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

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(Testing)
(Testing: adjust test entry, other adjustments outside of section)
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{{Infobox VG
 
{{Infobox VG
 
|title        = Legend of Zelda: The Wind Waker
 
|title        = Legend of Zelda: The Wind Waker
|image        = [[File:wind_waker_boxart.jpg|300px]]
+
|image        = [[File:wind waker boxart.jpg|300px]]
 
|developer    = Nintendo EAD
 
|developer    = Nintendo EAD
 
|publisher    = Nintendo
 
|publisher    = Nintendo
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|dspcode      = Nintendo
 
|dspcode      = Nintendo
 
|dtkadpcm    = No
 
|dtkadpcm    = No
|compatibility = {{RatingsGC|name=The Legend of Zelda: The Wind Waker}}}}
+
}}
  
 
Nintendo's thematic action-adventure sequel to Ocarina of Time takes the series back to its more cartoonish roots. Utilizing a completely new look with cel-shaded graphics, the game casts players in the role of a familiar young boy, who sets out to save his kidnapped sister. Gameplay is vintage Zelda, only that the game's overworld is covered by water. Players have to control the direction of the wind to sail across the ocean and find dungeons, towns, and plenty of secrets. A special Game Boy Advance link-up option lets another player join the quest and give hints and assistance via the handheld.
 
Nintendo's thematic action-adventure sequel to Ocarina of Time takes the series back to its more cartoonish roots. Utilizing a completely new look with cel-shaded graphics, the game casts players in the role of a familiar young boy, who sets out to save his kidnapped sister. Gameplay is vintage Zelda, only that the game's overworld is covered by water. Players have to control the direction of the wind to sail across the ocean and find dungeons, towns, and plenty of secrets. A special Game Boy Advance link-up option lets another player join the quest and give hints and assistance via the handheld.
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== Problems ==
 
== Problems ==
  
===Fire Effects===
+
=== Fire Effects ===
 
In Wind Waker, the various fire effects are glitched, resulting in a odd doubling of portions of the screen exposed to the heat effect. These heat effects are used in many places, like Dragon Roost Cavern and hanging torches. The glitches can be fixed by checking "EFB Copies - Disable" to disable the heat effect entirely, but this also disables dozens of effects used throughout the game. This is the only known solution to this problem, and it is not recommended.
 
In Wind Waker, the various fire effects are glitched, resulting in a odd doubling of portions of the screen exposed to the heat effect. These heat effects are used in many places, like Dragon Roost Cavern and hanging torches. The glitches can be fixed by checking "EFB Copies - Disable" to disable the heat effect entirely, but this also disables dozens of effects used throughout the game. This is the only known solution to this problem, and it is not recommended.
 
*See {{Issue|2120}}, {{Issue|2338}}, and {{Issue|3971}}.
 
*See {{Issue|2120}}, {{Issue|2338}}, and {{Issue|3971}}.
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<div style="clear:both"></div>
 
<div style="clear:both"></div>
  
===Sound===
+
=== Sound ===
 
*Sound and music cut out at various points.
 
*Sound and music cut out at various points.
 
*Sound de-syncs during cinematics. This issue has been partially fixed, see [http://forums.dolphin-emulator.com/showthread.php?tid=9120 this forum thread].
 
*Sound de-syncs during cinematics. This issue has been partially fixed, see [http://forums.dolphin-emulator.com/showthread.php?tid=9120 this forum thread].
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The various sound issues are resolved via use of the LLE plug-in.
 
The various sound issues are resolved via use of the LLE plug-in.
  
===Distant Areas===
+
=== Distant Areas ===
 
Windwaker uses a DOF blurring effect, which scales poorly on resolutions above the GameCube's native 640x528. The most basic option is to set Internal Resolution to "Auto (Multiple of 640x528)" and have "EFB Copies - Virtual" on. The DOF Blur is present, but scaled up to the higher resolution. This is good enough for most. However, there are several options to reduce it further.
 
Windwaker uses a DOF blurring effect, which scales poorly on resolutions above the GameCube's native 640x528. The most basic option is to set Internal Resolution to "Auto (Multiple of 640x528)" and have "EFB Copies - Virtual" on. The DOF Blur is present, but scaled up to the higher resolution. This is good enough for most. However, there are several options to reduce it further.
 
