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[Wii] Metroid Prime Trilogy
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[Wii] Metroid Prime Trilogy
04-06-2014, 06:12 PM
#91
MayImilae Online
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What are you talking about?
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04-07-2014, 10:26 AM (This post was last modified: 04-07-2014, 10:34 AM by hedgesmfg.)
#92
hedgesmfg Offline
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I try to run Prime 3 from the trilogy and it just crashes every single time. I can only run it if I use the non-trilogy version of Prime 3 (the older separate release from 2007). Could I perhaps have a bad ISO, or is this a known issue? I was under the impression that it was an old glitch that's been unresolved for some time.

Edit: Scratch that, I think I actually do have a corrupted (heh) ISO.
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04-07-2014, 11:36 AM
#93
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Yea you do. Prime 1 2 and 3 work fine in Trilogy.
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04-07-2014, 12:22 PM
#94
Nerrel Offline
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(04-07-2014, 10:26 AM)hedgesmfg Wrote: I try to run Prime 3 from the trilogy and it just crashes every single time. I can only run it if I use the non-trilogy version of Prime 3 (the older separate release from 2007).

I had the same problem, but it was due to a faulty hard drive corrupting the iso. After replacing the drive and re-dumping I can now run the Trilogy version just fine. Which is nice, since that extended Bryyo music really makes a difference.

I assume you've tested the iso integrity using dolphin's checker (found in properties>filesystem by right clicking the main partition)?
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04-08-2014, 02:45 AM (This post was last modified: 04-08-2014, 02:46 AM by hedgesmfg.)
#95
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Yep, turns out it was the ISO. That's resolved now. But I've encountered another error I did not previously encounter...

In Prime 3, if I attempt to use the scan visor, I suddenly get an endless string of "Failed to render Pixel Shader!" errors. I don't have any CPU based GPU, only a GTX 660 2GB version.

In older builds, the visors worked perfectly fine. Though I suspect this was before the graphical engine rewrite... is there any known configuration that's supposed to fix this? It seems to happen on both OpenGL, and direct 3D. So far, changing things like EFB to ram, Skip EFB, texture cache speed, and the external frame buffer seem to make no difference. The other 2 visors work.

I've also updated and tried the latest Nvidia drivers to no avail. Every other visor works in the whole trilogy, including the very similar Prime 2 scan visor. This happens in both the trilogy version of 3, and the original version.

Text dump I get from the error...

//Pixel Shader for TEV stages
//9 TEV stages, 7 texgens, 0 IND stages
int idot(int3 x, int3 y)
{
int3 tmp = x * y;
return tmp.x + tmp.y + tmp.z;
}
int idot(int4 x, int4 y)
{
int4 tmp = x * y;
return tmp.x + tmp.y + tmp.z + tmp.w;
}

sampler samp0 : register(s0);
sampler samp1 : register(s1);
sampler samp2 : register(s2);
sampler samp3 : register(s3);
sampler samp4 : register(s4);
sampler samp5 : register(s5);
sampler samp6 : register(s6);
sampler samp7 : register(s7);

Texture2D Tex0 : register(t0);
Texture2D Tex1 : register(t1);
Texture2D Tex2 : register(t2);
Texture2D Tex3 : register(t3);
Texture2D Tex4 : register(t4);
Texture2D Tex5 : register(t5);
Texture2D Tex6 : register(t6);
Texture2D Tex7 : register(t7);

uniform int4 color[4] : register(c0);
uniform int4 k[4] : register(c4);
uniform int4 alphaRef : register(c8);
uniform float4 texdim[8] : register(c9);
uniform int4 czbias[2] : register(c17);
uniform int4 cindscale[2] : register(c19);
uniform int4 cindmtx[6] : register(c21);
uniform int4 cfogcolor : register(c27);
uniform int4 cfogi : register(c28);
uniform float4 cfogf[2] : register(c29);
uniform int4 cPLightColors[8] : register(c31);
uniform float4 cPLights[32] : register(c39);
uniform int4 cPmtrl[4] : register(c71);
void main(
out float4 ocol0 : SV_Target0,
in float4 rawpos : SV_Position,
in centroid float4 colors_0 : COLOR0,
in centroid float4 colors_1 : COLOR1,
in centroid float3 uv0 : TEXCOORD0,
in centroid float3 uv1 : TEXCOORD1,
in centroid float3 uv2 : TEXCOORD2,
in centroid float3 uv3 : TEXCOORD3,
in centroid float3 uv4 : TEXCOORD4,
in centroid float3 uv5 : TEXCOORD5,
in centroid float3 uv6 : TEXCOORD6,
in centroid float4 clipPos : TEXCOORD7 ) {
int4 c0 = color[1], c1 = color[2], c2 = color[3], prev = color[0];
int4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);
int3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);
int alphabump=0;
int3 tevcoord=int3(0, 0, 0);
int2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);
int4 tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,0);

clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
int2 fixpoint_uv0 = int2(round(uv0.xy * texdim[0].zw * 128.0));

int2 fixpoint_uv1 = int2(round(uv1.xy * texdim[1].zw * 128.0));

int2 fixpoint_uv2 = int2(round(uv2.xy * texdim[2].zw * 128.0));

int2 fixpoint_uv3 = int2(round(uv3.xy * texdim[3].zw * 128.0));

int2 fixpoint_uv4 = int2(round(uv4.xy * texdim[4].zw * 128.0));

int2 fixpoint_uv5 = int2(round(uv5.xy * texdim[5].zw * 128.0));

int2 fixpoint_uv6 = int2(round(uv6.xy * texdim[6].zw * 128.0));

// TEV stage 0
tevcoord.xy = fixpoint_uv0;
textemp = int4(round(255.0 * Tex0.Sample(samp0,(float2(tevcoord.xy)/128.0).xy * texdim[0].xy))).rgba;
tevin_a = int4(int3(0,0,0), 0)&255;
tevin_b = int4(int3(0,0,0), 0)&255;
tevin_c = int4(int3(0,0,0), 0)&255;
tevin_d = int4(int3(0,0,0), textemp.a);
// color combine
c0.rgb = clamp((((tevin_d.rgb)) + ((((tevin_a.rgb*256 + (tevin_b.rgb-tevin_a.rgb)*(tevin_c.rgb+(tevin_c.rgb>>7)))))>>8)), int3(0,0,0), int3(255,255,255));
// alpha combine
c0.a = clamp((((tevin_d.a)) + ((((tevin_a.a*256 + (tevin_b.a-tevin_a.a)*(tevin_c.a+(tevin_c.a>>7)))))>>8)), 0, 255);

// TEV stage 1
tevcoord.xy = fixpoint_uv2;
textemp = int4(round(255.0 * Tex0.Sample(samp0,(float2(tevcoord.xy)/128.0).xy * texdim[0].xy))).rgba;
konsttemp = int4(255,255,255, k[0].a);
tevin_a = int4(int3(0,0,0), c0.a)&255;
tevin_b = int4(int3(0,0,0), textemp.a)&255;
tevin_c = int4(int3(0,0,0), konsttemp.a)&255;
tevin_d = int4(int3(0,0,0), 0);
// color combine
prev.rgb = clamp((((tevin_d.rgb)) + ((((tevin_a.rgb*256 + (tevin_b.rgb-tevin_a.rgb)*(tevin_c.rgb+(tevin_c.rgb>>7)))))>>8)), int3(0,0,0), int3(255,255,255));
// alpha combine
c2.a = clamp( tevin_d.a + ((tevin_a.a == tevin_b.a) ? tevin_c.a : 0), 0, 255);

// TEV stage 2
tevcoord.xy = fixpoint_uv3;
textemp = int4(round(255.0 * Tex0.Sample(samp0,(float2(tevcoord.xy)/128.0).xy * texdim[0].xy))).rgba;
konsttemp = int4(255,255,255, k[0].a);
tevin_a = int4(int3(0,0,0), c0.a)&255;
tevin_b = int4(int3(0,0,0), textemp.a)&255;
tevin_c = int4(int3(0,0,0), konsttemp.a)&255;
tevin_d = int4(int3(0,0,0), c2.a);
// color combine
prev.rgb = clamp((((tevin_d.rgb)) + ((((tevin_a.rgb*256 + (tevin_b.rgb-tevin_a.rgb)*(tevin_c.rgb+(tevin_c.rgb>>7)))))>>8)), int3(0,0,0), int3(255,255,255));
// alpha combine
c2.a = clamp( tevin_d.a + ((tevin_a.a == tevin_b.a) ? tevin_c.a : 0), 0, 255);

