| Progress Continues
We've already had 19501 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: February, March and April 2023 Progress Report.
| The Dolphin Emulator Wiki needs your help!
Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin.
The Legend of Zelda: Twilight Princess (Wii)
|The Legend of Zelda: Twilight Princess|
|Series||The Legend of Zelda|
|Release date(s)||NA November 19, 2006|
JP December 2, 2006
AUS December 7, 2006
EU December 8, 2006
KO August 27, 2009
|Input methods||Wii Remote + Nunchuk|
In The Legend of Zelda: Twilight Princess, the next chapter in The Legend of Zelda series, Link can transform into a wolf to scour the darkened land of Hyrule. With the help of Midna, a mysterious being, you must guide Link through hordes of foul creatures and challenging bosses using new moves and a new horseback combat system. Many puzzles stand between Link and the fulfillment of his quest, so you must sharpen your wits as you hunt for weapons and items.
The Wii version is identical to the GameCube version, but is mirrored by design; (i.e. what is left on the world map in the GC version is right on the Wii). It also uses the Wii remote and supports widescreen.
Hyrule Field Speed Hack
As the player progresses through the game, Hyrule Field will become progressively slower. To fix this, enable the "Hyrule Field Speed Hack" in ISO properties (right click the game in the game list > Properties > Patches tab > Hyrule Field Speed Hack). All region releases except KO were fixed by 4.0-1767.
Unfortunately, the hack will cause defects on the minimap, so it is not enabled by default.
Improper Transparent Blending
Transparent textures that overlay of other textures appear odd with a kind of "shimmering" effect. Mostly noticeable in Prince Ralis (although the Great Fairy is also affected). See issue 10346. Fixed by 5.0-14602
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.
In addition to the "ghost" look, the Wii version has a bloom offset. The bloom appears to the left and above where it should be. To fix it, use D3D11, or use OpenGL with the following procedure:
- With OpenGL and EFB Copies to Texture Only. If the graphics configuration menu is opened the bloom offset will disappear. Why this happens is unknown, but it appears to remain in place in testing.
This is fixed since at least 5.0-10516.
Minimap /w Anti-aliasing / Force Filtering
The map may have glitchy borders if anti-aliasing or force filtering enhancements are used.
Twilight Princess uses a ray effect at various points throughout the game, most notably at windows and the fountains. The effect is very easily broken. How it is broken depends on the backend used:
- D3D - Broken by Anti-aliasing, Anisotropic Filtering and an Internal Resolution above 1x Native.
- OpenGL - Broken by Anisotropic Filtering and an Internal Resolution above 1x Native.
Bloom is not displayed correctly if an IR> 1 is used. To display Bloom effects correctly, the improvement Scaled EFB copy must be disabled. To disable bloom completely, use the Action Replay code below.
No Bloom Effects 0400EDB8 4E800020
HD Texture Pack
Zelda Twilight Princess 4K by Henriko Magnifico
The Legend of Zelda: Twilight Princess HD Texture Pack by Victor Rosa
This title does not need non-default settings to run properly.
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.