*Use an Internal Resolution that is higher than the window/fullscreen resolution.  This means for lower resolutions use Internal Resolution of 2x Native, and higher resolutions will need 3x or 4x Native.  This will remove/reduce the DOF blur without breaking anything.
 
*Use an Internal Resolution that is higher than the window/fullscreen resolution.  This means for lower resolutions use Internal Resolution of 2x Native, and higher resolutions will need 3x or 4x Native.  This will remove/reduce the DOF blur without breaking anything.
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*The d3d11 video backend will produce DOF blur regardless of efb scale.  It is therefore advised to use the d3d9 or openGL video backends.
 
*The d3d11 video backend will produce DOF blur regardless of efb scale.  It is therefore advised to use the d3d9 or openGL video backends.
  
===Black Squares in Dragon Roost===
+
=== Black Squares in Dragon Roost ===
 
*Use Zelda Twilight Princess Bloom Hack and EFB to RAM or texture enabled.
 
*Use Zelda Twilight Princess Bloom Hack and EFB to RAM or texture enabled.
 
**Blur distant images fixed, shadows work, and the fire effect is correct.
 
**Blur distant images fixed, shadows work, and the fire effect is correct.
  
===Pictobox only shows black images===
+
=== Pictobox only shows black images ===
 
*Don't use EFB to texture
 
*Don't use EFB to texture
 
**Photos taken in this mode it will appear black both when taken and when viewed, even if switching to EFB to RAM later the photo will continue to be black.
 
**Photos taken in this mode it will appear black both when taken and when viewed, even if switching to EFB to RAM later the photo will continue to be black.
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*With {{revision|6778}} issues with the pictobox should be resolved, as long as "EFB to RAM" is enabled.
 
*With {{revision|6778}} issues with the pictobox should be resolved, as long as "EFB to RAM" is enabled.
  
===Texture flickering===
+
=== Texture flickering ===
 
*Sometimes textures such as waves or shadows will flicker at certain camera angles
 
*Sometimes textures such as waves or shadows will flicker at certain camera angles
 
*Use {{revision|6520}} or higher and make sure that ''Disable Per-Pixel Depth'' is unticked (off) in the graphics plugin to fix this.
 
*Use {{revision|6520}} or higher and make sure that ''Disable Per-Pixel Depth'' is unticked (off) in the graphics plugin to fix this.
  
===Black/gray screens===
+
=== Black/gray screens ===
 
*A black/gray screen crash may occur after certain events in the game.  This can be fixed by enabling the "fix item hang" patch in the patches section of game properties (right click the game in the main dolphin window to get to game properties)
 
*A black/gray screen crash may occur after certain events in the game.  This can be fixed by enabling the "fix item hang" patch in the patches section of game properties (right click the game in the main dolphin window to get to game properties)
 
*Be warned however that the fix item hack patch will cause audio issues.  Use it only when encountering a black/gray screen crash
 
*Be warned however that the fix item hack patch will cause audio issues.  Use it only when encountering a black/gray screen crash
  
===GameBoy Player===
+
=== GameBoy Player ===
Emulation of GameBoy Player doesn't work with this game. It can be enabled in Config => GameCube, but the game will not detect it. (GBA Link is partially emulated since {{revision|6059}} and requires a dump of GBA BIOS and VBA-M with joy bus options to work).
+
Emulation of GameBoy Player doesn't work with this game. It can be enabled in Config GameCube, but the game will not detect it. (GBA Link is partially emulated since {{revision|6059}} and requires a dump of GBA BIOS and VBA-M with joy bus options to work).
  
 
== Configuration ==
 
== Configuration ==
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== Testing ==
 
== Testing ==
{{Testing}}
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{{testing/start}}
 
<!--Use this template for test entries: {{Test Entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
 
<!--Use this template for test entries: {{Test Entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
 
{{Test Entry|revision=2.0|OS=Windows 7 x86|CPU=Intel Core 2 Duo E6750 @ 2.66GHz|GPU=nVidia GeForce 8800 GTS|result=Playable! Sound becomes de-sync'd in some cut-scenes. Occasionally freezes after cut-scenes. Occasionally crashes.|tester=}}
 
