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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|
|GameIDs||RZDK01, RZDP01, RZDE01, RZDJ01|
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
As the player progress through the game, Hyrule Field will become progressively slower. To fix it, enable the "Hyrule Field Speed Hack" in the ISO properties (right click the game in the game list > Properties > Patches tab > Hyrule Field Speed Hack). All region releases except KO, were fixed by.
Unfortunately, the hack will break the minimap, so it is not enabled by default.
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 and EFB Copies to Texture Only. If the graphics configuration menu is opened the bloom offset will disappear. Why this happens is unknown, but it appears to remain in place in testing.
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.
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. Should be fixed with .
With EFB Copies to Texture Only the minimap will become monochromatic; use disable EFB Copies to Texture Only to fix it. Fixed by February Progress Report., with details in the
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 in .
21:9 Aspect Ratio Fix
This Game has Clipping issues with the Widescreen Hack. This Gecko Code will fix the clipping and make the game 21:9. Before using this code, disable the Dolphin Widescreen Hack. This Gecko Code also Mirrors the game.
0400CEC0 60000000 0401A878 FF800890 042457E8 38600000 C20409C4 00000005 48000009 00000000 7C8802A6 80840000 FC602050 2C040000 4082000C FC601850 FC802050 00000000 C21E191C 00000003 981F0146 48000005 7FE802A6 38000001 901FFFCC 00000000 C21E1A20 00000003 981F0146 48000005 7FE802A6 901FFFAC 60000000 00000000 C21E1A78 00000003 981F0146 48000005 7FE802A6 38000001 901FFF8C 00000000 C21E1BC4 00000003 981F0146 48000005 7FE802A6 901FFF6C 60000000 00000000 0400EDB8 4E800020 0453762C 40180001 C2359514 00000004 3DC03FA8 61CE0000 91C21000 C1E21000 ED6F02F2 ED8A5824 60000000 00000000 041650F0 48000044 0418209C 4E800020
Reduce Bloom Ghosting
Due to Dolphin's bloom issues with Store EFB Copies to Texture Only, a "ghost" image will appear around certain objects in areas with high amounts of bloom. To disable bloom completely, use an Action Replay code below.
No Bloom Effects 0400EDB8 4E800020
Only configuration options for the best compatibility where they deviate from defaults are listed. A full list of options is available in the Config template's documentation.
|Off||Fixes aiming issues|
The graph below charts the compatibility with The Legend of Zelda: Twilight Princess (Wii) since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This game has been tested on the environments listed below:
|Windows||Intel Core i7-920||ATI Radeon HD 4890||The Legend of Zelda Twilight Princess Dolphin Wii Full Speed||FuriosBr1|
|Ubuntu 10.10||Intel Core 2 Duo E6400 @ 2.13GHz||ATI Radeon HD 4850||Slow and choppy (OpenGL)|
|Windows 7||Intel Core 2 Duo E6400 @ 2.13GHz||ATI Radeon HD 4850||Fast and speedy (Directx9)|
|Windows 7||Intel Core i5-2500K @ 3.3GHz||AMD Radeon HD 6950||Fast and speedy (Directx9)|
|Windows 7||Intel Core i5-750 @ 2.67GHz||AMD Radeon HD 6950||Almost Perfect|
|Windows 7||Intel Core 2 Duo E8400 @ 3.06GHz||NVIDIA GeForce 8800 GT||Fast and speedy (Dx9)||LynxOfTime|
|Windows 7||AMD Phenom II X4 N930 @ 2GHz||ATI Mobility Radeon HD 545v||20->35FPS. 16FPS in Hyrule Field. A little slowdown in large areas.||Livy|
|Windows 7||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|
|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|
|Windows 7||Intel Core i7-2600K @ 4.1GHz||NVIDIA GeForce 460 GTX||Hyrule Field 25-30FPS (Directx9)||dormantreign|
|openSUSE||AMD Phenom II 1090T @ 3.2GHz||NVIDIA GeForce 560 GTX||Perfect||Delayline|
|Windows 7||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|
|Windows 7||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|
|Windows 7||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|
|Windows 7||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"|
|Windows 7||AMD Phenom II 1090T @ 3.6GHz||ATI Radeon HD 6870||Flawless constant 30FPS, internal resolution=auto 1080p AAx4 AFx2||HeapsGood99|
|Windows 7||Intel Core i7-3610QM @ 3.3GHz||NVIDIA GeForce GT 650M||perfect||jplafor|
|Windows 7||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|
|Windows 7||AMD Althlon II M300 @ 2GHz||ATI Mobility Radeon HD 4200||10-15FPS. 7FPS in Hyrule Field||Livy|
|Gentoo||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|
|Windows 7||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|
|Windows 7||Intel Core i5-3570K||NVIDIA GeForce GTX 650 Ti||In huge areas 30/45FPS||Zcair|
|Windows 8.1||AMD FX-8350||AMD Radeon HD 7870||Minor slowdown||Zcair|
|Windows 8.1||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|
|Windows 7||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|
|Windows 7||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|