The Legend of Zelda: Twilight Princess (Wii)

The Legend of Zelda: Twilight Princess is an action-adventure game developed by Nintendo Entertainment Analysis and Development, and published by Nintendo for the GameCube and Wii video game consoles. It is the thirteenth installment in The Legend of Zelda series. Originally planned for release in November 2005, Twilight Princess was delayed by Nintendo to allow its developers to refine the game and add more content. The Wii version was released alongside the Wii console on November 19, 2006, in North America, and in December 2006 in Japan, Europe, and Australia. This made Twilight Princess the first Zelda game released at the launch of a Nintendo console. The GameCube version was released in December 2006, and was the last Nintendo-published game for the console. During early development, Nintendo referred to Twilight Princess as The Wind Waker 2. As development progressed, Nintendo announced a new title, Twilight Princess, during the Electronic Entertainment Expo (E3) in 2005.

The Wii version is identical to the GameCube version, but is mirrored by design; ie. what is left on the world map in the GC version is right on the Wii. It also uses the Wii remote and supports widescreen.

Hyrule Field Slow Down
Over time in the game Hyrule Field becomes progressively slower. To fix this use the "ZTP hack" (see Configuration). Make sure that this option is checked only for this game since this can cause issues in other games. See.

Audio Issues
With DSP HLE, background music may play at a low value, sound effects may be too loud, and the music may not play or cut out randomly. Use DSP LLE to correct these sound problems.

Mini Map

 * With EFB to Texture the minimap will become unusable after a transition into another area, showing nothing but visual garbage. Use EFB to Ram to fix it.
 * The minimap requires Texture Cache Accuracy to be set to position 1 (Safe), otherwise the arrow will become confused and fail to follow Link as he travels.

Bloom Offset
Sometimes the bloom coordinates are wrong causing a "ghost" image to appear around certain objects in areas with high amounts of bloom. D3D11 in recent builds does not have the bloom offset. D3D9 and OpenGL can remove the bug with the following procedure:
 * With OpenGL and D3D9, set the game to EFB to Texture, then fire up the game. After it is loaded, open the graphics configuration menu, and the bloom offset will disappear. Why this happens is unknown, but it appears to remain in place in testing.

D3D11 Darkness
With the D3D11 graphics backend the lens flare from the sun is glitched. When looking at the sun, the flare makes things appear darker instead of brighter, and it will even show through trees, buildings, and other obstacles. Only the D3D11 backend has this problem so use D3D9 or OpenGL to avoid it. See.

Sun Rays
Twilight Princess uses a ray effect at various points throughout the game, most notably at windows and the fountains. The effect is very easily broken. How it is broken depends on the backend used:
 * D3D9 - Anti-aliasing and an Internal Resolution above 1x Native
 * D3D11 - Anti-aliasing and Anistropic Filtering have no effect on the sun rays with D3D11. However, an Internal Resolution above 1x native will affect it the same as in D3D9.
 * OpenGL - The GLSL merge (3.5-1025) greatly improves the effect in OpenGL. It is now affected by Anisotropic Filtering and an internal resolution above 1x Native.

Wiimote Disconnects
Wiimote disconnects will occur after several minutes of inactivity. Press Alt-F5 to continue playing.