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The Legend of Zelda: Four Swords Adventures: Difference between revisions
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{{testing/entry|revision=6887|OS=Windows Vista x86|CPU=Intel Core 2 Duo T8100 @ 2.2GHz|GPU=ATI Mobility Radeon HD 3470|result=Playable: Could play until the Moon Gate crash. 50-60FPS with DX9 plug-in and OpenCL enabled.|tester=}} | {{testing/entry|revision=6887|OS=Windows Vista x86|CPU=Intel Core 2 Duo T8100 @ 2.2GHz|GPU=ATI Mobility Radeon HD 3470|result=Playable: Could play until the Moon Gate crash. 50-60FPS with DX9 plug-in and OpenCL enabled.|tester=}} | ||
{{testing/entry|revision=7303|OS=Windows 7 x64|CPU=AMD Phenom II X3 N850 @ 2.2GHz|GPU=ATI Mobility Radeon HD 4250|result=Slow: 10-30FPS with DX11|tester=Autofire}} | {{testing/entry|revision=7303|OS=Windows 7 x64|CPU=AMD Phenom II X3 N850 @ 2.2GHz|GPU=ATI Mobility Radeon HD 4250|result=Slow: 10-30FPS with DX11|tester=Autofire}} | ||
{{testing/entry|revision=7440|OS=Windows XP x86|CPU=Intel Core 2 Duo @ 2.93GHz|GPU= | {{testing/entry|revision=7440|OS=Windows XP x86|CPU=Intel Core 2 Duo @ 2.93GHz|GPU=NVIDIA GeForce GTX 260|result=Playable: Some massive slowdowns and the known glitches. First Moon Gate worked fine, second crashed the game.|tester=Proto}} | ||
{{testing/entry|revision=7714|OS=Windows 7 x64|CPU=Intel Core i3-370M @ 2.4GHz|GPU=ATI Radeon HD 6370M|result=Fully playable: No slowdowns, no known glitches.|tester=}} | {{testing/entry|revision=7714|OS=Windows 7 x64|CPU=Intel Core i3-370M @ 2.4GHz|GPU=ATI Radeon HD 6370M|result=Fully playable: No slowdowns, no known glitches.|tester=}} | ||
{{testing/entry|revision=3.0-436|OS=Windows XP x64|CPU=Intel Core 2 Duo E4500|GPU=ATI Radeon HD 2600 XT|result=Runs okay, 25-35FPS.|tester=}} | {{testing/entry|revision=3.0-436|OS=Windows XP x64|CPU=Intel Core 2 Duo E4500|GPU=ATI Radeon HD 2600 XT|result=Runs okay, 25-35FPS.|tester=}} | ||
{{testing/entry|revision=3.0-681|OS=Linux Ubuntu 12.04 x86_64|CPU=AMD Athlon 64 X2 @ 3.2GHz|GPU= | {{testing/entry|revision=3.0-681|OS=Linux Ubuntu 12.04 x86_64|CPU=AMD Athlon 64 X2 @ 3.2GHz|GPU=NVIDIA GeForce GTS 450|result=Work great, but the game can freeze ({{issue|5490}}).|tester=RyDroid}} | ||
{{testing/entry|revision=3.0-377|OS=Windows 7 x64|CPU=Intel Core i7-2600K|GPU=ATI Radeon HD 6850|result=Work great, but the game can freeze/slowdown on when you enter a moongate. Fixed the problem with "Skip EFB access from CPU". |tester=}} | {{testing/entry|revision=3.0-377|OS=Windows 7 x64|CPU=Intel Core i7-2600K|GPU=ATI Radeon HD 6850|result=Work great, but the game can freeze/slowdown on when you enter a moongate. Fixed the problem with "Skip EFB access from CPU". |tester=}} | ||
{{testing/entry|revision=3.5-1769|OS=Windows 7 x64|CPU=Intel Core i5-650 @ 3.2GHz|GPU=ATI Radeon HD 5570|result=Runs great till Level 2-2. Transparency issues and similar minor graphical bugs are still there, but the game runs mostly at full speed. There is only some lag when the screen becomes busy. No audio problems discovered. No crashes, even not at moon gates. When entering those gates, there is an extreme lag, but no crash or freeze. This can be easily fixed by enabling "Skip CPU EFB Access". No error messages on reboot. No control issues. Enabled EFB copy to texture, anything else were standard settings. But when playing Level 2-3, the sound can stuck and the "can't hold button" bug is again there. Didn´t test the game further. Multiplayer untested.|tester=DARK}} | {{testing/entry|revision=3.5-1769|OS=Windows 7 x64|CPU=Intel Core i5-650 @ 3.2GHz|GPU=ATI Radeon HD 5570|result=Runs great till Level 2-2. Transparency issues and similar minor graphical bugs are still there, but the game runs mostly at full speed. There is only some lag when the screen becomes busy. No audio problems discovered. No crashes, even not at moon gates. When entering those gates, there is an extreme lag, but no crash or freeze. This can be easily fixed by enabling "Skip CPU EFB Access". No error messages on reboot. No control issues. Enabled EFB copy to texture, anything else were standard settings. But when playing Level 2-3, the sound can stuck and the "can't hold button" bug is again there. Didn´t test the game further. Multiplayer untested.|tester=DARK}} |
