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The Legend of Zelda: Ocarina of Time Master Quest
|The Legend of Zelda: Ocarina of Time Master Quest|
|Developer(s)||Nintendo EAD, Nintendo Software Technology|
|Series||The Legend of Zelda|
|Release date(s)|| JP November 28, 2002|
NA February 18, 2003
EU May 3, 2003
|Input methods||GameCube Controller|
Originally released as a bonus disc for those who pre-ordered The Legend of Zelda: Wind Waker, The Legend of Zelda: Ocarina of Time / Master Quest contains GCN versions of Ocarina of Time and the never-released 64DD title Ura Zelda, a remixed version of Ocarina of Time with harder dungeons. These emulated versions of the N64 games have several technical improvements over the original N64 versions, such as 640x480 resolution and 480p Progressive Scan support.
Flickering / Reading Disc Loading Bar
Setting XFB to Real fixes random flickering in some places and displays the loading bar on the "Reading Game Disc" screen.
Only configuration options for the best compatibility where they deviate from defaults are listed. A full list of options is available in the Config template's documentation.
|Real||Fixes random flickering and displays "Reading Game Disc" screens loading bar|
The graph below charts the compatibility with The Legend of Zelda: Ocarina of Time Master Quest since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This game has been tested on the environments listed below:
|Windows 7||Intel Core i7-950 @ 3.06GHz||NVIDIA GeForce GTX 460||DX9: Some minor texture glitches+overall grainy appearance.
DX11: No graininess, but texture errors since DX11 lacks EFB Copy to RAM and Real XFB.
|Windows 7||AMD Phenom II 720 BE @ 3.2GHz||ATI Radeon HD 4850||Works perfect with EFB Copy to RAM||ultramann|
|Windows 7||Intel Core i5-3570K @ 4.4GHz||NVIDIA GeForce GTX 460||OpenGL backend with 4x SSAA, 16x AF, Per-pixel lighting, Scaled EFB Copy and force texture filtering on. Perfect emulation. extra setting... EFB to RAM and texture accuracy to safe.||Kilobytez95|
|Windows 8.1||Intel Core i5-4460 @ 3.2GHz||AMD Radeon R7 240||With default settings, you can't go far without the game freezing while you play. Sometimes, this can be solved by pressing start, but it won't work most of the time. Otherwise, the game runs smoothly with no noticeable issue.||Boring Kid Near the River|
|Windows 8.1||Intel Core i7-4710MQ @ 2.5GHz||NVIDIA GeForce GTX 860M||Direct3D Backend, VSync enabled, 3x Native Resolution, 16x Anti-aliasing, Scaled EFB copy. Game fully playable at 20FPS, FPS never drops below ~15FPS. Minor menu glitches (minor tearing), barely noticeable. Slight audio glitches on first load at main menu. Slight FPS drops in areas with lots of activity, most noticeably escaping Ganon's tower. Final battle with Ganon is glitched, stages do not progress as they should; Link never uses light arrows, still beatable, just much harder.||Gollum18|
|Windows 10||Intel Core i5-6600K @ 3.5GHz||Intel HD 530||Did a 100% playthrough, no freezes aside from two lock ups probably due to fast forwarding with dual core on. Runs perfectly otherwise. Lag can be minimized easily by overriding CPU clock if wanted.||PPLToast|