// TEV stage 3
tevcoord.xy = fixpoint_uv4;
textemp = int4(round(255.0 * Tex0.Sample(samp0,(float2(tevcoord.xy)/128.0).xy * texdim[0].xy))).rgba;
konsttemp = int4(255,255,255, k[0].a);
tevin_a = int4(int3(0,0,0), c0.a)&255;
tevin_b = int4(int3(0,0,0), textemp.a)&255;
tevin_c = int4(int3(0,0,0), konsttemp.a)&255;
tevin_d = int4(int3(0,0,0), c2.a);
// color combine
prev.rgb = clamp((((tevin_d.rgb)) + ((((tevin_a.rgb*256 + (tevin_b.rgb-tevin_a.rgb)*(tevin_c.rgb+(tevin_c.rgb>>7)))))>>8)), int3(0,0,0), int3(255,255,255));
// alpha combine
c2.a = clamp( tevin_d.a + ((tevin_a.a == tevin_b.a) ? tevin_c.a : 0), 0, 255);

// TEV stage 4
tevcoord.xy = fixpoint_uv5;
textemp = int4(round(255.0 * Tex0.Sample(samp0,(float2(tevcoord.xy)/128.0).xy * texdim[0].xy))).rgba;
konsttemp = int4(255,255,255, k[0].a);
tevin_a = int4(int3(0,0,0), c0.a)&255;
tevin_b = int4(int3(0,0,0), textemp.a)&255;
tevin_c = int4(int3(0,0,0), konsttemp.a)&255;
tevin_d = int4(int3(0,0,0), c2.a);
// color combine
prev.rgb = clamp((((tevin_d.rgb)) + ((((tevin_a.rgb*256 + (tevin_b.rgb-tevin_a.rgb)*(tevin_c.rgb+(tevin_c.rgb>>7)))))>>8)), int3(0,0,0), int3(255,255,255));
// alpha combine
c2.a = clamp( tevin_d.a + ((tevin_a.a == tevin_b.a) ? tevin_c.a : 0), 0, 255);

// TEV stage 5
textemp = int4(255, 255, 255, 255);
konsttemp = int4(k[2].rgb, k[1].a);
tevin_a = int4(int3(0,0,0), konsttemp.a)&255;
tevin_b = int4(konsttemp.rgb, c2.a)&255;
tevin_c = int4(c0.rgb, c1.a)&255;
tevin_d = int4(int3(0,0,0), 0);
// color combine
prev.rgb = clamp((((tevin_d.rgb)) + ((((tevin_a.rgb*256 + (tevin_b.rgb-tevin_a.rgb)*(tevin_c.rgb+(tevin_c.rgb>>7)))))>>8)), int3(0,0,0), int3(255,255,255));
// alpha combine
c2.a = clamp( tevin_d.a + ((tevin_a.a == tevin_b.a) ? tevin_c.a : 0), 0, 255);

// TEV stage 6
tevcoord.xy = fixpoint_uv1;
textemp = int4(round(255.0 * Tex1.Sample(samp1,(float2(tevcoord.xy)/128.0).xy * texdim[1].xy))).rgba;
tevin_a = int4(int3(0,0,0), textemp.a)&255;
tevin_b = int4(int3(0,0,0), 0)&255;
tevin_c = int4(int3(0,0,0), c2.a)&255;
tevin_d = int4(textemp.rgb, 0);
// color combine
prev.rgb = clamp( tevin_d.rgb + ((tevin_a.r == tevin_b.r) ? tevin_c.rgb : int3(0,0,0)), int3(0,0,0), int3(255,255,255));
// alpha combine
prev.a = clamp((((tevin_d.a)) + ((((tevin_a.a*256 + (tevin_b.a-tevin_a.a)*(tevin_c.a+(tevin_c.a>>7)))))>>8)), 0, 255);

