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The Legend of Zelda: Four Swords Adventures
|The Legend of Zelda: Four Swords Adventures|
|Series||The Legend of Zelda|
|Release date(s)|| JP March 18, 2004|
NA June 7, 2004
EU January 7, 2005
AUS April 7, 2005
|Mode(s)||Single-player, Multiplayer (4), Co-op (4)|
|Input methods||GameCube Controller, Game Boy Advance|
|GameIDs||G4SE01, G4SP01, G4SJ01|
The Legend of Zelda: Four Swords Adventures, a four-player Zelda connectivity adventure, combines gameplay on both the GameCube and Game Boy Advance for a mix of competitive and cooperative multiplayer fun. By hooking up GBAs to the GameCube, the action will move from the television screen (when players are on the overworld map), to the GBA screen (when entering houses and caves). Players work together to brave 24 challenges in eight levels in Hyrule Adventure (1-4 players, multiplayer only with GBAs) or compete in 10 frantic multiplayer versus battles (2-4 players, GBAs required). Takes place in similar environments as the SNES classic Link to the Past, but features updated character sprites, new special effects, and overall improved graphics. The Japanese version included an additional mode, known as Navi Trackers.
- 1 Emulation Information
- 2 Problems
- 3 Enhancements
- 4 Configuration
- 5 Version Compatibility
- 6 Testing
- 7 Gameplay Videos
Game Boy Advance <-> GameCube Connectivity
This title supports GameBoy Advance connection, which can be used via joybus emulation. As ofDolphin now has mGBA built in for GBA connectivity features. Simply set a GBA (Integrated) to the controllers you wish to connect and ensure you have a GBA BIOS configured in the Options -> Configuration -> GameCube and everything else with connecting will be handled automatically.
If you wish to use standalone GBA emulators for connectivity, you still can through the GBA (TCP) setting. mGBA 0.9.0 or newer and the latest VBA-M SVNs should be supported. Please follow each emulator's instructions for Joybus connectivity in order to connect to Dolphin.
VBA-M does not correctly handle the audio from the Navi Trackers mode. This is not a fault of Dolphin, as connecting with mGBA 0.9.0 or newer does not have this problem.
This is not a Dolphin bug, and Dolphin now has mGBA built in, which does not have this bug. Fixed by.
HLE audio can only support 1 GBA as of the New-Zelda-HLE rewrite. Use DSP-LLE (with a DSP ripped from a Wii/GC) in order to play with multiple players. Fixed by
When using HLE audio emulation the game will hang when trying to use Navi's Trackers mode /w a GBA. Navi Trackers requires DSP-LLE (with a DSP ripped from console) in order to function properly. Fixed by
16:9 Widescreen Gecko Code
The Built-in Widescreen Hack does nothing in this game. The following Gecko codes work as a replacement.
$16:9 Widescreen C205FCD0 00000002 C22D2400 C0030000 EC110032 00000000 C205FCF4 00000002 C22D2400 C003000C EC110032 00000000 04543FC0 3F400000 C213B47C 00000004 3C803F80 908D2400 4E800421 3C003F40 60000000 900D2400 60000000 00000000 C22ACA78 00000002 3C603F80 906D2400 806D8F50 00000000 C22ACA80 00000003 3C003F40 60000000 900D2400 801F0018 60000000 00000000 C213D834 00000002 3C603F80 906D2400 806D8F50 00000000 C213D83C 00000003 3C603F40 60630000 906D2400 38610008 60000000 00000000 C213D8D8 00000003 3C603F40 60630000 906D2400 38600000 60000000 00000000 C213D8D0 00000002 3C603F80 906D2400 806D8F50 00000000 0448E0C0 0000FF96 0448E0C4 FF9601BE 0448E0C8 01BE0000 C243A94C 00000003 3C80C2D5 9081FFE8 C001FFE8 C03B00EC EC21002A 00000000 C245231C 00000002 3D803F80 918D2400 806D8F50 00000000 C2452328 00000002 3C603F40 906D2400 808D8F50 00000000 C213D600 00000002 3C603F80 906D2400 806D8F50 00000000 C213D608 00000002 3C603F40 906D2400 38610008 00000000
$16:9 Widescreen F6000001 80008180 ED8B5024 ED4B0024 D2000000 00000004 3DC03FAA 61CEAAAB 91C27000 C2627000 ED5302B2 ED8B5024 60000000 00000000 E0000000 80008000 F6000001 80008180 ED494024 ED090024 D2000000 00000004 3DC03FAA 61CEAAAB 91C27000 C1E27000 ED0F0232 ED494024 60000000 00000000 E0000000 80008000
F6000001 80008180 ED8B5024 ED4B0024 D2000000 00000004 3DC03FAA 61CEAAAB 91C27000 C2627000 ED5302B2 ED8B5024 60000000 00000000 E0000000 80008000 F6000001 80008180 ED494024 ED090024 D2000000 00000004 3DC03FAA 61CEAAAB 91C27000 C1E27000 ED0F0232 ED494024 60000000 00000000 E0000000 80008000
This title does not need non-default settings to run properly.
