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The Legend of Zelda: Twilight Princess (GC)
|The Legend of Zelda: Twilight Princess|
|Series||The Legend of Zelda|
|Release date(s)|| JP December 2, 2006|
NA December 11, 2006
EU December 15, 2006
AUS December 19, 2006
|Input methods||GameCube Controller|
In The Legend of Zelda: Twilight Princess, the next chapter in The Legend of Zelda series, Link can transform into a wolf to scour the darkened land of Hyrule. With the help of Midna, a mysterious being, you must guide Link through hordes of foul creatures and challenging bosses using new moves and a new horseback combat system. Many puzzles stand between Link and the fulfillment of his quest, so you must sharpen your wits as you hunt for weapons and items.
The GameCube version isn't mirrored like the Wii version and has free camera control. The GameCube version lacks motion controls while the Wii version does not support the GameCube controller. Although it can be patched from 4:3 to 16:9 (see Patches below), there's no native widescreen support, unlike the Wii version.
- 1 Patches
- 2 Problems
- 3 Configuration
- 4 Version Compatibility
- 5 Testing
- 6 Gameplay Videos
Aspect Ratio Fix
Dolphin's Widescreen Hack will cause reflections to be buggy and certain objects to disappear at the edges of the screen. The following AR codes work as a widescreen patch without causing these issues. The only side effects being the HUD getting slightly stretched and reflections of the game world on water being glitchy. Be sure that: "Enable cheats" is on in the game menu, "Force 16:9" is selected and "Widescreen Hack" is off in the graphics options.
16:9 Aspect Ratio
48:10 Aspect Ratio
HD Texture Pack
Sound problems may occur with the DSP HLE audio plugin. To correct these problems, use DSP LLE, but this may cause lag.
- On Direct3D api, minimap will have some noise artifacts if Anti-Aliasing or Anistoropic Filtering or Texture Filtering are enabled. Disable all 3 in order to get "clean" map. For OpenGL, disable Anti-Aliasing. Tested on .
- The ZTP hack can also cause issues with the minimap.
Due to the low resolution bloom, a "ghost" image will appear around certain objects in areas with high amounts of bloom. There is no known solution, other than to disable bloom completely using an AR code found here.
Twilight Princess uses a ray effect at various points throughout the game, most notably at windows and the fountains. The effect is very easily broken. How it is broken depends on the backend used:
- D3D - Anti-aliasing and an Internal Resolution above 1x Native damage the effect
- OpenGL - The GLSL merge () greatly improves the effect in OpenGL. It is now only affected by Anisotropic Filtering and an Internal Resolution above 1x Native.
Hyrule Field Slow Down
As the player progress through the game, Hyrule Field will become progressively slower. See and . Previously, the "ZTP Hack" could be used to improve this issue. This patch has since been integrated into to the game's ini file. The NA and EU releases were fixed by , but JP is not yet fixed, refer .
With the D3D graphics backend the lens flare from the sun is glitched. When looking at the sun through trees of buildings, part of the effect shows through, displaying a small lens flare and an overall darkening of the screen. Only the D3D backend has this problem, so use OpenGL to avoid it. See . Fixed by .
This game doesn't need non-default settings to run properly. If you want to get an overview about settings related to performance, please see the performance guide. A full list of config options is available at Template:Config/doc
This game has been tested on the environments listed below:
|Windows 7 x64||Intel Core 2 Duo E7500 @ 2.93GHz||ATI Radeon HD 4850||Fully playable and no slowdown in Hyrule Field (only when ZTP hack is enabled, otherwise you will get only 10FPS).|
|Mac OS X 10.6.8||Intel Core 2 Duo @ 2.13GHz||NVIDIA GeForce 9400M||Fully playable, but by far the slowest game I've tested. Most areas run around ~7-17FPS, even houses and save screen. Dungeons fare better; ~20-30FPS in most rooms (strangely this excludes the Goron Mines). Map is extremely glitchy without proper settings. Hyrule Field is only ~9FPS, ZTP hack doesn't help at all||Ac|
|Windows XP SP3 x86||Intel Atom N270 @ 1.6GHz||Intel GMA 945 (GMA 950)||Very playable 8-10FPS. Disable Lighting and sound Off for best performance.||LORPAL|
|Windows 7 x86||Intel Core 2 Quad @ 2.4GHz||ATI Radeon HD 4870||Fully playable in dungeons and in other areas but still slowdown in Hyrule Field (ZTP hack is enabled it helps but not so much, you obtain 15FPS).|
|Windows Vista x86||Intel Core 2 Duo T8100 @ 2.2GHz||ATI Mobility Radeon HD 3470||Fully playable in dungeons and in other areas but still slowdown in Hyrule Field (ZTP hack is enabled it helps but not so much, you obtain 15FPS).|
|Windows 7 x64||Intel Core i5-2500K @ 4.2GHz||ATI Radeon HD 5770 x2||Fully playable in all areas at 30FPS|
|Windows 7 x64||AMD Phenom X4 955 @ 3.2GHz||ATI Radeon HD 4870||Works perfectly without any slowdowns||Shachi|
|Linux Debian Wheezy||Intel Core 2 Duo @ 2.88GHz||ATI Radeon HD 4850||Works, but slower than when running on Windows|
|Windows 7 x64||Intel Pentium E2200 @ 2.2GHz||NVIDIA GeForce 7100 GT||Fully playable in all areas, except in Hyrule Field|
|Windows 7 x64||Intel Core i7-950 @ 3.27GHz||AMD Radeon HD 6870 x2||Fully playable in all areas at 30FPS|
|Windows 7 x64||AMD Phenom II X2 555 @ 3.8GHz||NVIDIA GeForce 9800 GT||Fully playable in all areas at 30FPS @ 720p+vsync no slowdowns in Hyrule Field (ZTP Hack disabled)|
|Windows 7 x64||AMD Athlon II X2 620 @ 2.6GHz||ATI Radeon HD 4870||Fully Playable @ 25-30FPS||Shyvo|
|Windows 7 x64||AMD Phenom II X4 @ 3GHz||AMD Radeon HD 6970||Mostly okay. Some random crashes. Slowdown to around 20FPS on Hyrule field with ZTP hack activated. Ending has no music whatsoever.||No Pistons|
|Windows XP x86||AMD Phenom II X2 545 @ 3.1GHz||NVIDIA GeForce 8600 GT||Fully playable, some slowdowns on Hyrule's Field and Faron's forest. 30FPS with OpenGL plugin and suggested settings from this page.||luken|
|Windows 7 x64||Intel Core i7-950 @ 3.07GHz||ATI Radeon HD 5770||Unfortunately, this doesn't fair much better than my testing of the Wii version. Resizing, maximizing/minimizing the game window causes the EXACT same errors regarding D3D shading, with the same ridiculous amount of error spam, followed by Dolphin crashing. For some reason, however, maximizing the window when the Nintendo and Dolby logos were occurring, it didn't error spam or crash. That's somewhat of an improvement over my Wii experience I suppose.||Schala|
|Windows 7 x64||AMD Phenom II X4 @ 3.2GHz||NVIDIA GeForce 9600 GT||Fully playable @ 30FPS on OpenGL without any errors||Shyvo|
|Windows 7 x64||Intel Core i5 @ 2.27GHz||ATI Radeon HD 5450||Fully playable, PERFECT!!!.||IguanaMasterz|
|Windows 7 x64||Intel Core i3-370M @ 2.4GHz||AMD Radeon HD 6370M||Fully playable: No slowdowns, no known glitches.|
|Windows 7 x64||Intel Core i3-2100 @ 3.1GHz||NVIDIA GeForce GTS 450||Fully Playable @ 29-30FPS on DX9 with 4xSSAA and DSP HLE(Slows down to about 23-28FPS with DSP LLE on Hyrule Field). Also when Hyrule Field is about 65% complete(before 3rd dungeon) frame rate drops to 24-28FPS in Hyrule Field only.||Exa|
|Linux Ubuntu 12.04||Intel Core i7-3770||NVIDIA GeForce GTX 560||Awesome 30FPS all game no slowdowns and fully playable. Scaled 3x resolution and everything is great.|
|Linux Sabayon||Intel Core 2 Duo E6420 @ 2.13GHz||NVIDIA GeForce GT 430||Playable, but slower the larger the current area is. This is noticeable everywhere, but only the forest is a bit slow (I don't mind), and Hyrule Field is very slow (which is annoying). If you're not in Hyrule Field, it works very well overall. Sound works nicely, too, but adapts to the game's speed (so in the slow areas it will be playing slower). Use suggested settings from this page, otherwise you get graphics bugs. State saves work! If you get crashes (happened for me once), try switching between the experimental and non-experimental JIT.||scummos|
|Windows 7 x64||Intel Core i5-2500K @ 4.8GHz||NVIDIA GeForce GTX 560 Ti||Perfectly ~30FPS (60Hz) with Direct X (3D11), 1920*1080, 16/9 Hack, Internal Resolution x4 (maximum), Anti-Aliasing 4x (quality 16), Anisotropic 16x (maximum). Just Water effects with 16/9 widescreen bug (it does not matter)||Sanitarium026|
|Windows 7 x64||Intel Core i7-870 @ 2.93GHz||NVIDIA GeForce GTX 470||Perfectly ~30FPS (60Hz) 1920*1080, Default settings and the following: MMU speed hack + ZTP hack + custom projection hack, Anti-Aliasing 4x, Anisotropic 1x, Everything works great. Been playing half the game and the only freezes are random when howling as a wolf (solved by saving state before howling and retrying several times). Small issue: Music volume is much higher than SFX||salkinrawr|
|Windows 7 x64||Intel Core i5-2500K @ 3.3GHz||NVIDIA GeForce GTX 560 Ti||30FPS almost all the time, will dip to 25 in Hyrule Field, dips to 20 in some intense combat scenes. Sound glitches fixed by using DSP LLE recompiler. Does not freeze at howling stones or howling at grass with MMU Speed Hack, which does not make FPS drop. Can use anti-aliasing with little impact on performance. Second dungeon completed with no game breaking issues so far.||drhead|
|Mac OS X 10.7.3||Intel Core i5 @ 2.7GHz||AMD Radeon HD 6770M||Fully playable with constant 100% speed and 30FPS at 2.5x Native resolution.||Swiftwinter|
|Windows 7 x64||AMD Phenom II X6 1090t @ 3.68GHz||AMD Radeon HD 5850||30FPS almost all the time, occasionally dipping to 28-29 on busy scenes with very rare lows of 25. Hyrule field is 29-30. Froze once on howling stones but worked grand after a restart. Got as far as return to Ordon after kakariko, fully playable, no major graphical glitches. Used settings shown on this page and graphics are set as OpenGL, 2x native mode, 2x anti-aliasing, 1x anisotropic. No post-processing, OpenCL texture decoder set, cache display lists set, openmp texture decoder set.||Tsukiko|
|Windows 7 x64||Intel Core i5-2500 @ 3.8GHz||NVIDIA GeForce GTX 460||Running at mostly 30FPS, occasionally dipping down to around 27-28 in Hyrule Field. Using D3D9 at 1080p and on JITIL experimental recompiler, DSP HLE, 2x native internal resolution, 9x SSAA AA and 16x AF. EFB copies to RAM, disable External Frame Buffer, check Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Texture Coder and Enable Progressive Scan.||penguinswithpie|
|Windows 7 x64||AMD Phenom II x4 955 BE @ 3.2GHz||AMD Radeon HD 6950||Runs between 27 and 30FPS. Some slowdowns here and there as well as a freeze once an hour or so. Game still freezes at howling stones. I have to use the MMU + MMUSpeedhack method to bypass this. Other than that, runs fine with ZTP Hack, 1x Native 9x SSAA x16 AF, Force Texture Filtering, Per-Pixel Lighting, EFB copies to ram, disable External Frame Buffer, Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Texture Coder, Cache Display Lists, and the settings used in the problem section of this article.||gtrhitman|
|Windows 7 x86||Intel Core i5-750 @ 2.67GHz||NVIDIA GeForce GTX 460||Fully playable (and enjoyable!) with 27-31FPS, except I didn't fix the intro making garbage audio, but reloading a save did the trick for the rest of my play through so far. Rarely hear an unusual beeping noise in game, but nothing too annoying. Also, before configuring Dolphin accordingly, during the intro, both characters had body parts/clothing flashing bright yellow occasionally; no idea how i fixed it but it's gone. Using JIT Recompiler with D3Dlevel at 9, EFB copies RAM w/o Cache enabled. Texture Cache Accuracy is at Fast. EFB is at Virtual, else the output was very low-res. I also skip EFB Access from CPU and no glitches happened so far when enabled. Force Texture Filtering is enabled. Framelimit is at Auto and Limit by FPS is off. Audio Back-end is DSound with DTK music enabled. Overall, using most settings recommended for optimal results.||MrBucket|
|Windows 7 x86||Intel Core i3-530 @ 2.93GHz||NVIDIA GeForce GTX 550 Ti||Roughly a constant 30FPS. There are slowdowns in big/busy areas, but so far the FPS never went below 20. Tested using D3D9 video back-end, 1920x1080 resolution, 3x native internal resolution, no AA, 16x AF, EFB copy to texture (My game always freezes when using EFB copy to RAM for some reason.), texture cache accuracy is fast, no XFB, and skip EFB access from CPU is on. ZTP speedhack is enabled, and I get 23-27FPS on Hyrule Field, with no slowdowns. I haven't experienced any issues with the audio. XAudio2 with DTK music enabled.||Orang|
|Mac OS X 10.8||Intel Core i7 @ 2.6GHz||NVIDIA GeForce GT 650M||Works at 30FPS, 100% most of the time, only dropping slightly in Hyrule Field when it's fully open. However the dark character glitch is glaringly obvious in twilight zones and in the evening.||Ac|
|Mac OS X 10.8||Intel Core i7 @ 2.6GHz||Intel HD 4000||Force-swapping to integrated GPU almost works as well but slows down significantly in some parts of Hyrule Field. However all lighting glitches are gone. I don't know what to choose, faster speed or no graphical glitches.||Ac|
|Windows 7 x64||Intel Core 2 Quad Q6600 @ 2.7GHz||AMD Radeon HD 6850||Enabled Open CL Texture decoder, ~50% speedup, no glitches||Me|
|Windows 7 x64||Intel Core i7-950 CPU @ 3.06GHz||NVIDIA GeForce GTX 470||Fully Playable with average 95-100% lowest ever was 88%.||zorga|
|Windows 7 x64||Intel Core i7-2600 CPU @ 3.4GHz||AMD Radeon HD 6900||Slowed to 20% on moving screens using Direct3D9, but upon switching to OpenGL runs perfectly||Mark|
|Windows 7 x64||Intel Core 2 Q9550 @3.5GHz||ATI Radeon HD 4870||Fully playable but the music on HLE is not right (missing instruments). Not really noticeable unless you played on a real GC before. LLE has perfect music but on my system it works a bit slow. LLE on thread makes the game crash within a few seconds.||Herpderpus|
|Windows 7 x64||Intel Core i3-370M @ 2.4GHz||Intel HD Graphics||Still testing. So far smooth gameplay through the beginning. Have not made it to Hyrule field yet but game runs around 90-100% with some minimal settings. Basic glitches include map and water on widescreen hack.||Spock6742|
|Windows 7 x64||Intel Core i5-2500K @ 4.2GHz||NVIDIA GeForce GTX 560 Ti||Fully Playable 30FPS. The game will run fine on a nice (no bottlenecks) Core i5-2500K build on DSP HLE, checked in dolphin options as well as in the game options (accessed by right clicking it), but as far as my experience goes, DSP LLE requires a bit OC on the turbo boost.||jtafurth|
|Windows 7 x64||Intel Core i7-950 @ 3.06GHz||NVIDIA GeForce GTX 580||The mini-game inside "STAR Tent" (Castle-Town, West Road) cannot start, with the error msg:"BackPath: Currently only supporting reads". Version is OK on that.||Nos|
|Windows 7 x64||Intel Core 2 Quad Q6700 @ 3.01GHz||AMD Radeon HD 4890||Overall runs well with 28-30FPS in most areas. Hyrule field slows down to between 15-20FPS, and a few other places (such as Hyrule castle town) are also slow, but so far completely playable. However, I have only been able to run it using DSP HLE - using LLE, performance is so poor the game is unplayable (and LLE on thread just makes it crash). As a result, audio volume levels vary wildly from what they're meant to be, and occasionally the sound glitches out completely, requiring a full restart of the game to fix - not regularly enough to be a really major problem though.||Bob2004|
|Linux Debian Wheezy x86_64||Intel Core i7-2700 @ 3.4GHz||NVIDIA GeForce GTX 550 Ti||Runs well, fully playable at 30FPS and 100% speed. Only slight slowdown in Hyrule Field (slows to approx. 90% speed). The rest of the game runs well with no other problems. In a strange note, running with ZTP Hack disabled actually makes Hyrule Field faster (90% with it disabled as opposed to 60%-70% enabled).||Zed|
|Windows 7 x64||AMD Phenom II x6 1100T @ 3.7GHz||NVIDIA GeForce 660 Ti||Works at 30FPS and 100% speed aside from the popular Hyrule Field slowdown. Playing on any SSAA setting and Anisotropic Filtering setting resulted in an extremely smooth experience with no problems at all.||Rhyno|
|Windows 7 x64||AMD Phenom II x4 945 @ 3GHz||NVIDIA GeForce GTX 650 Ti||Full speed 30FPS slowdown only on Hyrule field to 22FPS (when overclock cpu to 3.3GHz getting 27FPS on Hyrule field) on other areas some minor slowdowns on busy scene 28 29FPS EFB copies to texture minimap works great for me no garbage with EFB to texture directx9 beckend audio HLE OpenMP and OpenCL texture decoder enabled, ticked scaled EFB copies disable per-pixel depth ignore format changes 1680x1050 res internal resolution 2.5X NATIVE AF 16x||Mirocroatia|
|Windows 7 x64||AMD FX-6300 @ 3.5GHz||NVIDIA GeForce GTX 650 Ti||The game runs at full 30FPS most of the time. In heavy areas like Gerudo Desert the FPS can drop slightly to 27FPS when a lot is happening on the screen otherwise they run on 30FPS. The fully unlocked Hyrule Field drops to 18-20FPS (overclocking the CPU to 4.1GHz brings a slight boost of 2FPS to about 21 but isn't really worth it; ZTP hack is recommended, without it Hyrule Field runs at only 14 (!) FPS). EFB setting is set to Texture however there aren't any problems with the minimap or anywhere else in the game (unless you change the setting while the game is running). AA is turned off and AF is set to 1x. Otherwise completely playable.||TowerTowel|
|Windows 7 x64||Intel Core i5-3570k||NVIDIA GeForce 560Ti 448||I use LLE sound emulation because HLE fails to play some notes and instruments in music (not noticeable if you don't pay attention and don't know how the music sounds on a real GC). Even with ZTP Hack, there is a FPS drop in Hyrule field even on my system when the field is fully "unlocked" (tested with complete save). I haven't noticed any graphical glitch so far, except the one that happens if you use Widescreen Hack (weird distortion on the sides of the screen when there is water or other special effects displayed).||Herpderpus|
|Windows 7 x64||Intel Core i5-3570K @ 3.6GHz||AMD Radeon HD 7850||With ZTP Hack Enabled, and DirectX9 Backend, Runs Perfectly||Caboose700|
