The Legend of Zelda: Four Swords Adventures: Difference between revisions

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{{Infobox VG
{{Infobox VG
|image         = [[File:TheLegendOfZeldaFourSwordsAdventures.jpg|300px]]
|image     = [[File:TheLegendOfZeldaFourSwordsAdventures.jpg|300px]]
|developer     = Nintendo EAD
|developer = Nintendo EAD
|publisher     = Nintendo
|publisher = Nintendo
|released     = {{vgrelease|JP=March 18, 2004|NA=June 7, 2004|EU=January 7, 2005|AUS=April 7, 2005}}
|series    = The Legend of Zelda
|series        = ''The Legend of Zelda''
|released = {{vgrelease|JP=March 18, 2004|NA=June 7, 2004|EU=January 7, 2005|AUS=April 7, 2005}}
|genre         = Action-adventure
|genre     = Action-adventure
|modes         = Single-player, Multiplayer (4), Co-op (4)
|modes     = Single-player, Multiplayer (4), Co-op (4)
|input         = GameCube Controller, Game Boy Advance
|input     = GameCube Controller, Game Boy Advance
|size          = 247 MiB
|forumlink = http://forums.dolphin-emu.org/Thread-gc-the-legend-of-zelda-four-swords-adventures--25936
|forumlink     = http://forums.dolphin-emu.org/Thread-gc-the-legend-of-zelda-four-swords-adventures--25936
}}
}}


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== Emulation Information ==
== Emulation Information ==
=== Game Boy Player ===
=== Game Boy Advance <-> GameCube Connectivity===
'''NOTE''': The current VBA-M version does not work with Dolphin. If anyone has either updated instructions or the number of the latest compatible version, please add.
This title supports GameBoy Advance connection support can be supported via joybus emulation. Such requires VBA-M (r947 or newer) and a dump of GBA BIOS.


Game Boy connection support can be supported via joybus emulation. Such requires VBA-M (r947 or newer) and a dump of GBA BIOS ([http://wiki.pocketheaven.com/index.php?title=GBA_BIOS see here] for an excellent dump guide). To connect GBA:
Setup VBA-M first - settings differ per version, these are instructions for 2.0.0-beta2 (tested working with Dolphin 5.0):
#Launch Dolphin, start Legend of Zelda: Four Swords Adventures and choose multiplayer;
#Launch VBA-M
#While in connection screen, in Dolphin, go to Config => GameCube and change the controller ports to GBA;
#Emulation => Uncheck "Pause when inactive"
#Launch VBA-M, go to Options => Emulator and uncheck "Pause When Inactive". Then, go to Options => Link => Joybus options, mark "Enable Joybus Connection" and use default settings (127.0.0.1)
#Options => Game Boy Advance => Configure => Boot ROM => Browse => Select GBA BIOS file
#After enabling joybus in VBA-M, Dolphin will freeze (don't panic, its OK!). Now load the GBA BIOS in VBA-M, after the splash screen Dolphin will recognize the joybus link and game will detect that a GBA was connected.
#Options => Game Boy Advance => Check "Use BIOS file"
#Options => Link => Type => GameCube
#Options => Link => Check "Local mode"
#Options => Link => Check "Link at boot"
#Close VBA-M to save settings


To connect other GBAs, just open another instance of VBA-M and repeat last instruction. Remember to unblock Dolphin and VBA-M in your firewall, some may block joybus link, leaving Dolphin stuck in connection screen. You can also refer to [http://www.youtube.com/watch?v=Mpx_ZQp6Fxc this video] for more details.
Using VBA-M with Dolphin
#Launch Dolphin and set Dolphin controllers to GBA
#Start Legend of Zelda: Four Swords Adventures
#Open VBA-M
#File => Open => Select GBA BIOS file
#When it boots up (after BIOS screen) it should show a screen saying "Look at the TV screen !" - if you see this, it works
#Repeat last two steps to add more players
 
Troubleshooting
#Unblock Dolphin and VBA-M in your firewall
#Remember your controller settings are setup in VBA-M. VBA-M will treat each player as "Player 1", so make sure you setup different controller configurations for each. You could make a copy of the VBA-M directory to have multiple configs.
#VBA-M 2.0.0-beta2 requires window focus for keyboard input. Use a joypad for other players or possibly try older versions of VBA-M. Alternatively you could setup to connect across multiple computers over LAN


=== Navi Tracker Audio Issues ===
=== Navi Tracker Audio Issues ===
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== Problems ==
== Problems ==
=== Multiple GBAs ===
{{Problems|{{#vardefineecho:problems|
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.
 
