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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An updated version was released for the [[Wii]] as part of the ''[[Metroid Prime: Trilogy|Metroid Prime Trilogy]]''.
An updated version was released for the [[Wii]] as part of the ''[[Metroid Prime: Trilogy|Metroid Prime Trilogy]]''.


== Patches ==
== Emulation Information ==
=== 60Hz AR Codes ===
{{Problems/Shader Compilation Stuttering}}
===== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1998] =====
<pre>Enable 50Hz Mode [Ralf]
EG75-68B7-QN0DF
3FTF-FBBX-V2BEQ</pre>


== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
=== <s>The Black Bar</s> ===
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.


=== Shader Generation Stuttering and the Black Bar ===
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}}.
This game suffers from severe stuttering during shader generation. Because of the differences between how the GameCube works compared to personal computers, whenever something uses the GameCube's GPU, Dolphin must generate a shader to emulate it on a PC GPU. Shader generation causes a slight emulation delay while it's being created, so Dolphin caches these shaders in its shadercache folder to help keep things smooth. Most games don't care about this and play fine, but with this game, the shaders are so massive that they cause a significant delay, which creates a hard stutter and desyncs the GPU and CPU threads. 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. Going into new areas or showing new effects will cause the stutter and black bar, 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 stutter and desync if a new effect or region is loaded.


There is no solution at this time. Playing with Dual Core disabled or using Sync GPU Thread are the only solutions currently available, and both result in a significant performance hit. See {{issue|4336}} and {{issue|5185}}.
{{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}}


=== Dot ===
=== <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 ==
=== 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.
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}}
{{image|MP2GC Thedot zoom.png|The dot, zoomed in 8x|br}}


=== {{s}}Refraction Slowdown{{/s}} ===
=== 60Hz AR Codes ===
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. Fixed by {{revision|4.0-5124}}.
===== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1998] =====
<pre>Enable 50Hz Mode [Ralf]
EG75-68B7-QN0DF
3FTF-FBBX-V2BEQ</pre>
 
=== 16:9 Aspect Ratio Fix ===
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
04302498 38600001
0430249C 4E800020
04302298 38600001
0430229C 4E800020
043022F8 38600001
043022FC 4E800020
04302450 38600001
04302454 4E800020
04302364 38600001
04302368 4E800020
</pre>
 
=== HD Textures ===
[https://forums.dolphin-emu.org/showthread.php?tid=59035 Metroid Prime Trilogy - HD Interface Textures]. This texture pack works with the Trilogy and the standalone GameCube/Wii titles.


