The Legend of Zelda: Twilight Princess (GC): Difference between revisions

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(Big update. I don't have the GCN version, so my hands are a little tied. But it really needed something done, and could use even more work. It had stuff from YEARS ago. And, can a GCN game even have bloom offset?)
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== Problems ==
== Problems ==
===Sound issues===
To reduce the number of sound issues on older revisions:
#Visit [http://forums.dolphin-emulator.com/showthread.php?tid=8385 DSP-HLE Plugin: Zelda TP Intro Music] on the forums
#download a patched version of the DSP-HLE plug-in
#backup the original Plugin_DSP_HLE.dll file
#replace it with the one downloaded


This will help, but audio issues still exist. Please note also that this method can't be used on newer revisions since the plug-in merge.
===Hyrule Field Slow Down===
<b style="color:red">Note:</b> The patched plug-in may break sound in many games that work with the original plug-in.
Over time in the game Hyrule Field may become progressively slower. To fix this use the "ZTP hack" or "ZTP speedup hack" (not the projection hack).  This can be found in the game properties by right clicking the game in the main dolphin window and clicking game properties.  Make sure this option is checked for this game and only this game. See {{issue|720}} and {{issue|2499}}.
 
=== Sound issues ===
Sound problems may occur with the DSP HLE audio plugin. To correct these problems, use [[DSP LLE]].


=== Bloom offset ===
=== Bloom offset ===
Sometimes the bloom coordinates are wrong causing a "ghost" image to appear around certain objects in areas with high amounts of bloom. There is no known solution for it at the moment. See {{issue|2068}}.
Sometimes the bloom coordinates are wrong causing a "ghost" image to appear around certain objects in areas with high amounts of bloom. There is no known solution for it at the moment. See {{issue|2068}}.


===Lighting===
=== Dark Characters ===
Sometimes, at a certain time of day (like the evening), characters appear to be completely black except for their eyes. The lighting issue persists in all areas of the game. For example, when opening a chest, Link's eyes can be clearly distinguished as lit separately. This appears to happen mostly on Mac OS X builds using nVidia cards. [[File:TP lighting glitch nvidia.png]]
Sometimes, at a certain time of day (like the evening), characters appear to be completely black except for their eyes. The lighting issue persists in all areas of the game. For example, when opening a chest, Link's eyes can be clearly distinguished as if lit separately. This appears to happen mostly on Mac OS X builds using nVidia cards.
 
===Hyrule Field Slow Down===
Over time in the game Hyrule Field becomes progressively slower.  To fix this use the "ZTP hack" or "ZTP speedup hack" (not the projection hack).  This can be found in the game properties by right clicking the game in the main dolphin window and clicking game properties.  Make sure this option is checked for this game and only this game. See {{issue|720}} and {{issue|2499}}.
 
===Goron Mines, Boss Door===
The chains of the lock stay together after unlocking -> the door won't open. See {{issue|5002}}. This can be resolved by briefly disabling dual core mode.
 
===<s>Top left quadrant of the screen is blurred</s>===
Use EFB scaled copy to fix this.


===<s>Discolored map with EFB to texture</s>===
<div style="float:left;">[[File:TP lighting glitch nvidia.png|thumb|250px|]]</div>
Use EFB to RAM to fix this.
<div style="clear:both;"></div>


===<s>No Sun Rays</s>===
=== <s>Goron Mines, Boss Door</s> ===
There are supposed to be lots of sun rays in the intro and at the springs (especially the one in Faron Woods and Kakariko Village). If fast mipmaps is checked the sun rays will not show up. Simply uncheck fast mipmaps to fix the issue. AF will also reduce the visibility of the sun rays (more samples = less visible) so this should be set to 1x.
The chains of the lock stay together after unlocking -> the door won't open. See {{issue|5002}}. This can be resolved by briefly disabling dual core mode. This problem is fixed.


