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

no edit summary
No edit summary
Line 26: Line 26:


=== 16:9 Aspect Ratio Fix ===
=== 16:9 Aspect Ratio Fix ===
The widescreen hack causes certain objects to disappear at the edges of the screen. Use the following AR Codes in the place of the widescreen hack to achieve widescreen with fewer problems. Remember to turn on "Enable cheats" and use the "Force 16:9" Aspect Ratio.
The game normally culls certain objects outside the edges of the screen to save processing power. The widescreen hack forces the game to render in a wider aspect ratio, but the camera's aspect ratio remains unchanged, so objects near the edges of the screen are culled. Use the following AR Codes in the place of the widescreen hack to achieve widescreen with fewer problems. Remember to turn on "Enable cheats" and use the "Force 16:9" Aspect Ratio. Note that this does not unstretch any 2D elements such as the HUD.


===== NTSC =====
===== NTSC =====
Line 96: Line 96:
{{testing/entry|revision=6515|OS=Windows 7 x64|CPU=Intel i5 2430m @ 2.4GHz|GPU=Intel HD Graphics 3000|result=30 FPS Full Speed at 2x Native Resolution and 4XAS|tester=Ace12182}}
{{testing/entry|revision=6515|OS=Windows 7 x64|CPU=Intel i5 2430m @ 2.4GHz|GPU=Intel HD Graphics 3000|result=30 FPS Full Speed at 2x Native Resolution and 4XAS|tester=Ace12182}}
{{testing/entry|revision=6758|OS=Mac OS X 10.6.8|CPU=Intel Core 2 Duo @ 2.2GHz|GPU=nVidia GeForce 9400M|result=About 20-30 FPS usually playable. Sometimes, hangs after cut-scenes, but upon restarting emulation, works perfectly. This is less than ideal in some situations- like right before the final battle (Grr...) Areas with few objects run at full speed usually. Dragon Roost flickering is present but doesn't affect emulation speed.|tester=Ac}}
{{testing/entry|revision=6758|OS=Mac OS X 10.6.8|CPU=Intel Core 2 Duo @ 2.2GHz|GPU=nVidia GeForce 9400M|result=About 20-30 FPS usually playable. Sometimes, hangs after cut-scenes, but upon restarting emulation, works perfectly. This is less than ideal in some situations- like right before the final battle (Grr...) Areas with few objects run at full speed usually. Dragon Roost flickering is present but doesn't affect emulation speed.|tester=Ac}}
{{testing/entry|revision=6800|OS=Windows XP x86|CPU=Intel Pentium E2200 @ 2.2GHz|GPU=Intel G33/G31 Express Family|result=Mostly playable. Title screen, file select, intro cinema and many indoor areas run at the full 30 FPS speed at 480p. At higher resolutions, the game bogs down everywhere. Generally, this game runs at 19-24 FPS at 480p in outdoor areas. Many settings do not affect the framerate at all. No sound issues.|tester=Paul Choi}}
{{testing/entry|revision=6800|OS=Windows XP x86|CPU=Intel Pentium E2200 @ 2.2GHz|GPU=Intel G33/G31 Express Family|result=Mostly playable. Title screen, file select, intro cinema, many indoor areas, and the test rooms run at the full 30 FPS speed at 480p. At higher resolutions, the game bogs down everywhere. Generally, this game runs at 19-24 FPS at 480p in outdoor areas. Many settings do not affect the framerate at all. No sound issues.|tester=snesiscool}}
{{testing/entry|revision=6800|OS=Windows XP x86|CPU=Intel Atom N270 @ 1.6GHz|GPU=Intel GMA 945|result=Playable 7-10 FPS. Sound Off for best performance.|tester=LORPAL}}
{{testing/entry|revision=6800|OS=Windows XP x86|CPU=Intel Atom N270 @ 1.6GHz|GPU=Intel GMA 945|result=Playable 7-10 FPS. Sound Off for best performance.|tester=LORPAL}}
{{testing/entry|revision=6887|OS=Windows Vista x86|CPU=Intel Core 2 Duo T8100 @ 2.2GHz|GPU=ATI Radeon HD 3470M|result=Fully Playable: 30 FPS with DX9 plug-in and OpenCL enabled. BGM is sometimes desynchronized. Windfall Island is a bit slow.|tester=}}
{{testing/entry|revision=6887|OS=Windows Vista x86|CPU=Intel Core 2 Duo T8100 @ 2.2GHz|GPU=ATI Radeon HD 3470M|result=Fully Playable: 30 FPS with DX9 plug-in and OpenCL enabled. BGM is sometimes desynchronized. Windfall Island is a bit slow.|tester=}}
Line 164: Line 164:
{{testing/entry|revision=4.0-1720|OS=Windows 7 x64|CPU=Intel Core i5-3570K @ 3.8GHz|GPU=nVidia GeForce GTX 680|result=Runs flawlessly on 30 FPS with OpenGL at 4x Native resolution, 2x Anti-Aliasing and 4x Anisotropic Filtering. Minor lag at the beginning of the game (most likely objects being loaded) and during the water fountain eruption on Dragon Roost Island.|tester=}}
{{testing/entry|revision=4.0-1720|OS=Windows 7 x64|CPU=Intel Core i5-3570K @ 3.8GHz|GPU=nVidia GeForce GTX 680|result=Runs flawlessly on 30 FPS with OpenGL at 4x Native resolution, 2x Anti-Aliasing and 4x Anisotropic Filtering. Minor lag at the beginning of the game (most likely objects being loaded) and during the water fountain eruption on Dragon Roost Island.|tester=}}
{{testing/entry|revision=4.0.2|OS=Windows 7 x64|CPU=Intel Core i5-3470 @ 3.2GHz|GPU=AMD Radeon HD 7770|result=Runs mostly at 30 FPS on 4x Resolution with the OpenGL backend, no anti-aliasing. Anisotropic filtering gave a slight slowdown with no visual difference. Graphics had to be cranked down in some areas, presumably caused by the wide array of particle effects on screen or because of how many objects were on screen (ex: windfall island). Widescreen achieved with the above AR code. Fire effect partly fixed with the other above AR code. Fire doubling fixed with above texture. |tester=Hackapell2013}}
{{testing/entry|revision=4.0.2|OS=Windows 7 x64|CPU=Intel Core i5-3470 @ 3.2GHz|GPU=AMD Radeon HD 7770|result=Runs mostly at 30 FPS on 4x Resolution with the OpenGL backend, no anti-aliasing. Anisotropic filtering gave a slight slowdown with no visual difference. Graphics had to be cranked down in some areas, presumably caused by the wide array of particle effects on screen or because of how many objects were on screen (ex: windfall island). Widescreen achieved with the above AR code. Fire effect partly fixed with the other above AR code. Fire doubling fixed with above texture. |tester=Hackapell2013}}
{{testing/entry|revision=4.0-2103|OS= Windows 8.1 x64|CPU=Intel Core i7-4700MQ @ 2.4GHz|GPU=Intel HD Graphics 4600|result=Full speed throughout, sometimes with minor slowdowns, using both DirectX and OpenGL running at 1366x768, with 16x anisotropic filtering and no anti-aliasing. Widescreen causes more slowdowns, but remains more or less full speed. Sound is DSP LLE recompiler with DirectSound backend.|tester=snesiscool}}
{{testing/end}}
{{testing/end}}


4

edits