Revision as of 00:21, 29 May 2015
The Legend of Zelda: Four Swords Adventures | |
---|---|
Developer(s) | Nintendo EAD |
Publisher(s) | Nintendo |
Series | The Legend of Zelda |
Platform(s) | GameCube |
Release date(s) | JP March 18, 2004 NA June 7, 2004 EU January 7, 2005 AUS April 7, 2005 |
Genre(s) | Action-adventure |
Mode(s) | Single-player, Multiplayer (4), Co-op (4) |
Input methods | GameCube Controller, Game Boy Advance |
Compatibility | 5 Perfect |
GameIDs | |
See also... |
Dolphin Forum thread |
The Legend of Zelda: Four Swords Adventures is a video game in Nintendo's The Legend of Zelda series. It was released for the Nintendo GameCube in Japan on March 18, 2004; in North America on June 7, 2004; in Europe on January 7, 2005; and in Australia on April 7, 2005. The Game Boy Advance hand held game console can be used as a controller when using the Nintendo GameCube Game Boy Advance Cable bundled with the game.
Game Boy Player
Game Boy connection support can be supported via joybus emulation. Such requires VBA-M (r947 or newer) and a dump of GBA BIOS (see here for an excellent dump guide). To connect GBA:
- Launch Dolphin, start Legend of Zelda: Four Swords Adventures and choose multiplayer;
- While in connection screen, in Dolphin, go to Config => GameCube and change the controller ports to GBA;
- Launch VBA-M, go to Options => Emulator and uncheck "Pause When Inactive". Then, go to Options => Link => Joybus options, mark "Enable Joybus Connection" and use default settings (127.0.0.1)
- After enabling joybus in VBA-M, Dolphin will freeze (don't panic, its OK!). Now load the GBA BIOS in VBA-M, after the splash screen Dolphin will recognize the joybus link and game will detect that a GBA was connected.
To connect other GBAs, just open another instance of VBA-M and repeat last instruction. Remember to unblock Dolphin and VBA-M in your firewall, some may block joybus link, leaving Dolphin stuck in connection screen. You can also refer to this video for more details.
Problems
Freeze
Game can sometimes freeze up.
Moon Gate Crash
The game crashes when entering a Moon Gate, or operates very slowly under some versions. Can be resolved by enabling, Skip CPU EFB Access.
Can't Hold Button
In the game, there are events that require holding a button such as pulling a switch. It may not be possible to hold it for long enough because the button press is disrupted among frames. This problem can be avoided by disabling "idle skipping" in the configuration or by using VBA-M as the controller.
Pixel Shader from Byte Code
With 3.0-191 and likely other revisions, restarting the game after play has started will generate the warning "CreatePixelShaderFromByteCode failed at Src\D3DShader.cpp 151".
Using Dolphin and VBA-M as detailed above, one can connect a GBA as a controller in Navi's Trackers mode exclusive to the Japanese version of the game. Connecting at least one GBA makes the game proceed, with Tetra presenting a tutorial followed by a stage select. The GBA screen tells you to look at TV, and disconnecting causes the game to go back to the "awaiting GBA connection" screen with Tetra. Once you select one stage, you're asked to write your name and focus is lost from TV. When you do, the GBA screen tells you to look at TV, yet the focus isn't back.
The game hangs effectively here, but with animations and music still running both on GBA and GC. The game won't respond if you disconnect a GBA at this stage. This bug makes reaching in-game in Navi Trackers mode with the Dolphin/VBA-M impossible.
HLE Sound Hang
With DSP HLE enabled, when the frame rate is below 60FPS sometimes one soundtrack will loop or hang causing all other sounds to be muted. Refer issue 6709. To avoid this, use DSP LLE. Fixed by 4.0-1300.
Z-Order/Transparency Issues
Some sprites, primarily trees, are not ordered/transparent appropriately and layer on top of the player sprites. Refer issue 3426. Fixed in 4.0-1192.