== Configuration ==
== Configuration ==
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{{VersionCompatibility}}
{{VersionCompatibility}}
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|1943|****}}
{{VersionCompatibilityVersion|1943|****|}}
{{VersionCompatibilityVersion|3.0-135|***|Black Bar issues begin}}
{{VersionCompatibilityVersion|3.0-135|***|Black Bar issues begin}}
{{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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<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=1943|OS=Windows|CPU=Intel Core i7-920 @ 4GHz|GPU=NVIDIA GeForce GTX 285|result=[http://www.youtube.com/watch?v=Myt5wMEyIF4 Metroid Prime 2 on Dolphin 1943 (Emulator) - High Quality (Normally running on 45-60FPS!!!)]|tester=}}
{{testing/entry|revision=1943|OS=Windows|CPU=Intel Core i7-920 @ 4GHz|GPU=NVIDIA GeForce GTX 285|result=[http://www.youtube.com/watch?v=Myt5wMEyIF4 Metroid Prime 2 on Dolphin 1943 (Emulator) - High Quality (Normally running on 45-60FPS!!!)]|tester=}}
{{testing/entry|revision=6569|OS=Windows 7 x64|CPU=AMD Phenom II X2 550 @ 3.1GHz|GPU=ATI Radeon HD 4850|result=Playable: 30-60FPS with OpenGL plug-in and Recommended Configuration|tester=}}
{{testing/entry|revision=6569|OS=Windows 7|CPU=AMD Phenom II X2 550 @ 3.1GHz|GPU=ATI Radeon HD 4850|result=Playable: 30-60FPS with OpenGL plug-in and Recommended Configuration|tester=}}
{{testing/entry|revision=7346|OS=Windows 7 x64|CPU=Intel Core 2 Quad Q6700 @ 2.66GHz|GPU=NVIDIA GeForce 8800 GTS|result=Playable: 30-60FPS with DX9 plug-in and Recommended Configuration. Just like Metroid Prime 1, if there are too many enemies, you will occasionally have some slowdown, especially since EFB copy to RAM is REQUIRED for the scan visor, which is an essential part of the game. Essentially runs flawlessly as of {{revision|7346}}.|tester=ShobuPrime}}
{{testing/entry|revision=7346|OS=Windows 7|CPU=Intel Core 2 Quad Q6700 @ 2.66GHz|GPU=NVIDIA GeForce 8800 GTS|result=Playable: 30-60FPS with DX9 plug-in and Recommended Configuration. Just like Metroid Prime 1, if there are too many enemies, you will occasionally have some slowdown, especially since EFB copy to RAM is REQUIRED for the scan visor, which is an essential part of the game. Essentially runs flawlessly as of {{revision|7346}}.|tester=ShobuPrime}}
{{testing/entry|revision=7436|OS=Windows 7 x64|CPU=AMD Phenom II X4 955 @ 3.8GHz|GPU=ATI Radeon HD 4650|result=Playable: Runs fine except for occasional loading pauses and the scan visor. Using slightly tweaked config based off of recommended config.|tester=MechWarrior001}}
{{testing/entry|revision=7436|OS=Windows 7|CPU=AMD Phenom II X4 955 @ 3.8GHz|GPU=ATI Radeon HD 4650|result=Playable: Runs fine except for occasional loading pauses and the scan visor. Using slightly tweaked config based off of recommended config.|tester=MechWarrior001}}
{{testing/entry|revision=7661|OS=Windows 7 x64|CPU=Intel Core 2 Quad 9550 @ 3.2GHz|GPU=AMD Radeon HD 6950|result=Perfect thanks to Dolphin DX 11 renderer without any issues and with the scan visor fully functional. 60FPS all the time.|tester=Xenon}}
{{testing/entry|revision=3.0|OS=Windows 7|CPU=AMD Phenom II X6 1100T|GPU=AMD Radeon HD 6850|result=Perfect, just some slows when rain drops or water on the visor,audio some times crashes, graphics are clean and perfect|tester=Aldaris}}
{{testing/entry|revision=3.0|OS=Windows 7 x64|CPU=AMD Phenom II X6 1100T|GPU=AMD Radeon HD 6850|result=Perfect, just some slows when rain drops or water on the visor,audio some times crashes, graphics are clean and perfect|tester=Aldaris}}
{{testing/entry|revision=7661|OS=Windows 7|CPU=Intel Core 2 Quad 9550 @ 3.2GHz|GPU=AMD Radeon HD 6950|result=Perfect thanks to Dolphin DX 11 renderer without any issues and with the scan visor fully functional. 60FPS all the time.|tester=Xenon}}
{{testing/entry|revision=4.0-256|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 4.3GHz|GPU=AMD Radeon HD 7950|result=Near perfect. Some slowdown when jumping out of shallow water, or looking up at open sky, but neither are significant issues due to their rarity. The green dot and black bar bugs persist, but I've yet to encounter flickering or micro-stutter.|tester=}}
{{testing/entry|revision=4.0-256|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.3GHz|GPU=AMD Radeon HD 7950|result=Near perfect. Some slowdown when jumping out of shallow water, or looking up at open sky, but neither are significant issues due to their rarity. The green dot and black bar bugs persist, but I've yet to encounter flickering or micro-stutter.|tester=}}
{{testing/entry|revision=4.0-1192|OS=Windows 7 x64|CPU=AMD Athlon X4 640 @ 3.15GHz|GPU=NVIDIA GeForce 9800 GT|result=Playable to completion with near-perfect emulation. Noticed some sound glitches when fighting Warrior Ing. Slowdown to ~20FPS when viewing map and during water splash effect. (Dual core/HLE/DX11/No enhancements)|tester=Durandal}}
{{testing/entry|revision=4.0-1192|OS=Windows 7|CPU=AMD Athlon X4 640 @ 3.15GHz|GPU=NVIDIA GeForce 9800 GT|result=Playable to completion with near-perfect emulation. Noticed some sound glitches when fighting Warrior Ing. Slowdown to ~20FPS when viewing map and during water splash effect. (Dual core/HLE/DX11/No enhancements)|tester=Durandal}}
{{testing/entry|revision=4.0-1720|OS=Windows 7 x64|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 x64|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 / 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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|vid1=eeBaMXB7O0M|cap1=Dolphin Emulator 4.0 - Metroid Prime 2: Echoes (1080p HD) - Nintendo GameCube
|vid1=eeBaMXB7O0M|cap1=Dolphin Emulator 4.0 - Metroid Prime 2: Echoes (1080p HD) - Nintendo GameCube
|vid2=Myt5wMEyIF4|cap2=Metroid Prime 2 on Dolphin 1943 (Emulator) - High Quality (Normally running on 45-60FPS!!!)
|vid2=Myt5wMEyIF4|cap2=Metroid Prime 2 on Dolphin 1943 (Emulator) - High Quality (Normally running on 45-60FPS!!!)
|vid3=12LDK6RmKOU|cap3=Metroid Prime 2: Echoes on NVIDIA SHIELD Android TV - Dolphin Emulator (Nintendo GameCube)
}}<div style="clear:left;"></div>
}}<div style="clear:left;"></div>


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