The graph below charts the compatibility with The Legend of Zelda: Four Swords Adventures since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows Vista||Intel Core 2 Duo E4500 @ 2.2 GHz||Intel GMA 945||Fully playable: 50-80FPS with default settings and DX9 plug-in|
|Windows||Intel Core i7-720||ATI Radeon HD 5730||Fully playable, even with multiplayer (GBA Link with Dolphin and VBA-M)|
|Windows Vista||Intel Core 2 Duo T8100 @ 2.2 GHz||ATI Mobility Radeon HD 3470||Playable: Could play until the Moon Gate crash. 50-60FPS with DX9 plug-in and OpenCL enabled.|
|Windows 7||AMD Phenom II X3 N850 @ 2.2 GHz||ATI Mobility Radeon HD 4250||Slow: 10-30FPS with DX11||Autofire|
|Windows XP||Intel Core 2 Duo @ 2.93 GHz||NVIDIA GeForce GTX 260||Playable: Some massive slowdowns and the known glitches. First Moon Gate worked fine, second crashed the game.||Proto|
|Windows 7||Intel Core i3-370M @ 2.4 GHz||ATI Radeon HD 6370M||Fully playable: No slowdowns, no known glitches.|
|Windows 7||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".|
|Windows XP||Intel Core 2 Duo E4500||ATI Radeon HD 2600 XT||Runs okay, 25-35FPS.|
|Ubuntu 12.04||AMD Athlon 64 X2 @ 3.2 GHz||NVIDIA GeForce GTS 450||Work great, but the game can freeze ().||RyDroid|
|Android||Qualcomm Snapdragon 600 @ 1.9 GHz||Qualcomm Adreno 320||Zelda Four Swords with Android Dolphin Emulator on S4 i9500||bitnbytes01|
|Windows 7||Intel Core i5-650 @ 3.2 GHz||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|
|Windows 7||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|
|Windows 10||AMD 8350||NVIDIA GeForce 970||I tried a million things, but finally got it to run ONLY on this version of Dolphin with VisualBoyAdvance-M (SVN1206)! Dolphin needs ports 1-4 to be set to GBA for 4 players. Each VBA instance needs to have its input set to the appropriate option for each port. I needed Enable GBA Linking DISABLED or else it would crash, then connect using the Joybus Options menu. You also need to have speed throttled to 100%, or else Dolphin will lag. You need to have Bios Files set in the VBA-M settings, and then launch the bios file. Once launched, it should connect. Be sure to do them in the order of their inputs. For some reason I couldn't get any other combination of these two emulators to work.||Coty|
|Windows 10||AMD FX email@example.com GHz||NVIDIA GeForce GTX 660||OpenGL, HLE, 3xNative, 8xMSAA, 16xAF Stable until you attempt the massive headache that is multiplayer. Audio completely cuts out when connecting to VBA-M besides audio from the Gameboy. VBA-M crashes on LLE. There is some minor slowdown that can affect gameplay.||GAMMA|
|Windows 10||Core i7-6700K||NVIDIA GTX 1070||Played on netplay with friends using the new GBA (Integrated). 60 FPS, no issues and was a blast. The future is now, baby.||JMC47|
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