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

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== Emulation Information ==
== Emulation Information ==
=== Game Boy Advance <-> GameCube Connectivity===
=== Game Boy Advance <-> GameCube Connectivity ===
This title supports GameBoy Advance connection, which can be used via joybus emulation.  As of {{revision|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.
This title supports GameBoy Advance connection, which can be used via joybus emulation.  As of {{revision|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.
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 ===
=== <s>Navi Tracker Audio Issues</s> ===
VBA-M does not correctly handle the audio from the Navi Trackers mode.  This is not a fault of Dolphin, as a modified version of mGBA does not share the issues and works properly.
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 {{revision|5.0-14690}}.


== Problems ==
== Problems ==
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E0000000 80008000
E0000000 80008000
</pre>
</pre>
=== Translation ===
There is an in-progress translation for [https://forums.dolphin-emu.org/Thread-tetrastrackers-navi-tracker-translation-wip Navi Trackers].


== Configuration ==
== Configuration ==
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{{testing/start}}
{{testing/start}}
<!--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 @ 2.2 GHz|GPU=Intel GMA 945|result=Fully playable: 50-80FPS with default settings and DX9 plug-in|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=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 @ 2.2 GHz|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 @ 2.2 GHz|GPU=ATI Mobility Radeon HD 4250|result=Slow: 10-30FPS with DX11|tester=Autofire}}
{{testing/entry|revision=7440|OS=Windows XP|CPU=Intel Core 2 Duo @ 2.93GHz|GPU=NVIDIA GeForce GTX 260|result=Playable: Some massive slowdowns and the known glitches. First Moon Gate worked fine, second crashed the game.|tester=Proto}}
{{testing/entry|revision=7440|OS=Windows XP|CPU=Intel Core 2 Duo @ 2.93 GHz|GPU=NVIDIA GeForce GTX 260|result=Playable: Some massive slowdowns and the known glitches. First Moon Gate worked fine, second crashed the game.|tester=Proto}}
{{testing/entry|revision=7714|OS=Windows 7|CPU=Intel Core i3-370M @ 2.4GHz|GPU=ATI Radeon HD 6370M|result=Fully playable: No slowdowns, no known glitches.|tester=}}
{{testing/entry|revision=7714|OS=Windows 7|CPU=Intel Core i3-370M @ 2.4 GHz|GPU=ATI Radeon HD 6370M|result=Fully playable: No slowdowns, no known glitches.|tester=}}
{{testing/entry|revision=3.0-377|OS=Windows 7|CPU=Intel Core i7-2600K|GPU=ATI Radeon HD 6850|result=Work great, but the game can freeze/slowdown on when you enter a moongate. Fixed the problem with "Skip EFB access from CPU". |tester=}}
{{testing/entry|revision=3.0-377|OS=Windows 7|CPU=Intel Core i7-2600K|GPU=ATI Radeon HD 6850|result=Work great, but the game can freeze/slowdown on when you enter a moongate. Fixed the problem with "Skip EFB access from CPU". |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=3.0-436|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 @ 3.2 GHz|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=|OS=Android|CPU=Qualcomm Snapdragon 600 @ 1.9 GHz|GPU=Qualcomm 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 @ 3.2 GHz|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=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
{{testing/entry|revision=5.0|OS=Windows 10|CPU=AMD FX 6350@3.9 GHz|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/entry|revision=5.0-14690|OS=Windows 10|CPU=Core i7-6700K|GPU=NVIDIA GTX 1070|result=Played on netplay with friends using the new GBA (Integrated).  60 FPS, no issues and was a blast.  The future is now, baby.|tester=JMC47}}
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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