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Full Version: [Wii] Metroid Prime Trilogy
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(06-08-2012, 05:18 PM)Maxo Wrote: [ -> ]Is this game playable with the current revisions? or is it still in progress

Both. MP1 works fine, requires EFB->RAM for the x-ray visor to work.

MP2 works mostly, but the scan visor doesn't work at all.

I haven't tried MP3, but I'm told it's completely broken.

Keeping in mind I am talking about the Metroid Prime Trilogy versions of the above.

mentalRAGE

(06-08-2012, 05:18 PM)Maxo Wrote: [ -> ]Is this game playable with the current revisions? or is it still in progress

I have had no gameplay problems playing any of the three Metroid Primes in Metroid Prime Trilogy, getting around 60 fps. Using EFB->RAM, the scan visor works for me in MP2, and MP3 is totally playable as well. Just had to find good keyboard and mouse control options. Using Dolphin 3.0, you should be good to go.
(06-09-2012, 01:08 AM)mentalRAGE Wrote: [ -> ]
(06-08-2012, 05:18 PM)Maxo Wrote: [ -> ]Is this game playable with the current revisions? or is it still in progress

I have had no gameplay problems playing any of the three Metroid Primes in Metroid Prime Trilogy, getting around 60 fps. Using EFB->RAM, the scan visor works for me in MP2, and MP3 is totally playable as well. Just had to find good keyboard and mouse control options. Using Dolphin 3.0, you should be good to go.


Well, im using Lectrodes latest ICC optimized revision and the emulator crashes when i try to start one of the games

Try another Dolphin revision, e.g. the official 3.0 releae or the latest git version.

http://www.dolphin-emu.org/download.html
(06-10-2012, 04:35 AM)DefenderX Wrote: [ -> ]Try another Dolphin revision, e.g. the official 3.0 releae or the latest git version.

http://www.dolphin-emu.org/download.html

Ah crape, this is the only thing i hate, switching revisions but i guess it was expected, gonna give it a try and see if that works
[Image: 94795487.png]

Same results

mentalRAGE

(06-10-2012, 07:45 AM)Maxo Wrote: [ -> ]
(06-10-2012, 04:35 AM)DefenderX Wrote: [ -> ]Try another Dolphin revision, e.g. the official 3.0 releae or the latest git version.

http://www.dolphin-emu.org/download.html

Ah crape, this is the only thing i hate, switching revisions but i guess it was expected, gonna give it a try and see if that works

Same results

Sorry, forgot about the multiboot problem. The individual games won't load from the main menu. Do the DOL swap described in the post linked from the wiki page. Once you create your save files from the main menu, do the DOL swap for whichever of the Metroid Primes you want to play, then it loads directly into your save game. Works great for me in all 3.
It's too bad no-one has a release of the latest revision with the ES_LAUNCH branch merged in. MPT loads in fine then- i.e. plays without needing to do the DOL switch.
that's the aim of this branch. Wink

(06-11-2012, 03:18 PM)DefenderX Wrote: [ -> ]that's the aim of this branch. Wink

??????

Do you mean that running Wii/GC games with multiple DOLs is the aim of the ES_LAUNCH branch?

Because I knew that. That's why I brought it up.
So, this is weird. This is my second time playing through Metroid Prime on MPT, and this didn't happen last time, but it is happening now:

The first time I go into "Research Lab Aether" [Image: R3ME01-1.png], this starts happening: [Image: pixel%2520shader%2520error.jpg]

It does it continuously. If I hold down the Enter key, I can turn around and face the door, which makes it stop trying to render whatever is causing the error. I have no idea what's causing it, either, because it pops up seemingly at random. (By that I mean, if I go to certain places in the room and look in certain directions, the error pops up reliably, but the different places have no common meeting point- they all seem to be in random directions.)

Also, this only happens with the D3D backends. OGL has no problem.

I really wish this forum had a spoiler tag, but anyway, this is the contents of bad_ps_xxxx.txt (It made over 400 of them, all with different numbers, but the same content, by the time I was able to turn around.)

Code:
//Pixel Shader for TEV stages
//1 TEV stages, 11 texgens, XXX IND stages
uniform sampler2D  samp0 : register(s0), samp1 : register(s1), samp2 : register(s2), samp3 : register(s3), samp4 : register(s4), samp5 : register(s5), samp6 : register(s6), samp7 : register(s7);

uniform float4 color[4] : register(c0);
uniform float4 k[4] : register(c4);
uniform float4 alphaRef[1] : register(c8);
uniform float4 texdim[8] : register(c9);
uniform float4 czbias[2] : register(c17);
uniform float4 cindscale[2] : register(c19);
uniform float4 cindmtx[6] : register(c21);
uniform float4 cfog[3] : register(c27);
void main(
  out float4 ocol0 : COLOR0,
  out float depth : DEPTH,
  in float4 rawpos : WPOS,
  in float4 colors_0 : COLOR0,
  in float4 colors_1 : COLOR1,
  in float4 uv0 : TEXCOORD0,
  in float4 uv1 : TEXCOORD1,
  in float4 uv2 : TEXCOORD2,
  in float4 uv3 : TEXCOORD3,
  in float3 uv4 : TEXCOORD4,
  in float3 uv5 : TEXCOORD5,
  in float3 uv6 : TEXCOORD6,
  in float3 uv7 : TEXCOORD7,
  in float3 uv8 : TEXCOORD8,
  in float3 uv9 : TEXCOORD9,
  in float3 uv10 : TEXCOORD10        ) {
float zCoord = czbias[1].x + (uv2.w / uv3.w) * czbias[1].y;
  float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
  float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
  float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f);
  float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
  float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
  float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
  float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
  float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);

float4 clipPos = float4(rawpos.x, rawpos.y, uv2.w, uv3.w);
if (uv0.z)    uv0.xy = uv0.xy / uv0.z;
uv0.xy = uv0.xy * texdim[0].zw;
if (uv1.z)    uv1.xy = uv1.xy / uv1.z;
uv1.xy = uv1.xy * texdim[1].zw;
if (uv2.z)    uv2.xy = uv2.xy / uv2.z;
uv2.xy = uv2.xy * texdim[2].zw;
if (uv3.z)    uv3.xy = uv3.xy / uv3.z;
uv3.xy = uv3.xy * texdim[3].zw;
if (uv4.z)    uv4.xy = uv4.xy / uv4.z;
uv4.xy = uv4.xy * texdim[4].zw;
uv5.xy = uv5.xy * texdim[5].zw;
uv6.xy = uv6.xy * texdim[6].zw;
uv7.xy = uv7.xy * texdim[7].zw;
uv8.xy = uv8.xy * texdim[8].zw;
uv9.xy = uv9.xy * texdim[9].zw;
uv10.xy = uv10.xy * texdim[10].zw;
// TEV stage 0
rastemp = colors_0.rgba;
crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
tevcoord.xy = uv0.xy;
textemp=tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba;
konsttemp = float4(1.0f,1.0f,1.0f, 1.0f);
ckonsttemp = konsttemp;
cc1 = frac(c1 * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
c0.rgb = saturate((rastemp.rgb)+(cc1.rgb)*(textemp.rgb));
// alpha combine
c0.a = saturate(konsttemp.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a);

// TEV done
prev.rgb = c0.rgb;
prev.a = c0.a;
prev = frac(4.0f + prev * (255.0f/256.0f)) * (256.0f/255.0f);
depth = zCoord;
  float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w));
  float fog = saturate(ze - cfog[1].z);
  prev.rgb = lerp(prev.rgb,cfog[0].rgb,fog);
  ocol0 = prev;
}
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