The Legend of Zelda: Four Swords Adventures

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The Legend of Zelda: Four Swords Adventures
TheLegendOfZeldaFourSwordsAdventures.jpg
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 5Stars5.pngEdit rating: The Legend of Zelda: Four Swords Adventures
Perfect
GameIDs
See also...

Dolphin Forum thread
Open Issues
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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.

Emulation Information

Game Boy Advance ↔ GameCube Connectivity

This title supports GameBoy Advance connection, which can be used via joybus emulation. As of 5.0-14690 Dolphin 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.

Navi Tracker Audio Issues

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 5.0-14690.

Problems

Multiple GBAs

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 5.0-3723

HLE Navi's Trackers Hang (JP version)

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 5.0-3723

Enhancements

HD Textures

Legend of Zelda: Four Swords Adventures HD

16:9 Widescreen Gecko Code

The Built-in Widescreen Hack does nothing in this game. The following Gecko codes work as a replacement.

Note that these codes are dependent on unique Dolphin behavior and instantly crash the game on real hardware.

NA

$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

EU

$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

JP

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

Translation

There is an in-progress translation for Navi Trackers.

Configuration

This title does not need non-default settings to run properly.

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.

Δ
5.0-21222 (current)
Δ
Δ
Δ
Δ
Δ
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r4598 Windows Vista Intel Core 2 Duo E4500 @ 2.2 GHz Intel GMA 945 Fully playable: 50-80FPS with default settings and DX9 plug-in
r6315 Windows Intel Core i7-720 ATI Radeon HD 5730 Fully playable, even with multiplayer (GBA Link with Dolphin and VBA-M)
r6887 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.
r7303 Windows 7 AMD Phenom II X3 N850 @ 2.2 GHz ATI Mobility Radeon HD 4250 Slow: 10-30FPS with DX11 Autofire
r7440 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
r7714 Windows 7 Intel Core i3-370M @ 2.4 GHz ATI Radeon HD 6370M Fully playable: No slowdowns, no known glitches.
3.0-377 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".
3.0-436 Windows XP Intel Core 2 Duo E4500 ATI Radeon HD 2600 XT Runs okay, 25-35FPS.
3.0-681 Ubuntu 12.04 AMD Athlon 64 X2 @ 3.2 GHz NVIDIA GeForce GTS 450 Work great, but the game can freeze (issue 5490). RyDroid
Unknown Revision Android Qualcomm Snapdragon 600 @ 1.9 GHz Qualcomm Adreno 320 Zelda Four Swords with Android Dolphin Emulator on S4 i9500 bitnbytes01
3.5-1769 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
4.0.2 Windows 7 Intel Core i5-3570K @ 3.4 GHz 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
4.0-4811 Windows 10 AMD 8350 NVIDIA GeForce GTX 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
5.0 Windows 10 AMD FX 6350@3.9 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
5.0-14690 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

Gameplay Videos