The Legend of Zelda: The Wind Waker: Difference between revisions

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'''''The Legend of Zelda: The Wind Waker''''', released as ''The Legend of Zelda: Baton of Wind'' (ゼルダの伝説 風のタクト ''Zeruda no Densetsu: Kaze no Takuto'') in Japan, is an action-adventure game and the tenth installment in ''The Legend of Zelda'' series.  
'''''The Legend of Zelda: The Wind Waker''''', released as '''''The Legend of Zelda: Baton of Wind''''' ('''''ゼルダの伝説 風のタクト Zeruda no Densetsu: Kaze no Takuto''''') in Japan, is an action-adventure game and the tenth installment in ''The Legend of Zelda'' series.  


The game is set on a group of islands in a vast sea—a first for the series. The player controls Link, the protagonist of the Zelda series, as he struggles to find his sister and save the world from Ganondorf.
The game is set on a group of islands in a vast sea—a first for the series. The player controls Link, the protagonist of the Zelda series, as he struggles to find his sister and save the world from Ganondorf.
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== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|
=== Picto Box Freeze ===
=== <s>Picto Box Freeze</s> ===
The game will totally freeze/crash when snapping a photo with the picto-box. Disable '''Store EFB Copies to Textures Only''' to correct this, though game may still briefly freeze when snapping photos.
The game can briefly freeze when snapping photos. Fixed by {{revision|5.0-9638}} and {{revision|5.0-9735}}.
}}}}
}}}}


== Enhancements ==
== Enhancements ==
=== Mipmap Effects ===
=== Mipmap Effects ===
Like many official Nintendo games on GameCube and Wii, The Legend of Zelda: The Wind Waker uses mipmap levels to control some effects. As an enhancement, Dolphin uses higher mipmap levels further away as internal resolution increases to make textures look sharper. This breaks effects that rely on accurate mipmap levels. While support for detecting these cases was added in {{revision|5.0-5731}} it requires the CPU texture decoders. As such, mixing high resolution output with GPU Texture Decoding will cause the wrong mipmap levels even after the fixes were added.
Like many official Nintendo games on GameCube and Wii, The Legend of Zelda: The Wind Waker uses mipmap levels to control some effects. As an enhancement, Dolphin uses higher mipmap levels further away as internal resolution increases to make textures look sharper. This breaks effects that rely on accurate mipmap levels. While support for detecting these cases was added in {{revision|5.0-5745}} it requires the CPU texture decoders. As such, mixing high resolution output with GPU Texture Decoding will cause the wrong mipmap levels even after the fixes were added.