== Configuration ==
== Configuration ==
{{Config
{{Config
|gfxbackend                = D3d9
|gfxbackendnotes          =
|widescreenhack            = Off
|widescreenhack            = Off
|widescreenhacknotes      = If enabled, water reflection effects will be buggy.
|widescreenhacknotes      = If enabled, water reflection effects will be buggy.
|anisotropic              = 1x
|anisotropic              = 1x
|anisotropicnotes          = Using a higher number of samples reduces the visibility of sun rays.
|anisotropicnotes          = Using a higher number of samples reduces the visibility of sun rays.
|efbscaledcopy            = On
|efbscaledcopynotes        = Enable this if the quarter of the screen is blurred when using EFB copy to RAM
|efbcopy                  = RAM
|efbcopy                  = RAM
|efbcopynotes              = RAM for a proper map
|efbcopynotes              = RAM for a proper map
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{{testing/entry|revision=3.0-371|OS=Windows 7 x86|CPU=Intel Core i3-530 @ 2.93GHz|GPU=nVidia GeForce GTX 550 Ti|result=Roughly a constant 30 FPS. There are slowdowns in big/busy areas, but so far the FPS never went below 20. Tested using D3D9 video back-end, 1920x1080 resolution, 3x native internal resolution, no AA, 16x AF, EFB copy to texture (My game always freezes when using EFB copy to RAM for some reason.), texture cache accuracy is fast, no XFB, and skip EFB access from CPU is on. ZTP speedhack is enabled, and I get 23-27 FPS on Hyrule Field, with no slowdowns. I haven't experienced any issues with the audio. XAudio2 with DTK music enabled.|tester=Orang}}
{{testing/entry|revision=3.0-371|OS=Windows 7 x86|CPU=Intel Core i3-530 @ 2.93GHz|GPU=nVidia GeForce GTX 550 Ti|result=Roughly a constant 30 FPS. There are slowdowns in big/busy areas, but so far the FPS never went below 20. Tested using D3D9 video back-end, 1920x1080 resolution, 3x native internal resolution, no AA, 16x AF, EFB copy to texture (My game always freezes when using EFB copy to RAM for some reason.), texture cache accuracy is fast, no XFB, and skip EFB access from CPU is on. ZTP speedhack is enabled, and I get 23-27 FPS on Hyrule Field, with no slowdowns. I haven't experienced any issues with the audio. XAudio2 with DTK music enabled.|tester=Orang}}
{{testing/entry|revision=3.0-555|OS=Windows 7 x64|CPU=Intel Core 2 Quad Q6600 @ 2.7GHz|GPU=AMD Radeon HD 6850|result=Enabled Open CL Texture decoder, ~50% speedup, no glitches|tester=Me}}
{{testing/entry|revision=3.0-555|OS=Windows 7 x64|CPU=Intel Core 2 Quad Q6600 @ 2.7GHz|GPU=AMD Radeon HD 6850|result=Enabled Open CL Texture decoder, ~50% speedup, no glitches|tester=Me}}
{{testing/entry|revision=3.0-636|OS=Windows 7 x64|CPU=Intel Core i7-950 CPU @ 3.06GHz|GPU=nVidia GeForce GTX 470|result=Fully Playable with average 95-100% lowest ever was 88%. - Following settings yielded best performance and quality
{{testing/entry|revision=3.0-636|OS=Windows 7 x64|CPU=Intel Core i7-950 CPU @ 3.06GHz|GPU=nVidia GeForce GTX 470|result=Fully Playable with average 95-100% lowest ever was 88%.|tester=zorga}}
Config-
JIT Recompiler
Lock Threads to Cores UNCHECKED (slowed down with it on even tho multithreaded cpu)
DSP HLE with XAudio2 backend.
 
Graphics-
GENERAL:
Backend=Direct3D9(fastest by far)
Aspect Ratio=auto
 
ENHANCEMENTS:
Internal Resolution=2xNative(noticeable loss with Auto)
Anti-Aliasing=None
Anisotropic Filtering=16x(unnoticeable loss)
Scaled EFB Copy=CHECKED
Force Texture Filtering=CHECKED(didn't notice any glitches)
Skip EFB Access from CPU=CHECKED(didn't notice any glitches)
Ignore Format Changes=CHECKED
EFB Copies=RAM > Enable Cache=UNCHECKED(faster than with cache for me)
Texture Cache=FAST
External Frame Buffer=VIRTUAL(or else resolution was weird and map fucked up)
 
HACKS: (CHECK the following): Fast Mipmaps, Disable Per-Pixel Depth, OpenCL Texture Decoder(fastest by far)
 
ADVANCED: Enable Progressive Scan=CHECKED|tester=zorga}}
{{testing/entry|revision=3.0-637|OS=Windows 7 x64|CPU=Intel Core i7-2600 CPU @ 3.40 GHz|GPU=AMD Radeon HD 6900|result=Slowed to 20% on moving screens using Direct3D9, but upon switching to OpenGL runs perfectly|tester=Mark}}
{{testing/entry|revision=3.0-637|OS=Windows 7 x64|CPU=Intel Core i7-2600 CPU @ 3.40 GHz|GPU=AMD Radeon HD 6900|result=Slowed to 20% on moving screens using Direct3D9, but upon switching to OpenGL runs perfectly|tester=Mark}}
{{testing/entry|revision=3.0-717|OS=Windows 7 x64|CPU=Intel Core 2 Q9550 @3.5GHz|GPU=ATI Radeon HD 4870|result=Fully playable but the music on HLE is not right (missing instruments). Not really noticeable unless you played on a real GC before. LLE has perfect music but on my system it works a bit slow. LLE on thread makes the game crash within a few seconds.|tester=Herpderpus}}
{{testing/entry|revision=3.0-717|OS=Windows 7 x64|CPU=Intel Core 2 Q9550 @3.5GHz|GPU=ATI Radeon HD 4870|result=Fully playable but the music on HLE is not right (missing instruments). Not really noticeable unless you played on a real GC before. LLE has perfect music but on my system it works a bit slow. LLE on thread makes the game crash within a few seconds.|tester=Herpderpus}}
{{testing/entry|revision=3.0-735|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 4.1GHz|GPU=nVidia GeForce GTX 560 Ti|result=Fully Playable 30 FPS.
{{testing/entry|revision=3.0-735|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 4.1GHz|GPU=nVidia GeForce GTX 560 Ti|result=Fully Playable 30 FPS. The game will run fine on a nice (no bottlenecks) core i5 2500k build on DSP HLE, checked in dolphin options as well as in the game options (accessed by right clicking it), but as far as my experience goes, DSP LLE requires a bit OC on the turbo boost.
GRAPHICS(checked unless otherwise specified): 1920x1080 Direct3D9, No AA, 1x AF - 4x Native Resolution, Scaled EFB Copy, Per Pixel Lighting, Force Texture Filtering - Ignore Format Changes - EFB Copies to RAM, Enable Cache, External Frame Buffer Disabled, Disable Per Pixel Depth, OpenMP Texture Decoder = UNCHECKED.
 
DSP: DSP LLE Recompiler, DSP LLE on Thread, XAudio2 48000Hz.
 
COMMENTS: The game will run fine on a nice(no bottlenecks) core i5 2500k build on DSP HLE, checked in dolphin options as well as in the game options (accessed by right clicking it), but as far as my experience goes, DSP LLE requires a bit OC on the turbo boost.
|tester=jtafurth}}
|tester=jtafurth}}
{{testing/end}}
{{testing/end}}