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

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*With EFB to Texture the minimap will become unusable after a transition into another area, showing nothing but visual garbage. Use EFB to Ram to fix it.
*With EFB to Texture the minimap will become unusable after a transition into another area, showing nothing but visual garbage. Use EFB to Ram to fix it.
*The minimap requires Texture Cache Accuracy to be set to position 1 (Safe), otherwise the arrow will become confused and fail to follow Link as he travels.
*The minimap requires Texture Cache Accuracy to be set to position 1 (Safe), otherwise the arrow will become confused and fail to follow Link as he travels.
*On Direct3D api, minimap will have some noise artifacts if Anti-Aliasin or Anistoropic Filtering or Texture Filtering are enabled. Disable all 3 in order to get "clean" map (tested on {{revision|4.0-5222}}).
*On Direct3D api, minimap will have some noise artifacts if Anti-Aliasing or Anistoropic Filtering or Texture Filtering are enabled. Disable all 3 in order to get "clean" map. For OpenGL, disable Anti-Aliasing. Tested on {{revision|4.0-5222}}.
 
=== Bloom Ghosting ===
=== Bloom Ghosting ===
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, other than to disable bloom completely using an AR code [http://www.gc-forever.com/forums/viewtopic.php?f=38&t=2472 found here].
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, other than to disable bloom completely using an AR code [http://www.gc-forever.com/forums/viewtopic.php?f=38&t=2472 found here].