{{Test Entry|revision=2.0|OS=Windows 7 x86|CPU=Intel Core 2 Duo E6750 @ 2.66GHz|GPU=nVidia GeForce 8800 GTS|result=Playable! Sound becomes de-sync'd in some cut-scenes. Occasionally freezes after cut-scenes. Occasionally crashes.|tester=}}
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{{Test Entry|revision=7597|OS=Windows 7 x64|CPU= Intel i7 720QM 1,6 - 2,8Ghz|GPU=ATI Radeon 5870M 1GB|result= Almost perfectly playable with recommended options. Sometimes when there is much on the screen or some areas are shown VPS go down to 40, otherwise gameplay is not affected = 50/60 FPS (PAL/NTSC). Flickers in lava levels are looking like screen errors because the seem to be rendered very hard.|tester=Thundereus}}
 
{{Test Entry|revision=7597|OS=Windows 7 x64|CPU= Intel i7 720QM 1,6 - 2,8Ghz|GPU=ATI Radeon 5870M 1GB|result= Almost perfectly playable with recommended options. Sometimes when there is much on the screen or some areas are shown VPS go down to 40, otherwise gameplay is not affected = 50/60 FPS (PAL/NTSC). Flickers in lava levels are looking like screen errors because the seem to be rendered very hard.|tester=Thundereus}}
 
{{Test Entry|revision=7670|OS=Windows 7 x64|CPU=Intel Core 2 Duo E6600 @ 3.20GHz|GPU=nVidia GeForce GTX 260|result=With CPU at stock 2.4GHz clock speed, unplayably slow regardless of configuration (constant stuttering, frame rates below 80%). At 3.2GHz OC, max frame rates even in OpenGL mode at 1920x1080 with 3x internal resolution. In retrospect, the GameCube's hardware couldn't do this game justice; when enhanced its graphics are stunning even by today's standards.|tester=Sesshy}}
 
{{Test Entry|revision=7670|OS=Windows 7 x64|CPU=Intel Core 2 Duo E6600 @ 3.20GHz|GPU=nVidia GeForce GTX 260|result=With CPU at stock 2.4GHz clock speed, unplayably slow regardless of configuration (constant stuttering, frame rates below 80%). At 3.2GHz OC, max frame rates even in OpenGL mode at 1920x1080 with 3x internal resolution. In retrospect, the GameCube's hardware couldn't do this game justice; when enhanced its graphics are stunning even by today's standards.|tester=Sesshy}}
{{Test Entry|revision=7688M|OS=Windows 7 x64|CPU=Intel Core I3 CPU M 380 @ 2.53 GHz |GPU=ATI Mobility Radeon HD 5470|result=Excellent , some issues with places with fog ( a little slow than other places ) and some sound issues|tester=Kidpaddle59}}
+
{{Test Entry|revision=7688|OS=Windows 7 x64|CPU=Intel Core i3 380M @ 2.53 GHz |GPU=ATI Mobility Radeon HD 5470|result=Excellent, some issues with fog (a little slower than other places) and some sound issues|tester=Kidpaddle59}}
 +
{{testing/end}}
  
 
== Gameplay Videos ==
 
== Gameplay Videos ==
 
*[http://www.youtube.com/watch?v=QZB36GiccO8 The Legend of Zelda: Wind Waker - Dolphin SVN3972 x64 (HD)]
 
*[http://www.youtube.com/watch?v=QZB36GiccO8 The Legend of Zelda: Wind Waker - Dolphin SVN3972 x64 (HD)]
 +
 +
{{Navigation Zelda}}
  
 
[[Category:GameCube games]]
 
[[Category:GameCube games]]
 
[[Category:Action-adventure games ]]
 
[[Category:Action-adventure games ]]
{{Navigation Zelda}}
 

Revision as of 12:19, 31 July 2011

The Legend of Zelda: The Wind Waker
Wind waker boxart.jpg
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Series The Legend of Zelda
Platform(s) GameCube
Genre(s) Action-adventure
Mode(s) Single-player
Input methods Gamecube controller
Compatibility 5Stars5.pngEdit rating: The Legend of Zelda: The Wind Waker
Perfect
GameIDs GZLP01, GZLE01, GZLJ01
See also...

Search Dolphin Forums
Open Issues
Search Google
Search Wikipedia
Debug Symbol Files

Nintendo's thematic action-adventure sequel to Ocarina of Time takes the series back to its more cartoonish roots. Utilizing a completely new look with cel-shaded graphics, the game casts players in the role of a familiar young boy, who sets out to save his kidnapped sister. Gameplay is vintage Zelda, only that the game's overworld is covered by water. Players have to control the direction of the wind to sail across the ocean and find dungeons, towns, and plenty of secrets. A special Game Boy Advance link-up option lets another player join the quest and give hints and assistance via the handheld.