=== <s>Multiple GBAs</s> ===
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 {{revision|5.0-3723}}
 
=== <s>HLE Navi's Trackers Hang (JP version)</s> ===
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 {{revision|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.


=== {{s}}HLE Sound Hang{{/s}} ===
With DSP HLE enabled, when the frame rate is below 60FPS sometimes one soundtrack will loop or hang causing all other sounds to be muted. Refer {{issue|6709}}. To avoid this, use DSP LLE. Fixed by {{revision|4.0-1300}}.


=== {{s}}Z-Order/Transparency Issues{{/s}} ===
}}}}
Some sprites, primarily trees, are not ordered/transparent appropriately and layer on top of the player sprites. Refer {{issue|3426}}. Fixed in {{revision|4.0-1192}}.
{{image|Four Swords- Layering Issue.png|Layering Issue|br}}


=== {{s}}Odd Glitches{{/s}} ===
== Enhancements ==
Odd rendering glitches sometimes occur. Fixed recently likely in {{revision|4.0-1192}}.
=== 16:9 Widescreen Gecko Code ===
{{image|Four Swords-Oddity.png|Odd rendering glitches|br}}
The Built-in Widescreen Hack does nothing in this game. The following Gecko codes work as a replacement.
 
==== NA ====
<pre>$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
</pre>
 
==== EU ====
<pre>$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
</pre>
 
==== JP ====
<pre>
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
</pre>


== Configuration ==
== Configuration ==
{{Config
{{Config
|idleskipping              = Off
|idleskippingnotes        = Corrects issues with holding buttons
|skipcpuefbaccess   = On
|skipcpuefbaccessnotes   = Corrects hang/crash/slow performance at Moon Gates
|accuratetexturecache      = Position 4
|accuratetexturecachenotes = Prevents texture errors and all Link sprites being black.
}}
}}