// TEV stage 7
tevcoord.xy = fixpoint_uv6;
textemp = int4(round(255.0 * Tex2.Sample(samp2,(float2(tevcoord.xy)/128.0).xy * texdim[2].xy))).rgba;
tevin_a = int4(c0.aaa, 0)&255;
tevin_b = int4(int3(0,0,0), 0)&255;
tevin_c = int4(textemp.rgb, 0)&255;
tevin_d = int4(int3(0,0,0), prev.a);
// color combine
c2.rgb = clamp( tevin_d.rgb + ((int3(255,255,255) - max(sign(abs(tevin_a.rgb - tevin_b.rgb))), int3(0,0,0))) * tevin_c.rgb), int3(0,0,0), int3(255,255,255));
// alpha combine
prev.a = clamp( tevin_d.a + ((tevin_a.a == tevin_b.a) ? tevin_c.a : 0), 0, 255);

// TEV stage 8
textemp = int4(255, 255, 255, 255);
konsttemp = int4(255,255,255, k[0].r);
tevin_a = int4(int3(0,0,0), c0.a)&255;
tevin_b = int4(c2.rgb, 0)&255;
tevin_c = int4(c1.rgb, konsttemp.a)&255;
tevin_d = int4(prev.rgb, prev.a);
// color combine
prev.rgb = clamp((((tevin_d.rgb)) + ((((tevin_a.rgb*256 + (tevin_b.rgb-tevin_a.rgb)*(tevin_c.rgb+(tevin_c.rgb>>7)))))>>8)), int3(0,0,0), int3(255,255,255));
// alpha combine
prev.a = clamp( tevin_d.a + ((tevin_a.a == tevin_b.a) ? tevin_c.a : 0), 0, 255);

prev = prev & 255;
int zCoord = int(round(rawpos.z * float(0xFFFFFF)));
float ze = (cfogf[1].x * 16777215.0) / float(cfogi.y - (zCoord >> cfogi.w));
float fog = clamp(ze - cfogf[1].z, 0.0, 1.0);
fog = 1.0 - exp2(-8.0 * fog * fog);
int ifog = int(round(fog * 256.0));
prev.rgb = (prev.rgb * (256 - ifog) + cfogcolor.rgb * ifog) >> 8;
ocol0 = float4(prev) / 255.0;
}
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04-24-2014, 02:54 AM
#96
hedgesmfg Offline
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Posts: 25
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Joined: Apr 2014
Just wanted to post an update...

1. The newest revision fixed my previous issue. The game works without crashing again.
2. The new NVIDIA drivers have actually 'greatly' sped up the performance again! It's not quite full speed all the time (especially with the scan visor), but it's now pretty close on even an old i7-920 OCed to 4.0GHZ/GTX 660. I'd guess a new i7-4770k would easily get full speed now. Not sure if a newer GPU would help (since this 'is' a very GPU demanding game), but I doubt a 770/80/Titan would make a difference here. Maybe something Radeon, maybe not.

Looks like whatever PC I build next should be able to handle everything save maybe Zelda TP though, which is good to see.
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05-10-2014, 08:32 AM
#97
natranr Offline
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Is any one getting random loud crackling noises? It's just so abrupt it causes me to jump.

I am currently using HLE with OpenAL and the Dolby Pro Logic II Decoder.

Also, on another note, are they getting close to fixing the black bar issue?
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05-12-2014, 02:47 AM (This post was last modified: 05-12-2014, 02:50 AM by katz.)
#98
katz Offline
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(02-17-2013, 11:53 PM)LordVador Wrote: In your settings: Try not to limit Framelimit to 60.
Is this still relevant for Dolphin 4.X?

(03-25-2014, 01:30 PM)JMC47 Wrote: Have you even read the thread?
At least Metroid 1 still runs very bad for me.

4.0-1569
GTX 670 OC
i5-2500K@4,4Ghz
16GB RAM
Windows 8.1 X64

Any hints on what to do?

Sound is VERY choppy.
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05-12-2014, 11:21 AM
#99
MayImilae Online
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Katz: take screenshots of your settings and post them here.
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05-12-2014, 08:57 PM
#100
katz Offline
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(05-12-2014, 11:21 AM)MaJoR Wrote: Katz: take screenshots of your settings and post them here.
Here you go, sir.
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