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Dolphin - A GameCube and Wii Emulator

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Dolphin is an emulator for running GameCube and Wii games on Windows, Linux, macOS, and recent Android devices. It's licensed under the terms of the GNU General Public License, version 2 or later (GPLv2+).

Please read the FAQ before using Dolphin.

System Requirements

Desktop

  • OS
    • Windows (10 or higher).
    • Linux.
    • macOS (10.15 Catalina or higher).
    • Unix-like systems other than Linux are not officially supported but might work.
  • Processor
    • A CPU with SSE2 support.
    • A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
  • Graphics
    • A reasonably modern graphics card (Direct3D 11.1 / OpenGL 3.3).
    • A graphics card that supports Direct3D 11.1 / OpenGL 4.4 is recommended.

Android

  • OS
    • Android (5.0 Lollipop or higher).
  • Processor
    • A processor with support for 64-bit applications (either ARMv8 or x86-64).
  • Graphics
    • A graphics processor that supports OpenGL ES 3.0 or higher. Performance varies heavily with driver quality.
    • A graphics processor that supports standard desktop OpenGL features is recommended for best performance.

Dolphin can only be installed on devices that satisfy the above requirements. Attempting to install on an unsupported device will fail and display an error message.

Building for Windows

Use the solution file Source/dolphin-emu.sln to build Dolphin on Windows. Dolphin targets the latest MSVC shipped with Visual Studio or Build Tools. Other compilers might be able to build Dolphin on Windows but have not been tested and are not recommended to be used. Git and latest Windows SDK must be installed when building.

Make sure to pull submodules before building:

git submodule update --init --recursive

The "Release" solution configuration includes performance optimizations for the best user experience but complicates debugging Dolphin. The "Debug" solution configuration is significantly slower, more verbose and less permissive but makes debugging Dolphin easier.

Building for Linux and macOS

Dolphin requires CMake for systems other than Windows. You need a recent version of GCC or Clang with decent c++20 support. CMake will inform you if your compiler is too old. Many libraries are bundled with Dolphin and used if they're not installed on your system. CMake will inform you if a bundled library is used or if you need to install any missing packages yourself. You may refer to the wiki for more information.

Make sure to pull submodules before building:

git submodule update --init --recursive

macOS Build Steps:

A binary supporting a single architecture can be built using the following steps:

  1. mkdir build
  2. cd build
  3. cmake ..
  4. make -j $(sysctl -n hw.logicalcpu)

An application bundle will be created in ./Binaries.

A script is also provided to build universal binaries supporting both x64 and ARM in the same application bundle using the following steps:

  1. mkdir build
  2. cd build
  3. python ../BuildMacOSUniversalBinary.py
  4. Universal binaries will be available in the universal folder

Doing this is more complex as it requires installation of library dependencies for both x64 and ARM (or universal library equivalents) and may require specifying additional arguments to point to relevant library locations. Execute BuildMacOSUniversalBinary.py --help for more details.

Linux Global Build Steps:

To install to your system.

  1. mkdir build
  2. cd build
  3. cmake ..
  4. make -j $(nproc)
  5. sudo make install

Linux Local Build Steps:

Useful for development as root access is not required.

  1. mkdir Build
  2. cd Build
  3. cmake .. -DLINUX_LOCAL_DEV=true
  4. make -j $(nproc)
  5. ln -s ../../Data/Sys Binaries/

Linux Portable Build Steps:

Can be stored on external storage and used on different Linux systems. Or useful for having multiple distinct Dolphin setups for testing/development/TAS.

  1. mkdir Build
  2. cd Build
  3. cmake .. -DLINUX_LOCAL_DEV=true
  4. make -j $(nproc)
  5. cp -r ../Data/Sys/ Binaries/
  6. touch Binaries/portable.txt

Building for Android

These instructions assume familiarity with Android development. If you do not have an Android dev environment set up, see AndroidSetup.md.

Make sure to pull submodules before building:

git submodule update --init --recursive

If using Android Studio, import the Gradle project located in ./Source/Android.