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{{VersionCompatibilityVersion|4.0-5899|****|GBA Link issues resolved.  Tetra's Trackers now functional.  Note:  Tetra's Trackers has issues on the GBA side of emulation.}}
{{VersionCompatibilityVersion|4.0-5899|****|GBA Link issues resolved.  Tetra's Trackers now functional.  Note:  Tetra's Trackers has issues on the GBA side of emulation.}}
{{VersionCompatibilityVersion|4.0-7286|****|HLE audio issues resolved}}
{{VersionCompatibilityVersion|4.0-7286|****|HLE audio issues resolved}}
{{VersionCompatibilityVersion|5.0-3723|*****|HLE GBA Connection Issues Resolved}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=4598|OS=Windows Vista|CPU=Intel Core 2 Duo E4500 @ 2.2GHz|GPU=Intel GMA 945|result=Fully playable: 50-80FPS with default settings and DX9 plug-in|tester=}}
{{testing/entry|revision=4598|OS=Windows Vista|CPU=Intel Core 2 Duo E4500 @ 2.2GHz|GPU=Intel GMA 945|result=Fully playable: 50-80FPS with default settings and DX9 plug-in|tester=}}
{{testing/entry|revision=6315|OS=|CPU=Intel Core i7-720|GPU=ATI Radeon HD 5730|result=Fully playable, even with multiplayer (GBA Link with Dolphin and VBA-M)|tester=}}
{{testing/entry|revision=6315|OS=Windows|CPU=Intel Core i7-720|GPU=ATI Radeon HD 5730|result=Fully playable, even with multiplayer (GBA Link with Dolphin and VBA-M)|tester=}}
{{testing/entry|revision=6887|OS=Windows Vista|CPU=Intel Core 2 Duo T8100 @ 2.2GHz|GPU=ATI Mobility Radeon HD 3470|result=Playable: Could play until the Moon Gate crash. 50-60FPS with DX9 plug-in and OpenCL enabled.|tester=}}
{{testing/entry|revision=6887|OS=Windows Vista|CPU=Intel Core 2 Duo T8100 @ 2.2GHz|GPU=ATI Mobility Radeon HD 3470|result=Playable: Could play until the Moon Gate crash. 50-60FPS with DX9 plug-in and OpenCL enabled.|tester=}}
{{testing/entry|revision=7303|OS=Windows 7|CPU=AMD Phenom II X3 N850 @ 2.2GHz|GPU=ATI Mobility Radeon HD 4250|result=Slow: 10-30FPS with DX11|tester=Autofire}}
{{testing/entry|revision=7303|OS=Windows 7|CPU=AMD Phenom II X3 N850 @ 2.2GHz|GPU=ATI Mobility Radeon HD 4250|result=Slow: 10-30FPS with DX11|tester=Autofire}}
Line 79: Line 183:
{{testing/entry|revision=3.0-436|OS=Windows XP|CPU=Intel Core 2 Duo E4500|GPU=ATI Radeon HD 2600 XT|result=Runs okay, 25-35FPS.|tester=}}
{{testing/entry|revision=3.0-436|OS=Windows XP|CPU=Intel Core 2 Duo E4500|GPU=ATI Radeon HD 2600 XT|result=Runs okay, 25-35FPS.|tester=}}
{{testing/entry|revision=3.0-681|OS=Ubuntu 12.04|CPU=AMD Athlon 64 X2 @ 3.2GHz|GPU=NVIDIA GeForce GTS 450|result=Work great, but the game can freeze ({{issue|5490}}).|tester=RyDroid}}
{{testing/entry|revision=3.0-681|OS=Ubuntu 12.04|CPU=AMD Athlon 64 X2 @ 3.2GHz|GPU=NVIDIA GeForce GTS 450|result=Work great, but the game can freeze ({{issue|5490}}).|tester=RyDroid}}
{{testing/entry|revision=|OS=Android|CPU=Krait 300 @ 1.9 GHz|GPU=Adreno 320|result=[https://www.youtube.com/watch?v=KoQRMSfQcWI Zelda Four Swords with Android Dolphin Emulator on S4 i9500]|tester=bitnbytes01}}
{{testing/entry|revision=3.5-1769|OS=Windows 7|CPU=Intel Core i5-650 @ 3.2GHz|GPU=ATI Radeon HD 5570|result=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.|tester=DARK}}
{{testing/entry|revision=3.5-1769|OS=Windows 7|CPU=Intel Core i5-650 @ 3.2GHz|GPU=ATI Radeon HD 5570|result=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.|tester=DARK}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core i5-3570K|GPU=AMD Radeon HD 7870|result=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.|tester=ziggybozbo}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core i5-3570K|GPU=AMD Radeon HD 7870|result=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.|tester=ziggybozbo}}
{{testing/entry|revision=4.0-4811|OS=Windows 10|CPU=AMD 8350|GPU=NVIDIA GeForce 970|result=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.|tester=Coty}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=AMD FX 6350@3.9GHz|GPU=NVIDIA GeForce GTX 660|result=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.|tester=GAMMA}}
{{testing/end}}
{{testing/end}}


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|vid3=Med-OlKcVfw|cap3=Tutorial - Zelda : Four Swords MULTIPLAYER on Dolphin Emulator
|vid3=Med-OlKcVfw|cap3=Tutorial - Zelda : Four Swords MULTIPLAYER on Dolphin Emulator
|vid4=KoQRMSfQcWI|cap4=Zelda Four Swords with Android Dolphin Emulator on S4 i9500
|vid4=KoQRMSfQcWI|cap4=Zelda Four Swords with Android Dolphin Emulator on S4 i9500
|vid5=s9R-hqy49qQ|cap5=The Legend of Zelda: Four Swords Adventures on NVIDIA SHIELD Android TV - Dolphin Emulator (Nintendo GameCube)
|vid6=ObwDJnhoAXQ|cap6=The Legend of Zelda: Four Swords Adventures [PAL] [Gamecube] [Español] Dolphin 5.0 [1080p HD]
}}
}}


{{Navigation Zelda}}
{{Navigation/Zelda}}


[[Category:GameCube games|Legend of Zelda, The: Four Swords Adventures]]
[[Category:GameCube games|Legend of Zelda, The: Four Swords Adventures]]
[[Category:Zelda ucode games]]
[[Category:Zelda ucode games]]
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