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

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|modes    = Single-player, Multiplayer (4)
|modes    = Single-player, Multiplayer (4)
|input    = GameCube Controller
|input    = GameCube Controller
|forumlink = http://forums.dolphin-emu.org/Thread-gc-metroid-prime-2-echoes--25934
|forumlink = https://forums.dolphin-emu.org/Thread-gc-metroid-prime-2-echoes--25934
}}
}}


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=== 50Hz AR Codes ===
=== 50Hz AR Codes ===
===== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1998] =====
==== PAL[https://www.gc-forever.com/forums/viewtopic.php?f=38&t=1998] ====
<pre>Enable 50Hz Mode [Ralf]
<pre>$Enable 50Hz Mode [Ralf]
EG75-68B7-QN0DF
042BEE20 3BC00000</pre>
3FTF-FBBX-V2BEQ</pre>


=== 16:9 Aspect Ratio Fix ===
=== 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.
Make sure to disable the Dolphin Widescreen Hack before using these codes.
<pre>$Widescreen Culling Fix
 
==== NA ====
<pre>$16:9 Widescreen [gamemasterplc]
C230256C 00000002
3DC04000 91C20000
C3420000 00000000
C236D684 00000004
3DC03FAA 61CEAAAB
91C20000 C2620000
ED330272 ED6A4824
60000000 00000000
</pre>
 
==== EU ====
<pre>$16:9 Widescreen [Ralf]
04036EA0 38A00356
</pre>
 
=== VR Culling Fix ===
In VR, culling needs to be disabled completely and these Gecko codes will do that. Make sure to enable the Dolphin widescreen hack for these codes.
 
==== NA ====
<pre>$VR Culling Fix
04302498 38600001
04302498 38600001
0430249C 4E800020
0430249C 4E800020
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04302364 38600001
04302364 38600001
04302368 4E800020
04302368 4E800020
</pre>
==== PAL ====
<pre>$VR Culling Fix
0430290C 38600001
04302910 4E800020
0430270C 38600001
04302710 4E800020
0430276C 38600001
04302770 4E800020
043027D8 38600001
043027DC 4E800020
043028C4 38600001
043028C8 4E800020
0430290C 38600001
04302910 4E800020
</pre>
</pre>


=== HD Textures ===
=== 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.
[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.
=== Immediately Present XFB ===
This graphics hack can be enabled for any of the releases of Metroid Prime 1 and 2 for Gamecube to reduce input latency.


== Configuration ==
== Configuration ==
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{{testing/start}}
{{testing/start}}
<!--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 @ 4 GHz|GPU=NVIDIA GeForce GTX 285|result=[https://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|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 @ 3.1 GHz|GPU=ATI Radeon HD 4850|result=Playable: 30-60FPS with OpenGL plug-in and Recommended Configuration|tester=}}
{{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=7346|OS=Windows 7|CPU=Intel Core 2 Quad Q6700 @ 2.66 GHz|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|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 @ 3.8 GHz|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=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|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=7661|OS=Windows 7|CPU=Intel Core 2 Quad 9550 @ 3.2 GHz|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|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 @ 4.3 GHz|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|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 @ 3.15 GHz|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|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 @ 4 GHz|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 @ 3.1 GHz|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=5.0-153|OS=Windows 10|CPU=Intel Core i5-4590 @ 3.7 GHz|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/entry|revision=5.0-2361|OS=Windows 10|CPU=AMD FX-8350 @ 4 GHz|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}}