Android apps are compiled using a build system called Gradle. Dolphin's native component, however, is compiled using CMake. The Gradle script will attempt to run a CMake build automatically while building the Java code.

Uninstalling

On Windows, simply remove the extracted directory, unless it was installed with the NSIS installer, in which case you can uninstall Dolphin like any other Windows application.

Linux users can run cat install_manifest.txt | xargs -d '\n' rm as root from the build directory to uninstall Dolphin from their system.

macOS users can simply delete Dolphin.app to uninstall it.

Additionally, you'll want to remove the global user directory if you don't plan on reinstalling Dolphin.

Command Line Usage

Usage: Dolphin.exe [options]... [FILE]...

Options:
  --version             show program's version number and exit
  -h, --help            show this help message and exit
  -u USER, --user=USER  User folder path
  -m MOVIE, --movie=MOVIE
                        Play a movie file
  -e <file>, --exec=<file>
                        Load the specified file
  -n <16-character ASCII title ID>, --nand_title=<16-character ASCII title ID>
                        Launch a NAND title
  -C <System>.<Section>.<Key>=<Value>, --config=<System>.<Section>.<Key>=<Value>
                        Set a configuration option
  -s <file>, --save_state=<file>
                        Load the initial save state
  -d, --debugger        Show the debugger pane and additional View menu options
  -l, --logger          Open the logger
  -b, --batch           Run Dolphin without the user interface (Requires
                        --exec or --nand-title)
  -c, --confirm         Set Confirm on Stop
  -v VIDEO_BACKEND, --video_backend=VIDEO_BACKEND
                        Specify a video backend
  -a AUDIO_EMULATION, --audio_emulation=AUDIO_EMULATION
                        Choose audio emulation from [HLE|LLE]

Available DSP emulation engines are HLE (High Level Emulation) and LLE (Low Level Emulation). HLE is faster but less accurate whereas LLE is slower but close to perfect. Note that LLE has two submodes (Interpreter and Recompiler) but they cannot be selected from the command line.

Available video backends are "D3D" and "D3D12" (they are only available on Windows), "OGL", and "Vulkan". There's also "Null", which will not render anything, and "Software Renderer", which uses the CPU for rendering and is intended for debugging purposes only.

DolphinTool Usage

usage: dolphin-tool COMMAND -h

commands supported: [convert, verify, header]
Usage: convert [options]... [FILE]...

Options:
  -h, --help            show this help message and exit
  -u USER, --user=USER  User folder path, required for temporary processing
                        files.Will be automatically created if this option is
                        not set.
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -o FILE, --output=FILE
                        Path to the destination FILE.
  -f FORMAT, --format=FORMAT
                        Container format to use. Default is RVZ. [iso|gcz|wia|rvz]
  -s, --scrub           Scrub junk data as part of conversion.
  -b BLOCK_SIZE, --block_size=BLOCK_SIZE
                        Block size for GCZ/WIA/RVZ formats, as an integer.
                        Suggested value for RVZ: 131072 (128 KiB)
  -c COMPRESSION, --compression=COMPRESSION
                        Compression method to use when converting to WIA/RVZ.
                        Suggested value for RVZ: zstd [none|zstd|bzip|lzma|lzma2]
  -l COMPRESSION_LEVEL, --compression_level=COMPRESSION_LEVEL
                        Level of compression for the selected method. Ignored
                        if 'none'. Suggested value for zstd: 5
Usage: verify [options]...

Options:
  -h, --help            show this help message and exit
  -u USER, --user=USER  User folder path, required for temporary processing
                        files.Will be automatically created if this option is
                        not set.
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -a ALGORITHM, --algorithm=ALGORITHM
                        Optional. Compute and print the digest using the
                        selected algorithm, then exit. [crc32|md5|sha1]
Usage: header [options]...

