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The Legend of Zelda: Twilight Princess (GC): Difference between revisions
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{{testing/entry|revision=3.0-735|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 4.2GHz|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. | {{testing/entry|revision=3.0-735|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 4.2GHz|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. | ||
|tester=jtafurth}} | |tester=jtafurth}} | ||
{{testing/entry|revision=3.0-752|OS=Windows 7 x64|CPU=Intel Core i7-950 CPU @ 3.06GHz |GPU=nVidia GeForce GTX 580|result=The mini-game "STAR Tent" ( | {{testing/entry|revision=3.0-752|OS=Windows 7 x64|CPU=Intel Core i7-950 CPU @ 3.06GHz |GPU=nVidia GeForce GTX 580|result=The mini-game inside "STAR Tent" (Castle-Town, West Road) cannot start, with the error msg:"BackPath: Currently only supporting reads.". Version 3.0-692 is ok on that|tester=Nos}} | ||
{{testing/end}} | {{testing/end}} | ||
Revision as of 06:02, 20 August 2012
The Legend of Zelda: Twilight Princess | |
---|---|
Developer(s) | Nintendo EAD |
Publisher(s) | Nintendo |
Series | The Legend of Zelda |
Platform(s) | GameCube |
Genre(s) | Action-Adventure |
Mode(s) | Single-Player |
Input methods | Gamecube Controller |
Compatibility | 5 Perfect |
GameIDs | |
See also... |
Wii Version |
The Legend of Zelda: Twilight Princess is an action-adventure game developed by Nintendo Entertainment Analysis and Development, and published by Nintendo for the Nintendo 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.
Problems
Hyrule Field Slow Down
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
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.
Dark Characters
Sometimes, at a certain time of day (like the evening), characters appear to be completely black, except for their eyes or a few other pieces. The 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.
No Sun Rays
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.
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. This problem is fixed.
Discolored map with EFB to texture
Use EFB to RAM to fix this.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Widescreen Hack | Off | If enabled, water reflection effects will be buggy. |
Texture Cache Accuracy | Anything BUT Second-To-Fastest | Fixes inaccurate player position indicator in map. |
Version Compatibility
The graph below charts the compatibility with The Legend of Zelda: Twilight Princess 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 |
r6271 | Windows 7 x64 | Intel Core 2 Duo E7500 @ 2.93GHz | ATI Radeon HD 4850 | Fully playable and no slowdown in Hyrule Field (only when ZTP hack is enabled, otherwise you will get only 10 FPS). | |
r7695 | Windows 7 x64 | Intel Core i5 @ 2.27GHz | ATI Radeon HD 5450 | Fully playable, PERFECT!!!. | IguanaMasterz |
3.0-721 | Windows 7 x64 | Intel Core i3-370M @ 2.4GHz | Intel HD Graphics | Still testing. So far smooth gameplay through the beginning. Have not made it to Hyrule field yet but game runs around 90-100% with some minimal settings. Basic glitches include map and water on widescreen hack. | Spock6742 |
^r6758 | Mac OS X 10.6.8 | Intel Core 2 Duo @ 2.13GHz | nVidia GeForce 9400M | Fully playable, but by far the slowest game I've tested. Most areas run around ~7-17 FPS, even houses and save screen. Dungeons fare better; ~20-30 FPS in most rooms (strangely this excludes the Goron Mines). Map is extremely glitchy without proper settings. Hyrule Field is only ~9 FPS, ZTP hack doesn't help at all | Ac |