{{Image|WindWakerIncorrectMipmaps.png|Incorrect Mipmap levels cause the ocean's effects to draw far off into the distance.}}
{{Image|WindWakerIncorrectMipmaps.png|Incorrect Mipmap levels cause the ocean's effects to draw far off into the distance.}}
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<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|efb2texonly = Off
|efb2texonlynotes = Enable Picto Box pictures
|gputexdecode = Off
|gputexdecode = Off
|gputexdecodenotes = Support mipmap effects
|gputexdecodenotes = Support mipmap effects
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{{VersionCompatibilityVersion|4.0-7528|***|Windfall crash started on Windows}}
{{VersionCompatibilityVersion|4.0-7528|***|Windfall crash started on Windows}}
{{VersionCompatibilityVersion|4.0-8026|***|Windfall crash fixed for Windows 8, 8.1, and 10}}
{{VersionCompatibilityVersion|4.0-8026|***|Windfall crash fixed for Windows 8, 8.1, and 10}}
{{VersionCompatibilityVersion|4.0-8032|****|Windfall crash fixed for Windows 7. D3D verified working on Picto Box sidequest.}}
{{VersionCompatibilityVersion|4.0-8032|****|Windfall crash fixed for Windows 7. D3D verified working on Picto Box sidequest}}
{{VersionCompatibilityVersion|5.0-9735|*****|Pictobox issues fixed}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/entry|revision=4.0-6803|OS=Windows 7|CPU=AMD Athlon II X2 250 @ 3GHz|GPU=NVIDIA GeForce GT 440|result=Played from the beginning to the end with no problems or glitches at all, with the exception of FPS drops in big areas or in the rooms with special effects (e.x. Heating effect in Dragon Roost Cavern rooms). My settings: used both OpenGL and Direct3D, 16:9 AR, 2x IR, DSP HLE, enabled Force texture filtering and Skip EFB access to CPU. VBA-M connection works fine, although it causes massive FPS drop in the game.|tester=SPARTA}}
{{testing/entry|revision=4.0-6803|OS=Windows 7|CPU=AMD Athlon II X2 250 @ 3GHz|GPU=NVIDIA GeForce GT 440|result=Played from the beginning to the end with no problems or glitches at all, with the exception of FPS drops in big areas or in the rooms with special effects (e.x. Heating effect in Dragon Roost Cavern rooms). My settings: used both OpenGL and Direct3D, 16:9 AR, 2x IR, DSP HLE, enabled Force texture filtering and Skip EFB access to CPU. VBA-M connection works fine, although it causes massive FPS drop in the game.|tester=SPARTA}}
{{testing/entry|revision=4.0-8961|OS=Windows 10|CPU=Intel Core i5-6600K|GPU=NVIDIA GeForce GTX 970|result=Smooth 60 FPS in Direct3D, with 1080p, AAx4 and forced AFx16. Some random slowdown.|tester=}}
{{testing/entry|revision=4.0-8961|OS=Windows 10|CPU=Intel Core i5-6600K|GPU=NVIDIA GeForce GTX 970|result=Smooth 60 FPS in Direct3D, with 1080p, AAx4 and forced AFx16. Some random slowdown.|tester=}}
{{testing/entry|revision=5.0|OS=Windows 7 x64|CPU=Intel i7-4790K @ 4.0GHz|GPU=NVIDIA GeForce GTX 970|result=The game runs perfect with hd texture packs, eating up 20GB of RAM when prefetching is enabled. It dose not always complete prefetching couse it works only 1 out of 10 tries. When it works it is 60s to load it all into RAM, but many times the emulator crashes with memory errors while trying to load custom textures into RAM at the begining. Here is a perfect emulation with custom textures sucessfully prefetched. I have tried many setings but you can check my current one in the videos description. [https://www.youtube.com/watch?v=vg2lPSfTB9Q The Legend of Zelda: Wind Waker - Dolphin 5.0 HD Texture pack]|tester=pumab}}
{{testing/entry|revision=5.0|OS=Windows 7 x64|CPU=Intel Core i7-4790K @ 4.0GHz|GPU=NVIDIA GeForce GTX 970|result=The game runs perfect with hd texture packs, eating up 20GB of RAM when prefetching is enabled. It dose not always complete prefetching couse it works only 1 out of 10 tries. When it works it is 60s to load it all into RAM, but many times the emulator crashes with memory errors while trying to load custom textures into RAM at the begining. Here is a perfect emulation with custom textures sucessfully prefetched. I have tried many setings but you can check my current one in the videos description. [https://www.youtube.com/watch?v=vg2lPSfTB9Q The Legend of Zelda: Wind Waker - Dolphin 5.0 HD Texture pack]|tester=pumab}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=Intel Core i5-4288u @ 2.6GHz|GPU=Intel Iris 5100|result=Runs just fine with default settings. Any higher than that just drops frames like crazy. |tester=sensi277}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=Intel Core i5-4288u @ 2.6GHz|GPU=Intel Iris 5100|result=Runs just fine with default settings. Any higher than that just drops frames like crazy. |tester=sensi277}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=Intel Core i7-6700HQ @ 2.6GHz|GPU=NVIDIA GeForce GTX 965M|result=(Laptop) Backend: Direct3D 11, V-Sync: On, Res: 3x Native (1920x1584), 4x MSAA Anti-Aliasing, 4x Anisotropic Filtering, Per-Pixel Lighting: Checked. Works great, few blips but rare.|tester=Kavex}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=Intel Core i7-6700HQ @ 2.6GHz|GPU=NVIDIA GeForce GTX 965M|result=(Laptop) Backend: Direct3D 11, V-Sync: On, Res: 3x Native (1920x1584), 4x MSAA Anti-Aliasing, 4x Anisotropic Filtering, Per-Pixel Lighting: Checked. Works great, few blips but rare.|tester=Kavex}}
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