 12 / 2.5x native resolution / 16x anisotropic filtering / per-pixel lighting / virtual xfb / store efb copies to ram & texture / widescreen (through gecko codes) It seems the game isn't inherently broken anymore in the visor and black bar department, game is emulated just fine with efb to texture only and xfb disabled. However, map flickering is a problem and I have encountered black frame flickering as well as in-game image flickering (whatever is rendered the frame before i open the map) while sitting in the map interface, with both types mitigated with virtual xfb and efb to ram & texture. Torvus bog is a demanding area (3x native res had to be dropped to 2.5x) but it is very much near perfect with water droplets and the likes; unfortunately entering and leaving water causes micro stuttering.|tester=Brownittoya}}
{{testing/entry|revision=5.0-2361|OS=Windows 10|CPU=AMD FX-8350 @ 4GHz|GPU=NVIDIA GeForce GTX 970|result=Played with D3D11, the experimental D3D12 and Vulkan to find few differences in performance. All three ran the game fine at 60 FPS and I was able to get to my preferred 3x internal resolution without losing performance. Regardless of settings, the blackbar issue has only been a problem if I bring up the stop emulation prompt and then cancel it. In regular play sessions it has never happened so far. Stuttering seems much more bearable than in prior builds and the time it takes for stuttering to ease down seems faster too. Refracting lights from inactive portals and water droplets as well as viewing the map still destroys framerate however. Turning off "Store EFB Copies to Texture Only" did not break the scan visor for me but also didn't fix the frame drops around water and portals like some claim. Otherwise it's near perfect at this state.|tester=Gotohellcadz}}
{{testing/end}}
{{testing/end}}


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