Emulator Issues #8163
closedMetroid Prime 2: Scan Visor ignores many objects
0%
Description
Game Name?
Metroid Prime 2: Echoes
Game ID?
G2ME01
What's the problem? Describe what went wrong in few words.
Following the game's intro, when gameplay begins, the scan visor is unusable on most items, (eg. Samus' ship). Some items work, but it is entirely hit or miss. Eventually, you will reach one of the "hologram" gates that you must scan in order for it to recede, it will not scan, and you will be unable to proceed.
What did you expect to happen instead?
Items should scan as normal, causing a small progress meter to fill up followed by a giving of details about the item scanned.
What steps will reproduce the problem?
- Start Metroid Prime 2: Echoes. Begin a new game, and go through the introduction sequence.
- Following this, you will exit Samus' spaceship, and begin first-person play.
- Enter the scan visor (use the Control Pad and hit left) and then try to scan Samus' ship by using the L-Trigger.
- It won't scan, and you just kinda strafe around.
- For an example of an item that will scan, look forward and scan the orb-looking thing in the spider web. It will scan.
Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have
known issues and bugs, so don't report issues about them and test the
latest Dolphin version first.
Which versions of Dolphin did you test on?
Dolphin 4.0-5323 (I build and maintain packages of Dolphin for newer Ubuntus and family, and can test a new code revision easily)
Does using an older version of Dolphin solve your issue? If yes, which
versions of Dolphin used to work?
I haven't ever tested this with an old revision.
What are your PC specifications? (including, but not limited to: Operating
System, CPU and GPU)
OS: Linux 3.18.3 (Linux Mint 17)
CPU: Intel Core i7 (4 cores @ 2.10 GHz)
GPU: NVIDIA Geforce GT 650M w/ 2GB VRAM, NVIDIA driver 346.35
Is there any other relevant information? (e.g. logs, screenshots,
configuration files)
As this was under Linux, please know this issue occurred under the OpenGL render. All settings are stock / coming from GameINI, save a change of Internal Resolution from 1x to 2x.
Updated by JMC4789 almost 10 years ago
- Status changed from New to Questionable
Unable to reproduce, scan visor works correctly here, everything scannable.
Windows, OpenGL, EFB2RAM, Safe Texture Cache, defaults, etc.
Updated by Nick.Pelone almost 10 years ago
Will reproduce and report detailed information.
Updated by JMC4789 almost 10 years ago
First thing you should do is figure out when it stopped working for you, that would help us see what could be going on.
Updated by Nick.Pelone almost 10 years ago
http://pastebin.com/5amiQS0i
Here is a slew of log output while trying to scan the ship and failing.
I've never played this game before via Dolphin, so it may take some time for me to jump back far enough to find a working version.
Updated by Nick.Pelone almost 10 years ago
Okay, I just jumped to the oldest binary package I had built (10/26/14, Dolphin 4.0-3842) and the scan visor was working normally (I was able to scan Samus' ship)
Since this is so old, I will have to go through some more to properly bisect.
Updated by JMC4789 almost 10 years ago
Okay. Take your time, as long as we figure out when it got broke it'll make fixing it much easier.
Updated by Nick.Pelone almost 10 years ago
Thanks for your support on the issue. Over the weekend(maybe even this afternoon) I will be able to go through and find it; it's been a busy week.
Updated by kasabkata almost 10 years ago
I can confirm this for Metroid Prime 3 from the trilogy. It happens in D3D mode, but not in OpenGL. Of the builds i have scan works correctly on 5168 and 5254, but is bugged on 5357 and 5384.
OS windows 8.1 x64
Core i5 750 @2.7
Nvidia GTX 570
Updated by ddnava1996 almost 10 years ago
I have experienced the exact same problem. It only occurs on objects that are large enough, like those huge gates that you need to scan to open (those with some kind of mechanism with a hologram of different colors depending of the security level right in front of them), the ship of the space marines, which is huge enough, and after that zone, where you first meet the shadow foes, there's an area where you should shoot a missile to a huge wall for it to partially broke, you can't scan that wall too.
I also noticed that when I try to scan some of those objects while looking up (Look up with R-Trigger and then try to scan the object with Samus still looking up) the camera angle will get instantly horizontal and just lock the camera's direction (As if I never looked up with R-Trigger and I just pressed L-Trigger with no object in front that could be scanned)
I tried several versions and it broke in 4.0-5347, which claims to have removed several code for D3D. Maybe there was some code needed for the scan visor to work properly with lage objects
Updated by magumagu9 almost 10 years ago
- Status changed from Questionable to Accepted
Ugh... that makes it mine. :(
Updated by magumagu9 almost 10 years ago
- Status changed from Accepted to Fix pending
Updated by Nick.Pelone almost 10 years ago
I'll just go ahead and chime in; that pull request doesn't fix the issue over here (Linux/OpenGL renderer). I grabbed your changes and went ahead and did a build to test. Considering as it's happened to people with both D3D and the OpenGL backend, it must be something else going on. There's a better range of commits to test against now, since we've narrowed down the date somewhat (It was still working in December)
Updated by magumagu9 almost 10 years ago
- Status changed from Fix pending to New
- Operating system N/A added
I can scan Samus's ship with that PR on both OpenGL and D3D on Windows. On master, I can scan Samus's ship on OpenGL, but not D3D.
If you're on Linux, you're probably not running into the same issue. Sorry, I got confused by the other people reporting a D3D issue.
Updated by Nick.Pelone almost 10 years ago
I imagined as such. Thanks for the relabeling, I'll continue to hunt for a breaking commit.
Updated by AmauryRR almost 10 years ago
I'm running into the same issue as well, also running a similar setup as OP (Nick):
OS: Ubuntu 14.04 LTS (Kernel 3.13.0-44-generic) x86_64
CPU: Core2 Quad X3220 @ 3.0Ghz (8GB ram)
GPU: Nvidia GTX 570 with binary driver 346.35 installed.
From the begining of the game, if you get to the first boss (the Dark Alpha Splinter) and speak with U-Mos (on the second floor), when you have to get to the next part which is scan one of the violet holograph doors back on the first floor/boss fight area - the game snaps to view as if it were going to scan but doesn't. Some items do scan, but that is a deal-breaker as it won't let you proceed further. I've also noticed it was doing that with some other things from the start of the game, but didn't think much of it untill I was stuck in that temple area.
Currently I got it to play by using a older version 4.0.2 installed via terminal (apt-get install dolphin-emu) and it lets me scan everything normally. I'll see if I can get around to trying other versions - using the packages from the site gives me some unmet dependency errors.
Newer versions I've built from source work very smooth with other games, including the first Metroid Prime and has rumble support working. Hopefully that bit of info might be helpful in reproducing the error in question.
Updated by Autoran1 almost 10 years ago
- Status changed from New to Fixed
Updated by pedro.nejelski about 9 years ago
Even though the issue has already been solved, I want to say I came here for a similar problem but solved it just removing the enhancements Anisotropic filtering and Anti-Aliasing, my problem was just with some RED objects, some doors special doors in Santuary Temple. Had this issue on 4.0 6860 and now with 5.0(RC).
Updated by mempf.com about 9 years ago
As mentioned in the forums here: https://forums.dolphin-emu.org/Thread-wii-metroid-prime-trilogy--26043?pid=378971#pid378971
This issue seems to have returned in some form in Dolphin-6422 with this pull request: https://github.com/dolphin-emu/dolphin/pull/2448
Before this change D3D backend worked when scan visor when AA was disabled. After this change scan visor issues occur under D3D backend but not opengl.