Options:
  -h, --help            show this help message and exit
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -b, --block_size      Optional. Print the block size of GCZ/WIA/RVZ formats,
then exit.
  -c, --compression     Optional. Print the compression method of GCZ/WIA/RVZ
                        formats, then exit.
  -l, --compression_level
                        Optional. Print the level of compression for WIA/RVZ
                        formats, then exit.

dolphin's People

Contributors

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dolphin's Issues

Have a button for "Shaking Wiimote"

In MP3C, there are certain moments where the game expects you to shake the wiimote. This is for example when Gandrayda jumps at you, or the Metroid Hatcher catches you. Currently, the only workaround for this is "don't get hit by the attacks".

[Request] Separate input type for crosshair movement

Probably a very niche desire, but I'd like to keep the Wiimote pointer control over the crosshair while using Right-Stick Camera Control.
I'm unsure of the viability, but the native motion input seems to wiggle the crosshair despite its locking in the current build; perhaps a toggle to disable its locking entirely would be a good enough solution?

MP2 Visor Menu not working

I have the Visor and Beam Menus enabled so that when I hold Q or E their perspective menus open and I can select them with the mouse. Worked perfectly for Prime 1, starting out in Prime 2 now the first attempt to open the menu and selecting the scan visor works, disabling it with Q and attempting to open the menu again no longer opens the menu.

Prime Hack v1.0.4
Toggling the option live to enable visor menu repeats the process.
Restarting the game repeats the process.
Hotkeys/keybinds for individual visors work.
(Don't know if the Beam menu will have the same issue till later)

Turning off start in fullscreen "MIGHT" have fixed it idk. Could also be how far I progressed in it so far? Idk just started working and I don't want to mess with it and break it again.
Feel free to request any additional information.

Compile error on ArchLinux at InputConfig.cpp

Compile stop with error :
/usr/bin/ld: ../InputCommon/CMakeFiles/inputcommon.dir/InputConfig.cpp.o: in function InputConfig::LoadConfig(bool)':
InputConfig.cpp:(.text+0x1ac5): undefined reference to HotkeyManager::ResetStupid()' collect2: error: ld returned 1 exit status make[2]: *** [Source/Core/DolphinNoGUI/CMakeFiles/dolphin-nogui.dir/build.make:221: Binaries/dolphin-emu-nogui] Error 1 make[1]: *** [CMakeFiles/Makefile2:1565: Source/Core/DolphinNoGUI/CMakeFiles/dolphin-nogui.dir/all] Error 2 make: *** [Makefile:171: all] Error 2 [primehack_compile_error.txt](https://github.com/shiiion/dolphin/files/5742386/primehack_compile_error.txt)

Software information

OS: Arch Linux x86_64
Resolution: 1920x1080
Dm/Wm: GNOME
gcc (GCC) 10.2.0

System information

  • Kernel:** Linux 5.9.14-zen1-1-zen
  • CPU: AMD Ryzen 5 1600X (12) @ 3.600GHz
  • Memory: 16GB
  • GPU: NVIDIA GeForce GTX 1060 6GB
  • Driver: nvidia 455.45.01

primehack_compile_error.txt

Suggestion: allow BOTH mouse and controller

It's great to have the controller option, but some parts of Prime 3 are literally unplayable with a controller - notably when welding some circuit boards, and also trying to shoot the zipline enemies before they knock you off.

There, could controller plus mouse be an option?

[QUESTION/SUGGESTION/REQUEST] GameCube view bobbing

I don't suppose it would be possible to have the view and arm cannon bob while moving in the GameCube versions of Prime 1 and 2 like they normally do?

I'm sure it was hard enough to get full mouselook movement to work in the first place, but I wish it didn't sacrifice the bobbing. I doubt it's possible but what do I know

I'm sorry if this is too unreasonable a thing to ask

[FEATURE] Possible to merge these patches into instance of Dolphin VR?

Hi,

Had an inquiry. has the possibility of attempting to use this in conjunction with a Dolphin VR fork?

Ideally I'd imagine if there's not a lot of conflicts, I'm hoping it'd be possible to hot-patch this into a dolphin-vr repository for VR + mouse/keyboard on Prime.

Has this been explored? From the developer's perspective, how difficult should this be?

Intended platform is Windows 10 with an Oculus VR headset.

