Metroid Prime (Metroid Prime: Trilogy): Difference between revisions

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|released  = '''Original release'''<br/>{{vgrelease|NA=November 17, 2002}}{{vgrelease|JP=February 28, 2003|EU=March 21, 2003|AUS=April 3, 2003}}'''''Metroid Prime: Trilogy'''''<br/>{{Vgrelease|NA=August 24, 2009|EU=September 4, 2009|AUS=October 15, 2009}}
|released  = '''Original release'''<br/>{{vgrelease|NA=November 17, 2002}}{{vgrelease|JP=February 28, 2003|EU=March 21, 2003|AUS=April 3, 2003}}'''''Metroid Prime: Trilogy'''''<br/>{{Vgrelease|NA=August 24, 2009|EU=September 4, 2009|AUS=October 15, 2009}}
|genre    = First-person action-adventure, First-person shooter, Action-adventure
|genre    = First-person action-adventure, First-person shooter, Action-adventure
|modes    = Single-Player
|modes    = Single-player
|input    = Wii Remote + Nunchuk
|input    = Wii Remote + Nunchuk
}}
}}
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=== Micro-stuttering ===
=== Micro-stuttering ===
All of the Prime games suffer from micro-stuttering: screen redraws and small stops in the video that can become very annoying. It occurs on both DSP HLE and DSP LLE, but DSP LLE appears to make it worse. It's severity varies depending on the revision used. Micro-stuttering can trigger the Black Bar glitch.
All of the Prime games suffer from micro-stuttering: screen redraws and small stops in the video that can become very annoying. It occurs in all graphics backends, but the OpenGL backend has consistently been the most resistant to the problem. DSP HLE and DSP LLE are both affected, though DSP LLE appears to make it worse in some revisions. Its severity varies depending on the revision and settings used, so if you want to play the game you should try a wide variety of combinations. Micro-stuttering can trigger the Black Bar glitch.


=== Audio Issues ===
=== Audio Issues ===
Several sound effects don´t play appropriately, and sometimes music stops playing. [[DSP LLE]] fixes the sound effect problems, but unfortunately BGM may still stop; and once it stops it requires a full emulation reset to recover. See {{issue|5563}}.
Several sounds don´t play appropriately, and sometimes music stops playing. Use [[DSP LLE]] to correct it. See {{issue|5563}}.


=== Visors ===
=== Black Bar ===
The Heat Visor will only work if EFB to Ram is enabled. Unlike the original Prime releases, Trilogy does not have EFB to Ram enabled by default in the GameINI, and must be set manually.
Whenever Dolphin has trouble with the game and flickers, from a loading hiccup to taking a screenshot, a black bar will appear on the bottom of the screen, taking up 15% of the screen space and "squishing" the game in the remaining space. This occurs in all graphics backends, and there is no known solution, but OpenGL is the most resistant. See {{issue|5185}}. Old versions of Dolphin, such as 3.0-135, do not have this issue on all backends.
*PAL users can disable "EuRGB60 Mode (PAL60)" in the Wii settings to prevent this issue.


=== Black Bar ===
Whenever Dolphin has trouble with the game and flickers, from a loading hiccup to taking a screenshot, a black bar will appear on the bottom of the screen, taking up 15% of the screen space and "squishing" the game in the remaining space. This occurs in all graphics backends, and there is no known solution. See {{issue|5185}}.
{{image|MP1Tri NoSquish.jpg|Correct emulation}}
{{image|MP1Tri NoSquish.jpg|Correct emulation}}
{{image|MP1Tri Squish.jpg|Black bar and squishing|br}}
{{image|MP1Tri Squish.jpg|Black bar and squishing|br}}
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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 {{issue|5573}}.
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 {{issue|5573}}.
{{image|MP1Tri-Bloom.png|Example of the bloom offset|br}}
{{image|MP1Tri-Bloom.png|Example of the bloom offset|br}}
=== OpenGL Slowdown ===
OpenGL has problems with slowdown while showing refraction effects, such as raindrops on Samus' visor and the heat effect after firing her weapon for an extended period. Even the strongest computers will slow to a crawl from this, and there is no solution in the OpenGL backend. D3D9 and D3D11 are not affected by this issue.


=== Dot ===
=== 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.
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.
{{image|MP3-Thedot-zoom.png|The dot, zoomed in 8x|br}}
{{image|MP3-Thedot-zoom.png|The dot, zoomed in 8x|br}}
=== Visors ===
Visors will only work if EFB to Ram is enabled. However, EFB to Ram is set as default within the game INI, preventing the user from using anything but EFB to Ram for this game.


=== <s>Wiimote Lag</s> ===
=== <s>Wiimote Lag</s> ===
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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
|efbcopy = RAM
|efbcopynotes = Required for visors
|dspengine = LLE
|dspengine = LLE
|dspenginenotes = Helps with sound problems
|dspenginenotes = Helps with sound problems

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