^r6815 | Windows 7 x86 | Intel Core 2 Quad @ 2.4GHz | ATI Radeon HD 4870 | Fully playable in dungeons and in other areas but still slowdown in Hyrule Field (ZTP hack is enabled it helps but not so much, you obtain 15 FPS). | |
^r6800 | Windows XP SP3 x86 | Intel Atom N270 @ 1.60Ghz | Intel GMA 945 (GMA 950) | Very playable 8-10 FPS. Disable Lighting and sound Off for best performance. | LORPAL |
^r6887 | Windows Vista x86 | Intel Core 2 Duo T8100 @ 2.2GHz | ATI Mobility Radeon HD 3470 | Fully playable in dungeons and in other areas but still slowdown in Hyrule Field (ZTP hack is enabled it helps but not so much, you obtain 15 FPS). | |
^r6912 | Windows 7 x64 | Intel Core i5-2500k @ 4.2GHz | ATI Radeon HD 5770 x2 | Fully playable in all areas at 30 FPS | |
^r7435 | Windows 7 x64 | AMD Phenom X4 955 @ 3.2GHz | ATI Radeon HD 4870 | Works perfectly without any slowdowns | Shachi |
^r7450 | Linux Debian Wheezy | Intel Core 2 Duo @ 2.88Ghz | ATI Radeon HD 4850 | Works, but slower than when running on Windows | |
^r7583 | Windows 7 x64 | Intel Pentium E2200 @ 2.2Ghz | nVidia GeForce 7100 GT | Fully playable in all areas, except in Hyrule Field | |
^r7590 | Windows 7 x64 | Intel Core i7-950 @ 3.27GHz | AMD Radeon HD 6870 x2 | Fully playable in all areas at 30 FPS | |
^r7607 | Windows 7 x64 | AMD Phenom II X2 555 @ 3.8GHz | nVidia GeForce 9800 GT | Fully playable in all areas at 30 FPS @ 720p+vsync no slowdowns in Hyrule Field (ZTP Hack disabled) | |
^r7607 | Windows 7 x64 | AMD Athlon II X2 620 @ 2.6GHz | ATI Radeon HD 4870 | Fully Playable @ 25-30 FPS | Shyvo |
^3.0 | Windows 7 x64 | AMD Phenom II X4 @ 3GHz | AMD Radeon HD 6970 | Mostly okay. Some random crashes. Slowdown to around 20 FPS on Hyrule field with ZTP hack activated. Ending has no music whatsoever. | No Pistons |
^r7661 | Windows 7 x64 | Intel Core i7-950 @ 3.07GHz | ATI Radeon HD 5770 | Unfortunately, this doesn't fair much better than my testing of the Wii version. Resizing, maximizing/minimizing the game window causes the EXACT same errors regarding D3D shading, with the same ridiculous amount of error spam, followed by Dolphin crashing. For some reason, however, maximizing the window when the Nintendo and Dolby logos were occurring, it didn't error spam or crash. That's somewhat of an improvement over my Wii experience I suppose. | Schala |
^r7669 | Windows 7 x64 | AMD Phenom II X4 @ 3.2GHz | nVidia GeForce 9600GT | Fully playable @ 30 FPS on OpenGL without any errors | Shyvo |
^3.0 | Windows XP x86 | AMD Phenom II X2 545 @ 3.1GHz | nVidia GeForce 8600GT | Fully playable, some slowdowns on Hyrule's Field and Faron's forest. 30 FPS with OpenGL plugin and suggested settings from this page. | luken |
^r7714 | Windows 7 x64 | Intel Core i3-370M @ 2.4GHz | AMD Radeon HD 6370M | Fully playable: No slowdowns, no known glitches. | |
^r7719 | Windows 7 x64 | Intel Core i3-2100 @ 3.1GHz | nVidia GeForce GTS 450 | Fully Playable @ 29-30 FPS on DX9 with 4xSSAA and DSP HLE(Slows down to about 23-28 FPS with DSP LLE on Hyrule Field). Also when Hyrule Field is about 65% complete(before 3rd dungeon) frame rate drops to 24-28 FPS in Hyrule Field only. | Exa |
