• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
« Previous 1 ... 15 16 17 18 19 ... 116 Next »

(Unofficial) Build for Metroid Prime 3 2006 Prototype
View New Posts | View Today's Posts

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
(Unofficial) Build for Metroid Prime 3 2006 Prototype
09-01-2018, 02:03 AM (This post was last modified: 09-01-2018, 02:04 AM by Hakairyu.)
#1
Hakairyu Offline
Junior Member
**
Posts: 10
Threads: 3
Joined: Aug 2018
Hey everyone,


After a failed search for a Dolphin build that could run the Metroid Prime 3 2006 Prototype, I took the plunge into a pool of software I had no experience with so I could make one myself. I also want to put it out there so no other poor souls have to do this themselves.

Download link is at the bottom.


Code Changes
In the config file for the prototype, emu_kidid states that REALMEM_SIZE must be changed in Memmap.h from a default value of 0x01800000 to 0x80000000. However, when I attempted to compile with this value Visual Studio 2017 produced many overflow errors, and the compile ceased. The same post also mentions 128MB being the minimum amount of RAM required to run the prototype which is vastly different than 0x80000000, but I think that's written by someone else. It turns out that the actual minimum is 48MB which is what I set REALRAM_SIZE to in this build, or 0x02EE0000.

If you want to compile your own build, that's the only change you have to make for the prototype to work.


Unofficial 5.0-8710-based Build Download
  • https://drive.google.com/open?id=1d5l4P1xNnQVnujqzGWO0dcoxSQYfWQFl
This link is permanent, unlike emu_kidids', since it's directly from my Google Drive. If you want to host this build somewhere, too, go ahead. Also, the only reason 5.0-8710 was the test subject was that it was the most recent official development build.


Special thanks to JMC47 and Helios for helping me through the process.
Find
Reply
09-01-2018, 08:00 AM
#2
JMC47 Offline
Content Producer
*******
Content Creators (Moderators)
Posts: 6,542
Threads: 29
Joined: Feb 2013
I don't like this solution - I think we should instead move to make changing the RAM size something that is configurable so that we could potentially let the game load in master builds.

What do you think?
Find
Reply
09-01-2018, 09:22 AM (This post was last modified: 09-01-2018, 09:29 AM by Hakairyu.)
#3
Hakairyu Offline
Junior Member
**
Posts: 10
Threads: 3
Joined: Aug 2018
(09-01-2018, 08:00 AM)JMC47 Wrote: I don't like this solution - I think we should instead move to make changing the RAM size something that is configurable so that we could potentially let the game load in master builds.

What do you think?

Ideally, a RAM slider/field, data read in from the game's config file to make it automatically change, etc., would be wonderful. I just wanted to play the prototype, though, and being that there were no builds out there, I was able to make this build with my infinitesimal C++ knowledge; a real solution is out of my hands.
Find
Reply
09-01-2018, 09:44 AM
#4
JMC47 Offline
Content Producer
*******
Content Creators (Moderators)
Posts: 6,542
Threads: 29
Joined: Feb 2013
Fair enough, I understand what you want.
Find
Reply
« Next Oldest | Next Newest »


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode