The Legend of Zelda: Twilight Princess (Wii)

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The Legend of Zelda: Twilight Princess (Wii)
TheLegendOfZeldaTwilightPrincess.jpg
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Series The Legend of Zelda
Release date(s) NA November 19, 2006
JP December 2, 2006
AUS December 7, 2006
EU December 8, 2006
KO August 27, 2009
Genre(s) Action-adventure
Mode(s) Single-player
Input methods Wii Remote + Nunchuk
Compatibility 4PlayableEdit rating: The Legend of Zelda: Twilight Princess (Wii)
See also...

GameCube Version
Dolphin Forum thread
Search Google
Wikipedia page

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 Wii version is identical to the GameCube version, but is mirrored by design; ie. what is left on the world map in the GC version is right on the Wii. It also uses the Wii remote and supports widescreen.

Problems[edit]

Audio Issues[edit]

With DSP HLE, background music may play at a low value, sound effects may be too loud, and the music may not play or cut out randomly. Use DSP LLE to correct these sound problems.

Bloom[edit]

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.

In addition to the "ghost" look, the Wii version has a bloom offset. The bloom appears to the left and above where it should be. To fix it, use D3D11, or use OpenGL with the following procedure:

  • With OpenGL set the game to EFB to Texture, then fire up the game. After it is loaded, open the graphics configuration menu, and the bloom offset will disappear. Why this happens is unknown, but it appears to remain in place in testing.

Sun Rays[edit]

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 (3.5-1025) greatly improves the effect in OpenGL. It is now only affected by Anisotropic Filtering and an Internal Resolution above 1x Native.

Mini Map[edit]

With EFB to Texture the minimap will become monochromatic; use EFB to RAM to fix it. Fixed by 4.0-5561, with details in the February Progress Report.

Hyrule Field Slow Down[edit]

As the player progress through the game, Hyrule Field will become progressively slower. See issue 720 and issue 2499. Previously, the "ZTP Hack" could be used to improve this issue. This patch has since been integrated into to the game's ini file. All region releases except KO, were fixed by 4.0-1767.

D3D11 Darkness[edit]

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 issue 5999, fixed in 4.0-1487.

Configuration[edit]

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

Graphics

Config Setting Notes

Skip EFB Access from CPU

Off Fixes aiming issues

Audio

Config Setting Notes

DSP Emulator Engine

LLE Fixes sound issues


Version Compatibility[edit]

The graph below charts the compatibility with The Legend of Zelda: Twilight Princess (Wii) since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

4.0-6970 (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.

Testing[edit]

This game has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
r6095 Windows Intel Core i7-920 ATI Radeon HD 4890 The Legend of Zelda Twilight Princess Dolphin Wii Full Speed FuriosBr1
r6580 Linux Ubuntu 10.10 x86 Intel Core 2 Duo E6400 @ 2.13GHz ATI Radeon HD 4850 Slow and choppy (OpenGL)
r6580 Windows 7 x86 Intel Core 2 Duo E6400 @ 2.13GHz ATI Radeon HD 4850 Fast and speedy (Directx9)
r7025 Windows 7 x64 Intel Core i5-2500K @ 3.3GHz AMD Radeon HD 6950 Fast and speedy (Directx9)
r7332 Windows 7 x86 Intel Core i5-750 @ 2.67GHz AMD Radeon HD 6950 Almost Perfect
r7489 Windows 7 x64 Intel Core 2 Duo E8400 @ 3.06GHz NVIDIA GeForce 8800 GT Fast and speedy (Dx9) LynxOfTime
r7561 Windows 7 x64 AMD Phenom II X4 N930 @ 2GHz ATI Mobility Radeon HD 545v 20->35FPS. 16FPS in Hyrule Field. A little slowdown in large areas. Livy
r7561 Windows 7 x64 Intel Core i3-530 @ 2.93GHz Intel HD Clarkdale Full speed most of the time. 18FPS in Hyrule Field. A little slowdown in large areas. Livy
3.0 Mac OS X 10.7.2 Intel Core i5 @ 2.8GHz AMD Radeon HD 5750 Almost Perfect, mini-map is garbled unless you change EFB Copies to RAM, then it works fine, but the game slows down also (OpenGL) Elxiliath
r7661 Windows 7 x64 Intel Core i7-950 @ 3.07GHz ATI Radeon HD 5770 Good for the most part with decent speeds, despite the fairy cursor misaligned with the mouse. However, resizing or maximizing the window causes literally about a hundred errors, starting with "Invalid Call" followed by D3D shader/framebuffer nonsense (mostly regarding D3DShader.cpp). Following the errors, Dolphin crashes. Schala
r7670 Windows 7 x64 Intel Core i5-2500K @ 4.1GHz AMD Radeon HD 6850 Runs at 30FPS all the time. No major problems, although maximizing the window during gameplay will crash Dolphin. Easily playable at 2x Native. MegaJump
r7719 Windows 7 x64 Intel Core 2 Quad Q9300 @ 2.5GHz NVIDIA GeForce GTX 560 Completely playable until the end, but random crashes, no sound at spirit springs and in the end credits with HLE, very slow Hyrule Field (10-12FPS @ D3D9, 6-8FPS @ D3D11), slowdown independent of ZTP hack and internal res/AA/AI and other gfx enhancements, also in other big areas
3.0 Windows 7 x64 Intel Core i7-2600K @ 4.1GHz NVIDIA GeForce 460 GTX Hyrule Field 25-30FPS (Directx9) dormantreign
3.0 Linux openSUSE x86_64 AMD Phenom II 1090T @ 3.2GHz NVIDIA GeForce 560 GTX Perfect Delayline
3.0-235 Windows 7 x64 Intel Core i7-3930K @ 3.2GHz AMD Radeon HD 6970 Constant 30FPS @ D3D9, no sound problems, no crashes, Hyrule Field 30FPS after activating "DSP LLE on Thread"
3.0-427 Windows 7 x64 AMD Phenom II 1090T @ 3.6GHz ATI Radeon HD 6870 Flawless constant 30FPS, internal resolution=auto 1080p AAx4 AFx2 HeapsGood99
3.0-601 Windows 7 x64 Intel Core i7-3610QM @ 3.3GHz NVIDIA GeForce GT 650M perfect jplafor
3.0-681 Windows 7 x64 Intel Core i5-2500K @ 4.5GHz NVIDIA GeForce GTX 570 KOR Version(RZDK01) need to use 'MMU Speed Hack'(Old TLB Hack) for Continue in Menu screen (After Push A+B) *Issue 3165 hong620
3.0-710 Windows 7 x86 AMD Althlon II M300 @ 2GHz ATI Mobility Radeon HD 4200 10-15FPS. 7FPS in Hyrule Field Livy
3.5-1572 Windows 7 x64 Intel Core i7-4650U Intel HD Graphics 5000 Surprisingly playable. 25-30FPS (although mostly always 30) with DirectX 9 or 11. OpenGL gets around 15-20FPS. Settings: 1440x900 (1.5x IR), no AA, EFB copies to RAM, safe texture accuracy, cache display lists, OpenMP texture decoding
3.5-1344 Gentoo Linux Intel Core i5-3570K @ 3.4GHz NVIDIA GeForce GTX 560 Ti Extremely good, mostly stable 30FPS (except sometimes i had to turn down Graphics settings to make it run, and in Hyrule field i got 20-27FPS) with OpenGL. Settings: 1920x1080 (Auto/Winsize), 2xAA (8x AA inside dungeons and 2x AF), Per-Pixel-Lighting, EFB copies to RAM, safe texture accuracy, cache display lists, !!HACKED BUFFER UPLOAD!! (<- important, otherwise it's sloooow!), Disable dest. alpha, Fast depth calc, VSync on Windfisch
4.0.2 Windows 7 x64 Intel Core i5-3570K NVIDIA GeForce GTX 650 Ti In huge areas 30/45FPS Zcair
4.0.2 Windows 8.1 x64 AMD FX-8350 AMD Radeon HD 7870 Minor slowdown Zcair
4.0-1843 Windows 7 x64 Intel Core i7-950 @ 3.7GHz NVIDIA GeForce GTX 760 D3D, HLE, Scaled EFB Copy, Force Texture Filtering, 1080p, EFB RAM, Texture Cache position 2 (1/Safe results in 15FPS when chasing scents), Disable Dest. Alpha, Fast Depth Calc, Disable EFB, Hyrule Field Speedup AR code - 30FPS throughout the game, except in some areas (Lake Hylia) at night time when FPS drops to 27~. Currently at the end of snowpeak. Hyrule field is a constant 30FPS even at night. Some audio is a bit glitched here and there (but does not cut out during cutscenes like 4.0.2.) Just remember to close all applications except dolphin! PAL Wii. Benedict
4.0.2 Windows 8.1 x64 Intel Core i7-3630M NVIDIA GeForce GTX 670M Getting 30FPS constant everywhere. If you are having issues in Hyrule field, enable ZTP Hack, OpenMP and OpenCL. This gives me 100% speed everywhere. HLE Audio works fine. I am glad to have finally found a solution to a problem that I was not able to find a definitive solution for (Hyrule Field Slowdown). Other settings include 1600x900 resolution, internal resolution at the same. 16x Anisotropic Filtering, fog disabled (Just a choice, not required for full speed), EFB To Texture. Seeck
4.0-2440 Windows 7 x64 Intel Core i7-3770 AMD Radeon HD 7900 I use RZDJ01 version. But 30FPS in most scenes, Firone's Forest and Hyrule Field is 5~7FPS. (Maybe wide MAP.) I suspect the patch does not support RZDJ01. TOM

Gameplay Videos[edit]