Public prerelease alpha — bugs are expected. Early-testing build;
please report issues.
New: HD rendering
- Internal resolution scaling renders the 3D scene above native DS
resolution, so geometry and edges are sharp instead of upscaled from
256×192. Selectable in the launcher. - Texture upscaling using xBR-lv2, which smooths the DS's low-resolution
textures without the smearing a plain blur gives you. - Both are off by default. They cost GPU time, so turn them up until your
frame rate stops being comfortable.
New: the game compiles itself as you play
Metroid Prime Hunters streams code in and out of memory as overlays, and
until now those overlays ran interpreted. This release adds live overlay
sharding: while you play, the launcher recompiles the overlay code your
session actually touches into native code in the background and swaps it in
when it is ready and safe to do so.
- The result is cached, so the benefit carries across sessions.
- Nine of the game's ARM9 overlays are also now compiled ahead of time.
- If anything about a shard does not verify, it is discarded and the
interpreter keeps running — the intent is that this never changes
behaviour, only speed.
New: coverage manifests you can send us
The runtime now records which code it had to interpret and writes a manifest
next to your save when you quit. If you hit a slow spot, that file tells us
exactly what to compile next. Nothing is uploaded anywhere; it is a local
file you can choose to share.
Online play: substantially further along, still not dependable
This is the honest state of Nintendo WFC / Wiimmfi support.
What now works, and is verified:
- A complete online match has been played end to end — two consoles in
one Friends and Rivals game, both players in the arena and moving, with
player state streaming between them for the whole match. Online is no
longer just "reaches the lobby". - The game authenticates against the live Wiimmfi servers over the real
internet. - The connection is preconfigured. You do not have to walk the Nintendo
Wi-Fi Connection setup menu before playing online — the generated firmware
already carries the access point. - Your Wi-Fi profile, console identity and friend roster persist across
launches. Friends you add stay added. - The Wi-Fi connection test passes repeatedly.
What is not established:
- Playing against someone on another machine is unvalidated. The match
above was two instances on one computer. Because they shared a public IP
address, the DS's own matchmaking took its same-network shortcut and never
performed NAT negotiation — the step that real play between two households
depends on. Expect this to need more work. - Only one connection per launch. Connecting works the first time after
you start the app; if you disconnect and reconnect in the same session you
will get error 52200. Quit and relaunch to go online again. This is a
known bug on our side, not a problem with your network or your profile. - Longer sessions, rematches, and three- and four-player matches have not
been exercised. Matches may still fail to connect, drop, or desync.
Treat online as promising and worth trying, not as reliable.
Fixes
- The launcher remembers the ROM you chose instead of asking again on
every relaunch. - Coverage manifests rotate instead of overwriting each other, so playing
twice no longer loses the first session's data. - Several runner stability fixes around content loading and title banks.
Notes
- Your console identity (in
%APPDATA%\MetroidPrimeHuntersRecomp) and
your cartridge save (kept next to the ROM) are a matched pair —
Nintendo WFC ties a game card to a console. If you move or delete one
without the other, the game will tell you the WFC ID from the Nintendo DS
and the Game Card do not match. Back them up together. - Retail BIOS and firmware dumps are still optional: the default no-dump path
needs only your own ROM.
Wi-Fi support is built on melonDS's
Wi-Fi work in the shared ndsrecomp runner. Texture upscaling uses Hyllian's
xBR-lv2. Full credit to both.