^3.0-96 | Linux Sabayon | Intel Core 2 Duo E6420 @ 2.13GHz | nVidia GeForce GT 430 | Playable, but slower the larger the current area is. This is noticeable everywhere, but only the forest is a bit slow (I don't mind), and Hyrule Field is very slow (which is annoying). If you're not in Hyrule Field, it works very well overall. Sound works nicely, too, but adapts to the game's speed (so in the slow areas it will be playing slower). Use suggested settings from this page, otherwise you get graphics bugs. State saves work! If you get crashes (happened for me once), try switching between the experimental and non-experimental JIT. | scummos |
^3.0-187 | Windows 7 x64 | Intel Core i5-2500K @ 4.8GHz | nVidia GeForce GTX 560 Ti | Perfectly ~30 FPS (60Hz) with Direct X (3D11), 1920*1080, 16/9 Hack, Internal Resolution x4 (maximum), Anti-Aliasing 4x (quality 16), Anisotropic 16x (maximum). Just Water effects with 16/9 widescreen bug (it does not matter) | Sanitarium026 |
^3.0-204 | Windows 7 x64 | Intel Core i7-870 @ 2.93GHz | nVidia GeForce GTX 470 | Perfectly ~30 FPS (60Hz) 1920*1080, Default settings and the following: MMU speed hack + ZTP hack + custom projection hack, Anti-Aliasing 4x, Anisotropic 1x, Everything works great. Been playing half the game and the only freezes are random when howling as a wolf (solved by saving state before howling and retrying several times). Small issue: Music volume is much higher than SFX | salkinrawr |
^3.0-235 | Windows 7 x64 | Intel Core i5-2500K @ 3.3GHz | nVidia GeForce GTX 560 Ti | 30 FPS almost all the time, will dip to 25 in Hyrule Field, dips to 20 in some intense combat scenes. Sound glitches fixed by using DSP LLE recompiler. Does not freeze at howling stones or howling at grass with MMU Speed Hack, which does not make FPS drop. Can use anti-aliasing with little impact on performance. Second dungeon completed with no game breaking issues so far. | drhead |
^3.0-235 | Mac OS X 10.7.3 | Intel Core i5 @ 2.7GHz | AMD Radeon HD 6770M | Fully playable with constant 100% speed and 30 FPS at 2.5x Native resolution. | Swiftwinter |
^3.0-306 | Windows 7 x64 | AMD Phenom II X6 1090t @ 3.68GHz | AMD Radeon HD 5850 | 30 FPS almost all the time, occasionally dipping to 28-29 on busy scenes with very rare lows of 25. Hyrule field is 29-30. Froze once on howling stones but worked grand after a restart. Got as far as return to Ordon after kakariko, fully playable, no major graphical glitches. Used settings shown on this page and graphics are set as OpenGL, 2x native mode, 2x anti-aliasing, 1x anisotropic. No post-processing, OpenCL texture decoder set, cache display lists set, openmp texture decoder set. | Tsukiko |
^3.0-369 | Windows 7 x64 | Intel Core i5-2500 @ 3.8GHz | nVidia GeForce GTX 460 | Running at mostly 30 FPS, occasionally dipping down to around 27-28 in Hyrule Field. Using D3D9 at 1080p and on JITIL experimental recompiler, DSP HLE, 2x native internal resolution, 9x SSAA AA and 16x AF. EFB copies to RAM, disable External Frame Buffer, check Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Texture Coder and Enable Progressive Scan. | penguinswithpie |
^3.0-371 | Windows 7 x64 | AMD Phenom II x4 955 BE @ 3.2GHz | AMD Radeon HD 6950 | Runs between 27 and 30 FPS. Some slowdowns here and there as well as a freeze once an hour or so. Game still freezes at howling stones. I have to use the MMU + MMUSpeedhack method to bypass this. Other than that, runs fine with ZTP Hack, 1x Native 9x SSAA x16 AF, Force Texture Filtering, Per-Pixel Lighting, EFB copies to ram, disable External Frame Buffer, Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Texture Coder, Cache Display Lists, and the settings used in the problem section of this article. | gtrhitman |
