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The Legend of Zelda: Twilight Princess (Wii)
|The Legend of Zelda: Twilight Princess (Wii)|
|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
|Input methods||Wii Remote + Nunchuk|
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.
 Hyrule Field Slow Down
- Previously, the "ZTP Hack" could be used to improve (not fix) this issue. However, it was removed due to incompatibility with an upcoming code change, and it will not return. If you are experiencing severe speed issues and wish to try the hack, it is available on 4.0.2 and all versions prior to 4.0-646.
 Audio Issues
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.
 Mini Map
- With EFB to Texture the minimap will become unusable after a transition into another area, showing nothing but visual garbage. Use EFB to Ram to fix it.
- The minimap requires Texture Cache Accuracy to be set to position 1 (Safe), otherwise the arrow will become confused and fail to follow Link as he travels.
Press "2" on the Wii Remote to hide 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.
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.
 D3D11 Darkness
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.
 Sun Rays
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.
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
|RAM||Required for minimap|
|Position 1 (Safe)||Minimap arrow won't flicker|
|LLE||Fixes sound issues|
 Version Compatibility
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.
This game has been tested on the environments listed below:
|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->35 FPS. 16 FPS 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. 18 FPS 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 30 FPS 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 (10-12 FPS @ D3D9, 6-8 FPS @ 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 25-30 FPS (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 30 FPS @ D3D9, no sound problems, no crashes, Hyrule Field 30 FPS after activating "DSP LLE on Thread"|
|3.0-427||Windows 7 x64||AMD Phenom II 1090T @ 3.6GHz||ATI Radeon HD 6870||Flawless constant 30 FPS, 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||10-15 FPS. 7 FPS in Hyrule Field||Livy|
|3.5-1572||Windows 7 x64||Intel Core i7 4650U||Intel HD Graphics 5000||Surprisingly playable. 25-30 FPS (although mostly always 30) with DirectX 9 or 11. OpenGL gets around 15-20 FPS. 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 GTX 560 Ti||Extremely good, mostly stable 30 FPS (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 30/45 FPS||Zcair|
|4.0.2||Windows 8.1 x64||AMD FX-8350||AMD Radeon HD 7870||Minor slowdown||Zcair|
 Gameplay Videos