The Legend of Zelda: Skyward Sword

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The Legend of Zelda: Skyward Sword
LoZ Skyward Sword Box Art.jpg
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Series The Legend of Zelda
Release date(s) EU November 18, 2011
NA November 20, 2011
JP November 23, 2011
RU November 25, 2011
Genre(s) Action-adventure
Mode(s) Single-player
Input methods Wii MotionPlus + Nunchuk
Compatibility 4PlayableEdit rating: The Legend of Zelda: Skyward Sword
See also...

Dolphin Forum thread
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The Legend of Zelda: Skyward Sword (ゼルダの伝説 スカイウォードソード, Zeruda no Densetsu: Sukaiwōdo Sōdo) is an action-adventure game for the Wii console and the sixteenth entry in the Legend of Zelda series. Nearly 5 years in development, the Skyward Sword departs from many of the traditional Zelda norms, featuring new controls, a new art style, and formula differences. Skyward Sword requires either the Wii MotionPlus add on or a Wii Remote Plus.

Skyward Sword heavily integrates the use of the Wii MotionPlus; swordplay, for instance, is integrated with the controller to a point where the player has one-to-one motion control over Link's sword and its attack directions. In contrast to earlier installments, battles do not focus solely on timing attacks, but also on their target, such as the direction in which enemies are hit. This also allows for the sword to be integrated into puzzles to a greater extent than in previous titles.


[edit] Problems

[edit] Wii MotionPlus

Skyward Sword requires the Wii MotionPlus add-on. Dolphin is currently not capable of emulating the Wii MotionPlus; the only way for official Dolphin builds to play this game is to use a real, physical Wii remote with Wii MotionPlus. See issue 3446.

  • Recent Wii Remote Plus models do not pair with Dolphin when using the MS bluetooth stack, the default bluetooth stack on Windows. To pair these Wiimote Pluses with Dolphin under Windows requires the Toshiba Bluetooth Stack. See the Wii Remote Plus (RVL-CNT-01-TR) Connection Guide for instructions.

[edit] Wii Remote Calibration

The Wiimote will easily lose calibration during swordplay and other rapid movements. There is no true fix for this, but pressing Down on the Wiimote's Dpad will quickly calibrate it (preferably in a menu, but calling Fi will fix it as well). The Toshiba Stack and the DolphinBar are capable of correcting for this error faster thanks to superior bluetooth, but they still get out of sync during heavy movement. Loading a save state while using the Wiimote's accelerometer/IR functions (e.g. saving a state while flying with the Beetle and loading it) will also cause this. See issue 5751.

[edit] Banding

Banding may be present in shading on characters and surroundings. To fix it, turn on "Force Texture Filtering".

[edit] OpenGL Horizontal Black Line

Black line appears when the Internal Resolution is set to "Auto (Window Size)" in OpenGL backend, appearing above the lower right quadrant of the screen. Use a D3D11, or OpenGL with other Internal Resolutions to avoid this problem. The problem is inherent to the hackish nature of fractional scaling and is unlikely to be fixed. See issue 6640.

[edit] Pellets/Arrows Aim

Enabling "Skip EFB Access from CPU" can prevent you from aiming properly.

[edit] Half of Link/Timestones Aura

When some time stone effects are on screen, such as during the Lanayru Mining Facility and in the Pirate Stronghold, only part of Link may be visible, with either the floor going through part of him or part of the timestones aura covering him. This only occurs with EFB to Texture, so use EFB to Ram in those sections to avoid the problem. See issue 5070. Fixed by 4.0-2626, with details in the August Progress Report.

  • If you are using any builds from 3.5-1025 to 4.0-146, use Direct3D9 to avoid this problem. If you are using any build prior to 3.5-1025, Direct3D9 or OpenGL will work.

[edit] Timestone Transition

Aftering activating a timestone, the player will lose control of the game and a transition effect with appear. During that effect, the sky will be completely black if Fast Depth Calculation is enabled. Keep it off and it will render normally on any revision after the merger of tev_fixes_new in 4.0-1192.

[edit] Crash on Silent Realm Trial

After 3.0-772, when entering one of the 3 trials in Zelda SS dolphin will crash. Using the OpenGL backend seems to prevent this from happening. See issue 5682. Fixed by 4.0-1192.

[edit] Sword Missing

If "Cache Display Lists" is enabled, Link's sword's blade may disappear. Do not enable "Cache Display Lists" to prevent the problem from occurring. Fixed by the removal of Cache Display Lists in 4.0-758.

  • If you want to use cache display lists, there is a method that allows it to be on while keeping the sword. First, make sure "Cache Display Lists" is not checked, then load the game. Pull out the sword, then go into the graphics options and enable the "Cache Display Lists". The sword will remain, even after putting away the sword or traveling to other areas. It appears to hold even after resetting emulation. It may however give out at some point, and require a repeat of this procedure.

[edit] EFB to RAM Painterly Effect

EFB to RAM displays the "painterly effect" incorrectly, showing up as a bunch of vertical lines instead of the crosshatching pattern it should appear as. Fixed by 4.0-609.

[edit] OpenGL SSAA

If using SSAA with OpenGL, either through Dolphin or an external system like the nVidia control panel, it will have severe graphics distortions. This only occurs when Format Changes are emulated, and this is forced in the GameINI, so the graphics will appear glitched then go away upon opening graphics settings. You could alter the INI or use that trick to turn on "Ignore Format Changes" and get around it, but without format change emulation many objects, such as flowers, grass, banners, etc will never appear. Other forms of OpenGL anti-aliasing are unaffected. See issue 6688. Fixed in 4.0-511.

[edit] Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed. Please see the performance guide for an overview of performance related settings. A full list of options is available at Template:Config/doc


Config Setting Notes

Force Texture Filtering

On Eliminates banding problems

Fast Depth Calculation

Off Prevents errors during timestone transitions

[edit] Version Compatibility

The graph below charts the compatibility with The Legend of Zelda: Skyward Sword since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

4.0-6356 (current)
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.

[edit] Testing

This game has been tested on the environments listed below:

[edit] Gameplay Videos

[edit] See also