The Legend of Zelda: Skyward Sword

The Legend of Zelda: Skyward Sword (ゼルダの伝説 スカイウォードソード, Zeruda no Densetsu: Sukaiwōdo Sōdo) is an action-adventure game for the Wii console and the sixteenth entry in the Legend of Zelda series. Nearly 5 years in development, the Skyward Sword departs from many of the traditional Zelda norms, featuring new controls, a new art style, and formula differences. Skyward Sword requires either the Wii MotionPlus add on or a Wii Remote Plus.

Skyward Sword heavily integrates the use of the Wii MotionPlus; swordplay, for instance, is integrated with the controller to a point where the player has one-to-one motion control over Link's sword and its attack directions. In contrast to earlier installments, battles do not focus solely on timing attacks, but also on their target, such as the direction in which enemies are hit. This also allows for the sword to be integrated into puzzles to a greater extent than in previous titles.

Map Colors
The map is rendered with fewer colored subsections than it should have. Refer.

Wii Remote Calibration
The Wii Remote will easily lose calibration during swordplay and other rapid movements. There is no true fix for this, but pressing Down on the Wii Remote's Dpad will quickly calibrate it (preferably in a menu, but calling Fi will fix it as well). The Toshiba Stack and the DolphinBar are capable of correcting for this error faster thanks to superior bluetooth, but they still get out of sync during heavy movement. Loading a save state while using the Wii Remote's accelerometer/IR functions (e.g. saving a state while flying with the Beetle and loading it) will also cause this. See.

Banding
Banding may be present in shading on characters and surroundings. To fix it, turn on Force Texture Filtering.

OpenGL Horizontal Black Line
Thin (1px) black line appears when the Internal Resolution is set to Auto (Window Size) in OpenGL backend, appearing above the lower right quadrant of the screen. Use a D3D11, or OpenGL with other Internal Resolutions to avoid this problem. The problem is inherent to the hackish nature of fractional scaling and is unlikely to be fixed. See.

Pellets/Arrows Aim
Enabling Skip EFB Access from CPU can prevent you from aiming properly.

Half of Link/Timestones Aura
When some time stone effects are on screen, such as during the Lanayru Mining Facility and in the Pirate Stronghold, only part of Link may be visible, with either the floor going through part of him or part of the timestones aura covering him. This only occurs with EFB to Texture, so use EFB to RAM in those sections to avoid the problem. See. Fixed by, with details in the August Progress Report.
 * If you are using any builds from to, use Direct3D9 to avoid this problem. If you are using any build prior to , Direct3D9 or OpenGL will work.

Timestone Transition
Aftering activating a timestone, the player will lose control of the game and a transition effect with appear. During that effect, the sky will be completely black if Fast Depth Calculation is enabled. Keep it off and it will render normally on any revision after the merger of tev_fixes_new in.

Crash on Silent Realm Trial
After, when entering one of the 3 trials in Zelda SS dolphin will crash. Using the OpenGL backend seems to prevent this from happening. See. Fixed by.

Sword Missing
If "Cache Display Lists" is enabled, Link's sword's blade may disappear. Do not enable "Cache Display Lists" to prevent the problem from occurring. Fixed by the removal of Cache Display Lists in.
 * If you want to use cache display lists, there is a method that allows it to be on while keeping the sword. First, make sure "Cache Display Lists" is not checked, then load the game. Pull out the sword, then go into the graphics options and enable the "Cache Display Lists". The sword will remain, even after putting away the sword or traveling to other areas. It appears to hold even after resetting emulation. It may however give out at some point, and require a repeat of this procedure.

EFB to RAM Painterly Effect
EFB to RAM displays the "painterly effect" incorrectly, showing up as a bunch of vertical lines instead of the crosshatching pattern it should appear as. Fixed by.

OpenGL SSAA
If using SSAA with OpenGL, either through Dolphin or an external system like the NVIDIA control panel, it will have severe graphics distortions. This only occurs when Format Changes are emulated, and this is forced in the GameINI, so the graphics will appear glitched then go away upon opening graphics settings. You could alter the INI or use that trick to turn on "Ignore Format Changes" and get around it, but without format change emulation many objects, such as flowers, grass, banners, etc will never appear. Other forms of OpenGL anti-aliasing are unaffected. See. Fixed in.