The Legend of Zelda: Twilight Princess (Wii)

In The Legend of Zelda: Twilight Princess, the next chapter in The Legend of Zelda series, Link can transform into a wolf to scour the darkened land of Hyrule. With the help of Midna, a mysterious being, you must guide Link through hordes of foul creatures and challenging bosses using new moves and a new horseback combat system. Many puzzles stand between Link and the fulfillment of his quest, so you must sharpen your wits as you hunt for weapons and items.

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.

Problems
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Bloom
Due to the low resolution bloom, a "ghost" image will appear around certain objects in areas with high amounts of bloom. There is no known solution.

In addition to the "ghost" look, the Wii version has a bloom offset. The bloom appears to the left and above where it should be. To fix it, use D3D11, or use OpenGL with the following procedure:
 * With OpenGL and EFB Copies to Texture Only. If the graphics configuration menu is opened the bloom offset will disappear. Why this happens is unknown, but it appears to remain in place in testing.

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Hyrule Field Speed Hack
As the player progress through the game, Hyrule Field will become progressively slower. To fix this, enable the "Hyrule Field Speed Hack" in the ISO properties (right click the game in the game list > Properties > Patches tab > Hyrule Field Speed Hack). All region releases except KO, were fixed by.

Unfortunately, the hack will cause defects on the minimap, so it is not enabled by default.

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:
 * D3D - Broken by Anti-aliasing, Anisotropic Filtering and an Internal Resolution above 1x Native.
 * OpenGL - Broken by Anisotropic Filtering and an Internal Resolution above 1x Native.

Disable Bloom
Bloom is not displayed correctly if an IR> 1 is used. To display Bloom effects correctly, the improvement Scaled EFB copy must be disabled. To disable bloom completely, use the Action Replay code below. No Bloom Effects 0400EDB8 4E800020