This title has been tested on the environments listed below:
|r6095||Windows||Intel Core i7-920||ATI Radeon HD 4890||The Legend of Zelda Twilight Princess Dolphin Wii Full Speed||FuriosBr1|
|r6580||Ubuntu 10.10||Intel Core 2 Duo E6400 @ 2.13 GHz||ATI Radeon HD 4850||Slow and choppy (OpenGL)|
|r6580||Windows 7||Intel Core 2 Duo E6400 @ 2.13 GHz||ATI Radeon HD 4850||Fast and speedy (Directx9)|
|r7025||Windows 7||Intel Core i5-2500K @ 3.3 GHz||AMD Radeon HD 6950||Fast and speedy (Directx9)|
|r7332||Windows 7||Intel Core i5-750 @ 2.67 GHz||AMD Radeon HD 6950||Almost Perfect|
|r7489||Windows 7||Intel Core 2 Duo E8400 @ 3.06 GHz||NVIDIA GeForce 8800 GT||Fast and speedy (Dx9)||LynxOfTime|
|r7561||Windows 7||AMD Phenom II X4 N930 @ 2 GHz||ATI Mobility Radeon HD 545v||20->35FPS. 16FPS in Hyrule Field. A little slowdown in large areas.||Livy|
|r7561||Windows 7||Intel Core i3-530 @ 2.93 GHz||Intel HD Clarkdale||Full speed most of the time. 18FPS in Hyrule Field. A little slowdown in large areas.||Livy|
|3.0||Mac OS X 10.7.2||Intel Core i5 @ 2.8 GHz||AMD Radeon HD 5750||Almost Perfect, mini-map is garbled unless you change EFB Copies to RAM, then it works fine, but the game slows down also (OpenGL)||Elxiliath|
|3.0||Windows 7||Intel Core i7-2600K @ 4.1 GHz||NVIDIA GeForce 460 GTX||Hyrule Field 25-30FPS (Directx9)||dormantreign|
|3.0||openSUSE||AMD Phenom II 1090T @ 3.2 GHz||NVIDIA GeForce 560 GTX||Perfect||Delayline|
|r7661||Windows 7||Intel Core i7-950 @ 3.07 GHz||ATI Radeon HD 5770||Good for the most part with decent speeds, despite the fairy cursor misaligned with the mouse. However, resizing or maximizing the window causes literally about a hundred errors, starting with "Invalid Call" followed by D3D shader/framebuffer nonsense (mostly regarding D3DShader.cpp). Following the errors, Dolphin crashes.||Schala|
|r7670||Windows 7||Intel Core i5-2500K @ 4.1 GHz||AMD Radeon HD 6850||Runs at 30FPS all the time. No major problems, although maximizing the window during gameplay will crash Dolphin. Easily playable at 2x Native.||MegaJump|
|r7719||Windows 7||Intel Core 2 Quad Q9300 @ 2.5 GHz||NVIDIA GeForce GTX 560||Completely playable until the end, but random crashes, no sound at spirit springs and in the end credits with HLE, very slow Hyrule Field (10-12FPS @ D3D9, 6-8FPS @ D3D11), slowdown independent of ZTP hack and internal res/AA/AI and other gfx enhancements, also in other big areas|
|3.0-235||Windows 7||Intel Core i7-3930K @ 3.2 GHz||AMD Radeon HD 6970||Constant 30FPS @ D3D9, no sound problems, no crashes, Hyrule Field 30FPS after activating "DSP LLE on Thread"|
|3.0-427||Windows 7||AMD Phenom II 1090T @ 3.6 GHz||ATI Radeon HD 6870||Flawless constant 30FPS, internal resolution=auto 1080p AAx4 AFx2||HeapsGood99|
|3.0-601||Windows 7||Intel Core i7-3610QM @ 3.3 GHz||NVIDIA GeForce GT 650M||perfect||jplafor|
|3.0-681||Windows 7||Intel Core i5-2500K @ 4.5 GHz||NVIDIA GeForce GTX 570||KOR Version(RZDK01) need to use 'MMU Speed Hack'(Old TLB Hack) for Continue in Menu screen (After Push A+B) issue 3165||hong620|
|3.0-710||Windows 7||AMD Althlon II M300 @ 2 GHz||ATI Mobility Radeon HD 4200||10-15FPS. 7FPS in Hyrule Field||Livy|
|3.5-1344||Gentoo||Intel Core i5-3570K @ 3.4 GHz||NVIDIA GeForce GTX 560 Ti||Extremely good, mostly stable 30FPS (except sometimes i had to turn down Graphics settings to make it run, and in Hyrule field i got 20-27FPS) with OpenGL. Settings: 1920x1080 (Auto/Winsize), 2xAA (8x AA inside dungeons and 2x AF), Per-Pixel-Lighting, EFB copies to RAM, safe texture accuracy, cache display lists, !!HACKED BUFFER UPLOAD!! (<- important, otherwise it's sloooow!), Disable dest. alpha, Fast depth calc, VSync on||Windfisch|