Hang when quitting to main menu

When going into the menu and quitting to return to the Prime Trilogy main menu, the emulator plays a loud sound (which I believe is the GC/Wii crashing noise?) before going to a black screen and hanging.
Attempting to stop emulation while in this state also fails, requiring the user to force stop.

I've only tested MP1, but its possible that it happens on the other games as well.
This doesn't happen on the current dev build of Dolphin, it only happens on Primehack.

Is it possible to not snap the view back after locking on?

When you lock onto something naturally your view snaps to the target, but when you let go of the lock your view snaps back to where it was before.

Is it possible, or planned, to have the view remain where you snapped to after letting go of the lock-on button?

By the way, beautiful hack here I absolutely love it.

I'd love to make this change happen (if it's desired) but I might need a few nudges in the right direction, I'm strong with C/C++/x86 but not so much powerPC. Also never written any code for dolphin or any emulators for that matter.

Trilogy Echoes: Strange Spider-Ball Physics

I've been having a really strange issue playing Echoes where, when stuck to a spiderball track, I'm being repelled from the track in different directions.

I played through Echoes about a year ago and don't remember this being a problem so I'm not sure what changed.

Here's a video of the issue: https://youtu.be/pfKzU349Zm8

In the video it's first visible when I'm upside down and release the stick, it pushes me backwards along the track. I then try to drop down to the bottom of the C shaped track, and it pushes me back to the top one. Finally I try to cross the gap only for the spider ball to start launching me off the track vertically.

Scrolling to switch visors (beams) doesn't work

  • default bindings for switching beams/visors is LSHIFT & Axis Z+ (mouse scroll). This is invalid with error "Expected end of expression." You need backticks like `Axis Z+`
  • Both next and previous beam is bound to Z+. One should be Z-.
  • Even after I fix this, shift+scrolling to switch visors still doesn't work in Metroid Prime 2. I haven't gotten to beams yet.

Compile errors on release 1.0.4

/home/parzival/Downloads/dolphin-1.0.4/Source/Core/DolphinQt/CVarsWindow.cpp: In lambda function:
/home/parzival/Downloads/dolphin-1.0.4/Source/Core/DolphinQt/CVarsWindow.cpp:42:27: error: conversion from ‘u64’ {aka ‘long unsigned int’} to ‘QVariant’ is ambiguous
   42 |       return prime::read64(var->addr);
      |              ~~~~~~~~~~~~~^~~~~~~~~~~

Building on Debian Sid.

Stuck in home menu

When pressing alt+enter to enter/exit full screen, I accidentally opened the home menu. When I alt+tabbed to another window and started clicking around, I accidentally pressed the reset key. And now I cannot move my mouse in a way to exit the reset menu.

Video at https://youtu.be/Gpsr47zlRp0 . Note that my ffmpeg concatenation didn't quite work right.

Prime 3 Control Reticle When Locked-On option not working

When playing the standalone version of prime 3 the control reticle when Locked-On option doesn't seem to do anything. Weirdly enough, I only have this problem on the NTSC-U version of the game. On the PAL version, it works perfectly.

Control/Hotkeys collision on Tab

The key used by PrimeHack for "Map" is also the default key used by Dolphin for "Disable Emulation Speed Limit" (I will refer to this as "speedup"). This results in opening the map also doubling as speedup (on sufficiently-powerful computers).

Suggested course of action: Change the default key for speedup to something innocuous that neither PrimeHack nor Dolphin mainline uses. My personal choice was End.

Primehack freezing when scanning on talon IV

After landing on Talon IV the game completely freezes when scanning in the first room with the beetles. Please advise how to fix. I used the guide to setup everything and the space station fan flawlessly.

Changing beams crashes the game (GameCube randomised version)

Today a dev helped me get Metroid Prime 2 Randomizer to work with PrimeHack... at first.
The game starts and runs fine, the mouse controls are great and I didn't see any visual bugs. The only problem is that the game will crash whenever I try changing beams, showing this screen and freezing:

Exception 3

I tried messing around with some graphical and memory settings but the only different result I got was when I tried using the memory override feature: instead of showing the red exception screen and freezing, the game just froze in the middle of the animation without showing any screen and while making a lovely noise I'm sure you know very well.

