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PizzaBoy: 2012-01-09 08:45:06 pm
http://tcrf.net/Proto:Metroid_Prime_3:_Corruption

Now I just need to hunt down a link to it, then hopefully get it running. Edit- Not sure what the rules are here for linking to roms, but it is really easy to find with google.
Thread title: 
That is pretty cool, thanks for posting. There is a lot of multiplayer related options in there which make me wonder if they are leftovers from MP2 or if they actually had planned on making Prime 3 have a multiplayer mode.
my umbrella goes directly to Bankai
this is a nice thing to have. i hope they find an easy way to meke it run or just a way for it to run on actual GC/Wii hardware.

i'd like to see some videos.
Edit history:
PizzaBoy: 2012-01-10 12:48:53 am


Edit- Have some gameplay

Edit history:
Ntsc: 2012-01-10 10:03:16 pm
Ntsc: 2012-01-10 09:52:57 pm
Ntsc: 2012-01-10 09:52:25 pm
Hmm, so this only runs on a special build of dolphin and not on any retail consoles? It looks like you are clearly using the Wii style controls (which I couldn't tell from reading the cutting room floor page) so I'd assume this is a wii game and wouldn't run on gamecube.

Have you tried running it on a modded wii? I'm curious the results.

The gameplay looks surprisingly complete. Im crossing my fingers for someone to scan the game files and give us a list of differences between retail.

Edit: After searching I got my answers...
Quote:
This prototype demo was developed to run on Gamecube hardware (GDEV?) with 128MB RAM.
It is running as a gamecube game, but it uses the c-stick for aiming.

I haven't tried running it on real hardware yet.

(Typing this post just as you made your edit)

I have noted under the Morphball Upgrades menu is "Iceball", "Fireball", and "Cannonball", but turning any on causes a crash. Someone more familiar with Corruption might be able to spot more strange upgrades.
Edit history:
Ntsc: 2012-01-11 12:57:31 am
The only thing that stood out to me as being really weird is "Shield Allows Movement" on the Player page (http://tcrf.net/File:MP3ProtoDebugPlayerMenu.png). Maybe they are talking about Pirate's shields because otherwise I have no idea (seems odd on player screen...).

And then Screw Attack being an integer instead of a bool (http://tcrf.net/File:MP3ProtoDebugUpgradesMenu.png) I'm assuming that simply means how many straight screw attacks you get before you fall. Would be interesting to test. Also I found it interesting that Scan freezes game was an option. Maybe they considered making scans not freeze the game.

As I mentioned before this game looks to far a long for the Multiplayer Maps unlock to simply be a left over from Echoes. I don't see the Echo Visor that you mentioned but I'm assuming you just didn't attach that photo to the TCRF page.
red chamber dream
it might have been cool to first get a screw attack that allowed just one jump (to damage enemies/open doors), then another upgrade that gave you the full five.
Could not manage a 4-bomb jump (trhbj).  With a low ceiling (like the tunnel with the first missile) a DBJ but with two bombs up top near the ceiling shows that two bombs in the air can be used as you hit the ceiling twice.  Does one need to touch a surface between bombs or is my timing off?

Infinite speed/flickerball is possible!  It can be set up by getting stuck behind a crate.  Setup is a pain as you have only 8 directions to hold using a keyboard.  No lightshow when you unmorph, just a black screen - which may come from using Dolphin instead of actual hardware.  The graphics and MB shell return when you morph like in MP3.  With boostball selected one is not able to trigger cutscenes or collect pickups (nearby Energy Tank or Missile Expansions).  Spiderball was not selected at the time.  But the game did crash as expected.
Code:
****** Assertion Failure *****
CGame Collision_Triangle Cache.cpp(638):
Verify transformedAABox.Inside(triangleCollisionCache.GenCacheBounds())
>>> Check box outside cache bounds. (AndyO)


The map in the corner behaves like MP2, making room changes obvious.  A wrong-room morph can be done at the first door, but you teleport into the correct room on the same side plus some height.  Unsuccessful attemps put you in the middle of the doorframe like MP2.  Only a few doors attempted.

If you use the debug menu on the map screen you can change the the current room setup.  Dump the room (go two rooms away and come back) for the changes to work.  The room I did it in refused to load any further rooms so I could walk out the door into the aether.  When walking along the floor of the SW this is written when you get a drop as the game tries to move you out from being stuck. Nothing is written as you float. 
Code:
[BUGTHIS!] Teleported stuck player1.


Other things:
- the floating artifact returns!  It comes from holding a lock past an enemy's defeat.  Last seen in the MP2 bonus disk demo.
- in the first room, the big gun screams when destroyed as if there was a trooper inside.
- on the moving elevator, a bomb jump puts the camera under the elevator.  oops
- at the top of the elevator, start it again and jump to the elevator opening.  The elevator decends while you stay up top (and then you must jump down).  A stupid pet trick not seen since the mines in MP1.
- health (and ammo?) drops chase you!  They are attracted as if you are using a short range charge beam.  You have to be close in biped form for this to happen, but in morphball mode the attraction distance is higher.
- there is a wall-based enemy not seen in the final game.
- set screw attack to any non-zero number and you can still screw 5 times.  The number then reads 5.

There are tonnes of differeces between this prototype and the E3 2006 demo.  A familiar experience to explore all over again.
Quote:
No lightshow when you unmorph, just a black screen - which may come from using Dolphin instead of actual hardware.

Yeah, that's a problem with Dolphin, it does that in MP2 too.