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The following is a list of games that support , and display modes. The GameCube's 480p signal, which is the highest quality video it can provide, is only natively supported by certain region games and can only be utilized if specific hardware is provided. For region games, the default video output is normally (50 Hz) while some games provide an option to use PAL60 (/60 Hz). Widescreen mode is not supported often across the GameCube's library, but can be used on any hardware setup regardless of region. A DOL-001 GameCube and can provide a 480p video signal. To get a 480p signal from a GameCube console, it is first necessary to use a DOL-001 model system, as these are equipped with a digital A/V port. This port was removed with the DOL-101 revision of the GameCube hardware in May 2004 because Nintendo found that less than one percent of players were using the port.
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Furthermore, a cable and supporting television are required. The only cables that can output a 480p signal from the GameCube are the official Nintendo-brand cables, available in in North America and in Japan. These cables are equipped with a proprietary developed by Nintendo which has not been reproduced by any third party company. Since the cables only carry a video signal, standard A/V cables are still necessary for audio.
First generation Wii systems (RVL-001) are also capable of outputting 480p video for compatible GameCube games if component cables are used and the system is set to 480p mode. In order to enable progressive scan mode, the B button must be held down as a compatible game boots. This will display a prompt giving the player the option to turn progressive scan on or off.
The next time a progressive scan compatible game is played, it is not necessary to hold down the B button as the system remembers this setting and will automatically display the prompt. Selecting 'no' at this prompt will turn the setting off at the system level, and it will need to be enabled again. This procedure is identical to enabling PAL60 for those games which support it. Games that do not have progressive scan support will not display the prompt, but can still be played with component cables, although in 480i. Progressive scan compatible games played on a Wii console set to 480p mode with component cables will always automatically display the prompt. Despite all DOL-001 GameCube and RVL-001 Wii systems supporting progressive scan regardless of their region, only around 200 NTSC games will natively support the display mode.
NMM (No More Memory) - This is the game save redirection feature which uses the USB drive instead of a GameCube memory card. Do not put anything in slot B memory card, also, use Gamecube Iso Tool to extract the game to usb using GcReEx format and 32k Alignment on Iso Preferences and put. To unlock the original NES Metroid, simply beat Metroid Fusion on GBA, then link the GBA (with Fusion in it) to the GCN (with prime in it) then at the main menu of prime goto the bottom where it says GBA link bonuses or something like that. Make sure you have beaten Metroid Fusion though.
All games in regions were intentionally programmed with the mode disabled; however, a select few can output 480p by forcing an NTSC signal with either a (ex. These modchips and boot disks can also be used to bypass, allowing NTSC games that support progressive scan to be played on PAL systems.
Since Freeloader has been blocked on the Wii with System Update 3.3, or a modchip should be used. It should be noted that some modchips can force 480p on any game, although compatibility is not guaranteed, with many games only partially working or crashing completely. Furthermore, the GameCube homebrew application Swiss can be used to force progressive scan with varying results. This -related list is; you can help. For more details on the RCA component cables, see:.
For more details on the D-Terminal component cables, see:. NTSC‑J 480p: Progressive Scan (480p) support available for NTSC-J version.
Includes Japan and other parts of eastern Asia. NTSC‑U/C 480p: Progressive Scan (480p) support available for NTSC-U/C version.
Includes United States of America, Canada, Mexico, and other parts of North and South America. PAL 480p: Progressive Scan (480p) support available for PAL (by forcing a NTSC signal through the use of modchips or boot discs). Includes Europe, Oceania, and parts of Asia and South America. Widescreen: Widescreen (16:9) mode available.
Supported in all regions. PAL60: PAL60 support available in PAL versions.
(not available on all pages) Web metroid2002.com Version Differences: Version Number Notes:. Look on the data (silver) side of your Metroid Prime game disc to find your copy of the game's Version Number (as shown above). You may need to hold the disc up to a bright light (such as the sun) for the number to become legible. DOL-GM8E-0-00 USA/JPN: This is the original version of the game, known on this site as the original NA (North American) 0-00 version. For historical reasons, this version is still sometimes called the NTSC version, even though there are now believed to be at least four distinct NTSC versions of the game.
The 'USA' or 'JPN' at the end of the version number indicates where your disc was manufactured, not where it was intended to be sold. You can ignore it; only the GM8E 0-00 part of the version number is important (the 'E' probably stands for English). This version is widely believed to be the superior choice for Sequence Breaking and Speed Running, because there are no known tricks that do not work in this version. Because this version uses the original (faster) loader, it will sometimes in the Chozo Ruins. DOL-GM8E-0-01 USA/JPN: The North American 0-01 version was released before the North American Player's Choice version, but after the original release. This release is essentially the same as the North American 0-00 version. The only confirmed difference in this version is that.
Because this version uses the original (faster) loader, it will sometimes crash in the Chozo Ruins. DOL-GM8J-0-00 JPN: This is the original (and only known) Japanese version of the game. Minimal changes were made from the original GM8E-0-00 North American release. The 'J' probably stands for Japanese, while the 'JPN' at the end of the version number indicates that this copy was manufactured in Japan. Because this version uses the original (faster) loader, it will sometimes crash in the Chozo Ruins. DOL-GM8P-0-00 JPN: This is the original (and only known) PAL release of the game.
'PAL' refers to the region in which PAL TV equipment is used. This region is usually said to include Europe, Australia and parts of South America. This version is referred to on this site as the 'European', 'Australian' or 'PAL' version of the game. Although a PAL Player's Choice version was released, no version differences were found (compared to the original PAL release) and the version number is the same. PAL changes to the game were widespread including the additions of a 50 Hz video mode (for compatibility with older PAL equipment) and a male narrator's voice during the game's intro and ending.
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The 'P' in the version number is probably short for 'PAL'. Because this version uses the new (slower) loader, it will never crash under normal circumstances.
DOL-GM8E-0-02 USA/JPN: This is the North American Player's Choice version of the game. Some of the changes made to the PAL version were also made to this version, but many of the most radical ones (such as the male narrator heard during the intro) were not carried over. In addition, several new changes (not seen in any of the other versions) were made to this version, most of which drastically reduce the ability of the player to play the game in any way other than what was intended. Because this version uses the new (slower) loader, it will never crash under normal circumstances. This version also came with the American Metroid Prime Bonus Bundle, which included a silver GameCube and the Metroid Prime 2 demo disc.