This does not happen in the regular version of Prime 2 so it must have something to do with the randomised ROM. Any ideas?

Can we get an option for recentering Camera?

I'm trying to get the classic Gamecube controls (From Prime 1/2) as closely as possible for Metroid Prime 3 so I can play with a controller. The only problem left is that after I manually aim the camera will not auto-recenter. I know, for M+K this is a non-issue, but for controllers this can be a serious issue if you aren't attempting to go for a standard FPS mode. Is it possible to do this already? Or is there an input I can set to reset camera at least? I could simply make it "! Trigger R" if so and that would work as well. Thanks for any help.

Changing visor modes occasionally creates audio issues

Sup! Thanks for your work!

I'm experiencing a bug where changing visor modes will occasionally lead to the scan visor's ambient hum being present even when the scan visor isn't on, and it seems to be cumulative, the sound eventually starts playing many times over itself to the point it nearly drowns out other audio. This seems to happen often when switching from scan visor to combat visor in the middle of scanning, or in the middle of reading a multiple-page scan report. Also seems to happen when switching the scan visor on during a cutscene.

Thanks in advance, and I'll be happy to provide any details.

Pointer is not centered

image_2021-05-11_102800

for some reason the pointer is not at the center of the screen, it looked fine yesterday, so i'm wondering if it may be because i also have other versions of dolphin (Regular dolphin and dolphinVR)

any idea on how to fix this ?

Arm cannon vanishes instantly when scan visor is engaged.

When the player activates the scan visor, Samus' arm cannon disappears instantly. Footage from real Wii consoles shows that there is supposed to be an animation of her lowering her arm out of view.
I've so far only tested this on the PAL version of Prime Trilogy for the Wii, and so far only in Metroid Prime 2.
Possibly related to the viewmodel offset feature?

[Request] Please make Morph Ball Bomb remappable.

When using a controller with A set to Jump and B set to fire through Trilogy's built in swap, trying to set Spring Ball to A results in Bomb and Spring Ball.
I have no idea why Nintendo didn't attach Bomb to Fire when swapping the inputs, but it makes fire and bomb inconsistent. If there's a way to patch in a code to set Bomb to B when Trilogy's internal A & B swap is turned on, or otherwise make the bomb button directly remappable, that would be highly appreciated.

EDIT: Somehow, I forgot about Boost Ball. That muddies things even further.

Issue with compiling on arch linux.

When attempting to compile primehack I got this error. This error occured both on my pc and my laptop. This error is exclusive to primehack as I did not have this issue when compiling regular dolphin.

This error occured while running "make" in the build directory.

[100%] Linking CXX executable ../../../Binaries/dolphin-emu
/usr/bin/ld: ../InputCommon/CMakeFiles/inputcommon.dir/XInput2Mouse.cpp.o:(.bss+0x0): multiple definition of 'win_hdl'; CMakeFiles/dolphin-emu.dir/RenderWidget.cpp.o:(.bss+0x0): first defined here
/usr/bin/ld: ../InputCommon/CMakeFiles/inputcommon.dir/XInput2Mouse.cpp.o:(.bss+0x8): multiple definition of 'win_h'; CMakeFiles/dolphin-emu.dir/RenderWidget.cpp.o:(.bss+0x8): first defined here
/usr/bin/ld: ../InputCommon/CMakeFiles/inputcommon.dir/XInput2Mouse.cpp.o:(.bss+0xc): multiple definition of 'win_w'; CMakeFiles/dolphin-emu.dir/RenderWidget.cpp.o:(.bss+0xc): first defined here
/usr/bin/ld: ../InputCommon/CMakeFiles/inputcommon.dir/XInput2Mouse.cpp.o:(.bss+0x10): multiple definition of 'win_y'; CMakeFiles/dolphin-emu.dir/RenderWidget.cpp.o:(.bss+0x10): first defined here
/usr/bin/ld: ../InputCommon/CMakeFiles/inputcommon.dir/XInput2Mouse.cpp.o:(.bss+0x14): multiple definition of 'win_x'; CMakeFiles/dolphin-emu.dir/RenderWidget.cpp.o:(.bss+0x14): first defined here
collect2: error: ld returned 1 exit status
make[2]: *** [Source/Core/DolphinQt/CMakeFiles/dolphin-emu.dir/build.make:2888: Binaries/dolphin-emu] Error 1
make[1]: *** [CMakeFiles/Makefile2:1721: Source/Core/DolphinQt/CMakeFiles/dolphin-emu.dir/all] Error 2
make: *** [Makefile:156: all] Error 2