Problems

Fire Effects

In Wind Waker, the various fire effects are glitched, resulting in a odd doubling of portions of the screen exposed to the heat effect. These heat effects are used in many places, like Dragon Roost Cavern and hanging torches. The glitches can be fixed by checking "EFB Copies - Disable" to disable the heat effect entirely, but this also disables dozens of effects used throughout the game. This is the only known solution to this problem, and it is not recommended.

File:Windwakerfireglitch.png
Example of the fire effect doubling.

Sound

  • Sound and music cut out at various points.
  • Sound de-syncs during cinematics. This issue has been partially fixed, see this forum thread.
  • If audio throttle is on black screens may occur when audio de-syncs

The various sound issues are resolved via use of the LLE plug-in.

Distant Areas

Windwaker uses a DOF blurring effect, which scales poorly on resolutions above the GameCube's native 640x528. The most basic option is to set Internal Resolution to "Auto (Multiple of 640x528)" and have "EFB Copies - Virtual" on. The DOF Blur is present, but scaled up to the higher resolution. This is good enough for most. However, there are several options to reduce it further.

  • Use an Internal Resolution that is higher than the window/fullscreen resolution. This means for lower resolutions use Internal Resolution of 2x Native, and higher resolutions will need 3x or 4x Native. This will remove/reduce the DOF blur without breaking anything.
    • EFB Copies - Virtual is required for this to work on the latest revisions.
  • Super Sample Anti-Aliasing (SSAA), combined with an Internal Resolution equal to or greater then the current resolution, will reduce the blur more than any other option available. It will allow for crystal clear distance areas without breaking any effects. Unfortunately, SSAA is very GPU intensive, so this can only be done by those with strong video cards.
    • EFB Copies - Virtual is required for this to work on the latest revisions.
  • Disable EFB copy.
    • This solves the distant areas problem but breaks characters shadows, screen blurring (when cutting small trees with sword and other things), and causes the pictobox problem. This is not recommended.
  • The d3d11 video backend will produce DOF blur regardless of efb scale. It is therefore advised to use the d3d9 or openGL video backends.

Black Squares in Dragon Roost

  • Use Zelda Twilight Princess Bloom Hack and EFB to RAM or texture enabled.
    • Blur distant images fixed, shadows work, and the fire effect is correct.

Pictobox only shows black images

  • Don't use EFB to texture
    • Photos taken in this mode it will appear black both when taken and when viewed, even if switching to EFB to RAM later the photo will continue to be black.
  • Don't use projection hack and Enable EFB to RAM
    • Pictobox will work perfectly, but bugs with waiting to see the photo continue.
  • Use a projection hack and Enable EFB to RAM
    • It's essential to use a projection hack or problems will occur: blurred distant images and black squares in Dragon Roost. When using a projection hack, photos will appear black at first, but when switching modes to view photos they will appear normally.
  • With r6778 issues with the pictobox should be resolved, as long as "EFB to RAM" is enabled.

Texture flickering

  • Sometimes textures such as waves or shadows will flicker at certain camera angles
  • Use r6520 or higher and make sure that Disable Per-Pixel Depth is unticked (off) in the graphics plugin to fix this.

Black/gray screens

  • A black/gray screen crash may occur after certain events in the game. This can be fixed by enabling the "fix item hang" patch in the patches section of game properties (right click the game in the main dolphin window to get to game properties)
  • Be warned however that the fix item hack patch will cause audio issues. Use it only when encountering a black/gray screen crash

GameBoy Player

Emulation of GameBoy Player doesn't work with this game. It can be enabled in Config → GameCube, but the game will not detect it. (GBA Link is partially emulated since r6059 and requires a dump of GBA BIOS and VBA-M with joy bus options to work).

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Audio

Config Setting Notes
DSP Emulator Engine LLE Resolves a variety of sound issues

Version Compatibility

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

Δ
5.0-14002 (current)
Δ
Δ
Δ
Δ
Δ
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.

Testing

This title has been tested on the environments listed below:

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Test Entries
Revision OS Version CPU GPU Result Tester

Gameplay Videos

Template:Navigation Zelda