|3.5-1572||Windows 7||Intel Core i7-4650U||Intel HD Graphics 5000||Surprisingly playable. 25-30FPS (although mostly always 30) with DirectX 9 or 11. OpenGL gets around 15-20FPS. Settings: 1440x900 (1.5x IR), no AA, EFB copies to RAM, safe texture accuracy, cache display lists, OpenMP texture decoding|
|4.0.2||Windows 7||Intel Core i5-3570K||NVIDIA GeForce GTX 650 Ti||In huge areas 30/45FPS||Zcair|
|4.0.2||Windows 8.1||AMD FX-8350||AMD Radeon HD 7870||Minor slowdown||Zcair|
|4.0.2||Windows 8.1||Intel Core i7-3630M||NVIDIA GeForce GTX 670M||Getting 30FPS constant everywhere. If you are having issues in Hyrule field, enable ZTP Hack, OpenMP and OpenCL. This gives me 100% speed everywhere. HLE Audio works fine. I am glad to have finally found a solution to a problem that I was not able to find a definitive solution for (Hyrule Field Slowdown). Other settings include 1600x900 resolution, internal resolution at the same. 16x Anisotropic Filtering, fog disabled (Just a choice, not required for full speed), EFB To Texture.||Seeck|
|4.0-1843||Windows 7||Intel Core i7-950 @ 3.7 GHz||NVIDIA GeForce GTX 760||D3D, HLE, Scaled EFB Copy, Force Texture Filtering, 1080p, EFB RAM, Texture Cache position 2 (1/Safe results in 15FPS when chasing scents), Disable Dest. Alpha, Fast Depth Calc, Disable EFB, Hyrule Field Speedup AR code - 30FPS throughout the game, except in some areas (Lake Hylia) at night time when FPS drops to 27~. Currently at the end of snowpeak. Hyrule field is a constant 30FPS even at night. Some audio is a bit glitched here and there (but does not cut out during cutscenes like 4.0.2.) Just remember to close all applications except dolphin! PAL Wii.||Benedict|
|4.0-2440||Windows 7||Intel Core i7-3770||AMD Radeon HD 7900||I use RZDJ01 version. But 30FPS in most scenes, Firone's Forest and Hyrule Field is 5～7FPS. (Maybe wide MAP.) I suspect the patch does not support RZDJ01.||TOM|
|4.0-9146||Windows 7||Intel Pentium G3258 @ 4.4 GHz||ATI Radeon HD 5770||Using Hyrule Field Speed Hack and otherwise default video settings, getting solid 30FPS at 720p in all areas except Frione's forest. Speed Hack not breaking the Hyrule Field minimap. Very minor occasional audio glitches.||RyuHimora|
|5.0||Windows 10||Intel Core i5-2500||NVIDIA GeForce GTX 950||No issues found. Gameplay is at a steady 30 FPS everywhere I've been. Sound's good and no graphical errors. Did have to use the Hyrule Field Speedup hack, else the entire Hyrule Field would be 16-22 FPS (increasingly worsening after more is explored). Playing at 1080p, using Direct3D 11 with V-Sync, Fullscreen, 3x Native resolution and 2x MSAA and Anisotropic Filtering (could be higher too).||ThijmenDF|
|5.0||Windows 10||AMD Athlon II X4 860k @ 4 GHz||NVIDIA GeForce GTX 950||Holds 30FPS all the time with 8x MSAA at 1080p, using Direct3d 12 render. The minimap is glitched though, as it's not showing the outline correctly. Also light beams don't seem to be working.||deWaardt|
|5.0-14344||Windows 10||Intel Core i5-7200U @ 2.5 GHz||Intel HD Graphics 620||Runs great using the Hyrule Field Hack.||Jack|
- Nintendo EAD (Developer)
- Nintendo (Publisher)
- The Legend of Zelda (Series)
- North America (Release region)
- Japan (Release region)
- Australia (Release region)
- Europe (Release region)
- Korea (Release region)
- 2006 (Initial release year)
- Action-adventure (Genre)
- Single-player (Game mode)
- Single-player only (Game mode)
- 1 (Players supported)
- Wii Remote (Input supported)
- Nunchuk (Input supported)
- 5 stars (Rating)
- Tested On (OS): Windows
- Tested On (CPU): Intel
- Tested On (GPU): ATI
- Tested On (OS): Linux
- Tested On (GPU): AMD
- Tested On (GPU): NVIDIA
- Tested On (CPU): AMD
- Tested On (GPU): Intel
- Tested On (Release): 3.0
- Tested On (OS): macOS
- Tested On (Release): 4.0.2
- Tested On (Release): 4.0
- Tested On (Release): 5.0
- Untested for 2500+ revisions
- Wii games
- Zelda ucode games
- Ships with debugging symbols
- Games with texture packs