I have also attempted to install the AUR package but that also gave me the same error.

Removed feature (bug?)

In version 1.0.4, pressing the map key (in my case, TAB) would increase emulation speed to the maximum it could handle. I'm not sure why, but this does not happen in 1.0.5 . I'm not sure if this is an unintended behavior, but It greatly improved the experience for me by reducing the length of annoying cutscenes (an example being the elevator and save stations in MP1). Was this a feature? How can I make it work again in 1.0.5?

Metroid Prime not starting

Fresh install of Prime hack and Metroid Prime 1 just shows a black screen when opened. Other games open fine.

Inputs not working when interacting with switches.

While playing MP3 Corruption the motion controls were bound to Shift and worked fine when interacting with the push, pull, rotate controls. But for some reason it's not working with the pump-system on one of the levels early in the game. While interacting with the pump, the configure window for the controller isn't showing any inputs are being received from the mouse and keyboard however I am still able to press the exit (space) button. Also the camera is able to be moved while interacting with the pump.
image

[Request] Trilogy Hypermode Difficulties Unlocked From the Start

One of the extra features of MPT was new Hypermode difficulties for all 3 of the Prime games, as an extra challenge for people good at the Prime games, which is cool. The problem lies with how you normally unlock them. If you want to play the Hypermode difficulty for a game, you have to beat it, and then you can select the save that you beat the game on and start a new game in Hypermode.

You don't even unlock the difficulty permanently for that game, as if you want to start over by deleting a save file for that game, Hypermode becomes locked again. This is why always having Hypermode difficulty unlocked, or a least a code for it, would be convenient.

[REQUEST] Better jumping in GameCube Prime 1

Jumping in the GameCube version of Prime 1 stops Samus dead in her tracks, and it would be nice to have an option to make it so she keeps her moving speed like she does in Echoes and in every game in Trilogy (maybe in the cheats menu?)

It would make moving around a lot better, it's kind of frustrating when you know you should be able to make a jump but the weird mechanics just stop you

Camera mode and controller profiles (Wii)

When loading Wii control profiles, PrimeHack does not maintain the profile's choice of Mouse or Controller camera settings. This is specific to Wii controls; GameCube profiles load this choice correctly.

EDIT: I looked at the controller profiles in VS Code; when camera mode is set to Mouse, the saved profile doesn't even have a line referring to it. Only if it's set to Controller. This is still true if the profile is saved with it set to Controller, then changed to Mouse and resaved. The line is removed in this case.
I don't know if this is relevant, but it's something to note.

Visor Change shortcut no longer working

The Visor change shortcut (ex: E+1 for Scan Visor) is no longer working on the latest release. I should note that it does show up on the PrimeHack tab on the controller configs and it would appear that it does work, but there's no change in-game. I've only tested this on Metroid Prime 2.

[REQUEST] - Crosshair Customization

It would be a huge quality of life improvement if the crosshair in the Wii version could be customizeable (or outright disabled).

Playing the game with mouselook is amazing however the crosshair was obviously sized for viewing on a television display far from the player, whereas on PC games with mouse and keyboard, the crosshair is distracting large.

It would greatly improve the experience if there was an option to change the crosshair shape (to a small dot), change it's opacity,, or even remove it entirely. for a more immersive experience (like the Gamecube version).