|Windows 7 x64||Intel Core i7-4770K @ 3.5GHz||AMD Radeon R9 270X||Playable in nearly all parts of the game at full screen 1080p widescreen (not using the built-in widescreen hack), with 4x Internal Resolution, 16x Anti-Aliasing, Anisotropic Filtering off, EFB Copies set to RAM, Texture Cache accuracy set to Safe, and using the DSP LLE Recompiler to accurately emulate audio. The only main areas of slowdown are Gerudo Desert, (27-28FPS), Faron Woods (28-30FPS) and Hyrule Field (17-19FPS). When first exploring Hyrule Field, the game runs full speed, but by the end of the game (full field map explored) the framerate is dropped significantly. All of these framerates were achieved also while recording with Fraps for my Let's Play (http://youtu.be/H9VChIRI-vA?t=15s). There are a couple of freezes while recording in some of the episodes, but I'm pretty sure it's just my computer.||ImAFutureGuitarHero|
|Windows 7 x64||Intel Core i5-3570K @ 4.4GHz||NVIDIA GeForce GTX 460||OpenGL backend has performance issues but DirectX 11 runs fine. Bloom is not rendered correctly. Shadows render low resolution. Frame rate is not consistent. Game is playable but doesn't look very good. Heat effect is rendered blurry and low resolution.||Kilobytez95|
|Windows 7 x64||Intel Core i5-2500K @ 3.3GHz||NVIDIA GeForce GTX 560 Ti||DirectX 11 performs better than OpenGL. HLE DSP has problems but LLE DSP causes slowdowns. Game is just playable (drops to 25FPS) with DirectX11 and LLE DSP.||Dtech|
|Windows 7 x64||Intel Celeron G1610 @ 2.6GHz||Intel HD Graphics||I've been retrieving Epona. I couldn't get the minimap to work properly though. No other bug. Almost playable : 20FPS||hivaoa|
|Windows 8.1 x64||Intel Core-i7 @ 3GHz||NVIDIA GeForce GT 745m||Not using the mipmap due to frame loss required to run it properly. As long as I make sure that I am running the game from my NVIDIA card and not my Intel card it is otherwise perfectly playable to 4xNative. Playable : 30FPS||Lieko|
|Windows 7 x64||Intel Core-i5-4670K @ 3.8GHz||NVIDIA GeForce GTX 760||Runs quite nicely, no lag as far I played, but make copies of your saves!! Sometimes while loadings, Dolphin crashes and the ENTIRE card goes corrupted. Widescreen hack also glitches graphical effects. Bloom effect goes buggy if you go above native resolution||MagicrafT|
|Windows 7 x64||Intel Core-i5-3450 @ 3.1GHz||NVIDIA GeForce GTS 450||Runs perfectly to up to 3x Standard Resolution on this mid-range computer. I have standard settings in Dolphin. There is just one performance issue I could report so far (being about the middle of the game): If you have the standard DSP on HLE, there won't be any lag in the game, but the music is louder than FX sounds, which sometimes can be annoying. If you use DSP LLE, the loudness of FX and music is reproduced like it should be, but I experienced alot of lag in almost any sequence and on fields around Hyrule - I don't have these issues on DSP HLE though. I run at 3x native resolution, setting it to 1x native doesn't change the lags in any way on DSP LLE. So I stayed with HLE.||Heimdall|
|Windows 8.1 x64||Intel Core-i7 @ 2.1GHz||Intel HD 4000||Is fully playable. Hyrule Field slowdown is severe, provided fix for later versions made it worse.||xxxAceBlade|
|Windows 8.1 x64||Intel Core-i7 3770K @ 3.9GHz||AMD Radeon HD 6970||Game runs smooth at 2.5X Res @ 4 AA and 16x AF, Must use EFB Copies to RAM with High Accuracy for Minimap to work. DSP LLE Recomp causes random crashes.||Ralstig|
|Windows 7 x64||Intel Core i7-4710||NVIDIA GeForce GTX 860M||The game ran great all the way through to the end. Some slight audio imperfections in a handful of tracks because of HLE. The game was completed in 2x native resolution with everything else set to default.||ANDY|
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