Odd Glitches
Odd rendering glitches sometimes occur. Fixed recently likely in 4.0-1192.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Skip EFB Access from CPU | On | Corrects hang/crash/slow performance at Moon Gates |
Texture Cache Accuracy | Position 4 | Prevents texture errors and all Link sprites being black. |
Version Compatibility
The graph below charts the compatibility with The Legend of Zelda: Four Swords Adventures since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
---|---|---|---|---|---|
Revision | OS | CPU | GPU | Result | Tester |
r4598 | Windows Vista x86 | Intel Core 2 Duo E4500 @ 2.2GHz | Intel GMA 945 | Fully playable: 50-80FPS with default settings and DX9 plug-in | |
r6315 | Intel Core i7-720 | ATI Radeon HD 5730 | Fully playable, even with multiplayer (GBA Link with Dolphin and VBA-M) | ||
r6887 | Windows Vista x86 | Intel Core 2 Duo T8100 @ 2.2GHz | ATI Mobility Radeon HD 3470 | Playable: Could play until the Moon Gate crash. 50-60FPS with DX9 plug-in and OpenCL enabled. | |
r7303 | Windows 7 x64 | AMD Phenom II X3 N850 @ 2.2GHz | ATI Mobility Radeon HD 4250 | Slow: 10-30FPS with DX11 | Autofire |
r7440 | Windows XP x86 | Intel Core 2 Duo @ 2.93GHz | NVIDIA GeForce GTX 260 | Playable: Some massive slowdowns and the known glitches. First Moon Gate worked fine, second crashed the game. | Proto |
r7714 | Windows 7 x64 | Intel Core i3-370M @ 2.4GHz | ATI Radeon HD 6370M | Fully playable: No slowdowns, no known glitches. | |
3.0-436 | Windows XP x64 | Intel Core 2 Duo E4500 | ATI Radeon HD 2600 XT | Runs okay, 25-35FPS. | |
3.0-681 | Linux Ubuntu 12.04 x86_64 | AMD Athlon 64 X2 @ 3.2GHz | NVIDIA GeForce GTS 450 | Work great, but the game can freeze (issue 5490). | RyDroid |
^3.0-377 | Windows 7 x64 | Intel Core i7-2600K | ATI Radeon HD 6850 | Work great, but the game can freeze/slowdown on when you enter a moongate. Fixed the problem with "Skip EFB access from CPU". | |
3.5-1769 | Windows 7 x64 | Intel Core i5-650 @ 3.2GHz | ATI Radeon HD 5570 | Runs great till Level 2-2. Transparency issues and similar minor graphical bugs are still there, but the game runs mostly at full speed. There is only some lag when the screen becomes busy. No audio problems discovered. No crashes, even not at moon gates. When entering those gates, there is an extreme lag, but no crash or freeze. This can be easily fixed by enabling "Skip CPU EFB Access". No error messages on reboot. No control issues. Enabled EFB copy to texture, anything else were standard settings. But when playing Level 2-3, the sound can stuck and the "can't hold button" bug is again there. Didn´t test the game further. Multiplayer untested. | DARK |
4.0.2 | Windows 7 x64 | Intel Core i5-3570K | AMD Radeon HD 7870 | I spent a few days configuring until I finally got it to work. DSP LLE always caused a crash during VBA-M connection, so using HLE worked. If I left "Enable GBA Linking" on, one of the VBA-M's would crash after a few minutes, so disabling that made things better. I found turning off "turbo mode" and setting the VBA-M's throttles low (25%) helped achieve steady framerates for dolphin and the VBA's. Lastly, since I was using HLE for audio, I would get occasional sound hangs, so I changed dolphin's audio backend to DSound. Everything runs great, except I still have the z-order issue with the trees. | ziggybozbo |
Gameplay Videos
- Nintendo EAD (Developer)
- Nintendo (Publisher)
- The Legend of Zelda (Series)
- Japan (Release region)
- North America (Release region)
- Europe (Release region)
- Australia (Release region)
- 2004 (Initial release year)
- Action-adventure (Genre)
- Single-player (Game mode)
- Multiplayer (Game mode)
- 4 (Players supported)
- Co-op (Game mode)
- GameCube Controller (Input supported)
- Game Boy Advance (Input supported)
- 5 stars (Rating)
- Skip EFB Access from CPU (Config Required)
- Texture Cache Accuracy (Config Required)
- Tested On (OS): Windows
- Tested On (CPU): Intel
- Tested On (GPU): Intel
- Tested
- Tested On (GPU): ATI
- Tested On (CPU): AMD
- Tested On (GPU): NVIDIA
- Tested On (Release): 3.0
- Tested On (OS): Linux
- Tested On (Release): 4.0.2
- Tested On (GPU): AMD
- Untested for 10000+ revisions
- GameCube games
- Zelda ucode games