MPT (MP2): Changing Visor locking Grapple Animation

Just a quick report. Changing the visor while shooting out the grapple beam to a grapple point will lock the animation and the beam sound loop. It can be unlocked by redoing the grapple, successfully. It does result in some fun visuals, like the grapple beam coming out of the morphball.

image

other visual glitches can be the left arm being stuck in the pose and direction where it was pointing. thus you can get it clipping through the view. Regardless where you turn the camera.

image

[Prime 3] Motion Controls bugged on newest version

Certain motion-based controls, like the Fuel Gel pump on Bryyo, have stopped working with the newest version of PrimeHack. Remapping the controls does not fix this issue, and the pumps previously worked perfectly on older versions by simply pressing the W key.

Frequent Metroid Prime 2 Crashes

To be clear, I believe this is a problem with upstream Dolphin as well, but I'm posting it here as I feel PrimeHack is in a unique position to focus more attention on Metroid Prime related fixes.

Basically Prime 1 and 3 work perfectly, but Prime 2 suffers from frequent crashes every 30-60 minutes. Save-states are unable to help, as if you save-state before a crash, the crash will still occur around the same time. For example if I save-state, walk for 3 minutes across a level, then open a door and it crashes, when I load that save state the game will crash again around that same point.

MP1 GCN Beam effects Gecko codes?

Hi there! I'm a huge fan of the Metroid Prime series and I love this project.
One of my favourite features of it is the ability to re-enable MP1 Beam effects in the Trilogy version.
Is it possible to create Gecko codes that also make it possible to do on real hardware or on the main branch of Dolphin?
Thanks and keep up the great work.

Stutter every 120 seconds

Hi,

Firstly, thank you so much for Primehack. What a way to go back and play though one of the best games ever made :D Awesome work!

So I've been playing through Prime 1 (in Trilogy) using the latest Primehack - Windows 10, GTX 1070, Ryzen 3600x. I found that there were intermittent hard stutters when playing. These differ from shader stutters etc. If you just sit looking at a wall, they will happen about every 120 sec. I tried every possible shader setting, and every graphics API and they persisted.

I tried the latest version of Dolphin without Primehack and did not see any stutters like this. So I tried the Primehack .exe and I disabled Primehack in the configuration area and retested in the same area from the same savestate and after 10 minutes there wasn't a single hard stutter. So it really does seem somehow related to the Primehack code.

I could produce a video of it, if that is useful? I don't know what could be causing this - is there something that Primehack is polling every 2 minutes possibly? Let me know if I can help with this please!

[MINOR GRAPHICAL ISSUE] Command Visor in Corruption affected by FOV

The Command Visor in Corruption has an overlay with crosses that is affected by the FOV, becoming an ugly thin mess at higher FOV like 110, the one I use. I'm not sure how hard it would be to make it so this particular element isn't affected by the FOV but it's been bugging me for a while. An alternative could be a built-in option to just remove that overlay completely

Mac Support

It is my understanding that dolphin now supports M1 machines. I'm not really familiar with PrimeHack enough to update the included dolphin myself, as I'm unaware of the changes made. But if the project were updated to include the newer dolphin, I'd love to try and put together a Mac build of PrimeHack for you.

I didn't see another way of contacting, so my apologies for creating an issue report.

Metroid Prime Trilogy reticle always staying off center of the screen

I'm at wits end with this bug, everything else with PrimeHack is working well except the crosshair is off center. Samus will still shoot in the direction her arm is facing, but the lock on snaps to the off center crosshair as well. Not really playable in this state unfortunately :-(
primehack reticle off center

Brief window to nothing

Hi. I recently decided to download Primehack because I wasn't satisfied with the Metroid Prime Trilogy's current motion controls. Every time I go to click on the game now, it brings up a little window, and then closes it without opening Metroid Prime Trilogy. I am not able to find any online forums addressing this issue if they exist, despite searching with multiple ways of phrashing the question. I then installed another Primehack Launcher, and it did the same thing. I also tried vanilla Dolphin, which ran the game, but not with the control that Primehack supposedly offers. I'm led to believe that this is some sort of bug, and I would really appreciate if this were somehow fixed.

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