^3.0-371 | Windows 7 x86 | Intel Core i5-750 @ 2.67GHz | nVidia GeForce GTX 460 | Fully playable (and enjoyable!) with 27-31 FPS, except I didn't fix the intro making garbage audio, but reloading a save did the trick for the rest of my play through so far. Rarely hear an unusual beeping noise in game, but nothing too annoying. Also, before configuring Dolphin accordingly, during the intro, both characters had body parts/clothing flashing bright yellow occasionally; no idea how i fixed it but it's gone. Using JIT Recompiler with D3Dlevel at 9, EFB copies RAM w/o Cache enabled. Texture Cache Accuracy is at Fast. EFB is at Virtual, else the output was very low-res. I also skip EFB Access from CPU and no glitches happened so far when enabled. Force Texture Filtering is enabled. Framelimit is at Auto and Limit by FPS is off. Audio Back-end is DSound with DTK music enabled. Overall, using most settings recommended for optimal results. | MrBucket |
^3.0-371 | Windows 7 x86 | Intel Core i3-530 @ 2.93GHz | nVidia GeForce GTX 550 Ti | 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. | Orang |
^3.0-458 | Mac OS X 10.8 | Intel Core i7 @ 2.6GHz | nVidia GeForce GT 650M | Works at 30 FPS, 100% most of the time, only dropping slightly in Hyrule Field when it's fully open. However the dark character glitch is glaringly obvious in twilight zones and in the evening. | Ac |
^3.0-458 | Mac OS X 10.8 | Intel Core i7 @ 2.6GHz | Intel HD 4000 | Force-swapping to integrated GPU almost works as well but slows down significantly in some parts of Hyrule Field. However all lighting glitches are gone. I don't know what to choose, faster speed or no graphical glitches. | Ac |
^3.0-555 | Windows 7 x64 | Intel Core 2 Quad Q6600 @ 2.7GHz | AMD Radeon HD 6850 | Enabled Open CL Texture decoder, ~50% speedup, no glitches | Me |
^3.0-636 | Windows 7 x64 | Intel Core i7-950 CPU @ 3.06GHz | nVidia GeForce GTX 470 | Fully Playable with average 95-100% lowest ever was 88%. | zorga |
^3.0-637 | Windows 7 x64 | Intel Core i7-2600 CPU @ 3.40 GHz | AMD Radeon HD 6900 | Slowed to 20% on moving screens using Direct3D9, but upon switching to OpenGL runs perfectly | Mark |
^3.0-717 | Windows 7 x64 | Intel Core 2 Q9550 @3.5GHz | ATI Radeon HD 4870 | 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. | Herpderpus |
3.0-735 | Windows 7 x64 | Intel Core i5-2500K @ 4.2GHz | nVidia GeForce GTX 560 Ti | 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. | jtafurth |
3.0-752 | Windows 7 x64 | Intel Core i7-950 CPU @ 3.06GHz | nVidia GeForce GTX 580 | The mini-game inside "STAR Tent" (Castle-Town, West Road) cannot start, with the error msg:"BackPath: Currently only supporting reads.". Version 3.0-692 is ok on that | Nos |
Gameplay Videos
- Nintendo EAD (Developer)
- Nintendo (Publisher)
- The Legend of Zelda (Series)
- Action-Adventure (Genre)
- Single-Player (Game mode)
- Gamecube Controller (Input supported)
- 5 stars (Rating)
- Widescreen Hack (Config Required)
- Texture Cache Accuracy (Config Required)
- Pages calling VersionRevision template with SVN build numbers
- Pages calling VersionRevision template with SVN build numbers without a leading R
- Tested On (OS): Windows
- Tested On (CPU): Intel
- Tested On (GPU): ATI
- Tested
- Tested On (Release): 3.0
- Tested On (GPU): Intel
- Tested On (OS): macOS
- Tested On (GPU):
- Tested On (CPU): AMD
- Tested On (OS): Linux
- Tested On (GPU): AMD
- Untested for 10000+ revisions
- Action-adventure games
- GameCube games