The Legend of Zelda: Twilight Princess (Wii): Difference between revisions

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{{Infobox VG
{{Infobox VG
|image       = [[File:TheLegendOfZeldaTwilightPrincess.jpg|300px]]
|image     = [[File:TheLegendOfZeldaTwilightPrincess.jpg|300px]]
|developer   = Nintendo EAD
|developer = Nintendo EAD
|publisher    = Nintendo
|publisher = Nintendo
|released     = {{vgrelease|NA=November 19, 2006}}{{vgrelease|JP=December 2, 2006|AUS=December 7, 2006}}{{vgrelease|EU=December 8, 2006}}{{vgrelease|KO=August 27, 2009}}
|series   = The Legend of Zelda
|series      = ''The Legend of Zelda''
|released = {{vgrelease|NA=November 19, 2006}}{{vgrelease|JP=December 2, 2006|AUS=December 7, 2006}}{{vgrelease|EU=December 8, 2006|KO=August 27, 2009}}
|genre       = Action-adventure
|genre     = Action-adventure
|modes       = Single-player
|modes     = Single-player
|input       = Wii Remote + Nunchuk
|input     = Wii Remote + Nunchuk
|forumlink   = http://forums.dolphin-emu.org/Thread-wii-the-legend-of-zelda-twilight-princess
|forumlink = http://forums.dolphin-emu.org/Thread-wii-the-legend-of-zelda-twilight-princess
|wikipedia   = The Legend of Zelda: Twilight Princess
|wikipedia = The Legend of Zelda: Twilight Princess
}}
}}


In '''''The Legend of Zelda: Twilight Princess''''', the next chapter in [[:Category:The Legend of Zelda (Series)|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.
In '''''The Legend of Zelda: Twilight Princess''''', the next chapter in [[:Category:The Legend of Zelda (Series)|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 [[The Legend of Zelda: Twilight Princess (GC)|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.
The Wii version is identical to the [[The Legend of Zelda: Twilight Princess (GC)|GameCube version]], but is mirrored by design; (i.e. 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.
 
== Emulation Information ==
=== Hyrule Field Speed Hack ===
As the player progresses through the game, Hyrule Field will become progressively slower. To fix this, enable the "Hyrule Field Speed Hack" in 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 {{revision|4.0-1767}}.
 
Unfortunately, the hack will cause defects on the minimap, so it is not enabled by default.
 
{{Image|Twilight_Princess_Map_with_Speedhack.png|Minimap with missing shadowing and other details|}}
{{Image|Twilight_Princess_Map_without_Speedhack.png|Proper minimap|br}}


== Problems ==
== Problems ==
=== Hyrule Field Slow Down ===
{{Problems|{{#vardefineecho:problems|
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 {{revision|4.0-1767}}.


Unfortunately, the hack will break the minimap, so it is not enabled by default.
=== <s>Bloom</s> ===
 
=== Bloom ===
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.
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:
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.
*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.  
This is fixed since at least {{revision|5.0-10516}}.
}}}}
 
== Enhancements ==
=== Minimap /w Anti-aliasing / Force Filtering ===
The map may have glitchy borders if anti-aliasing or force filtering enhancements are used.
{{Image|TwilightPrincessWii Map AA.jpg|Anti-aliasing|}}
{{Image|TwilightPrincessWii Map Force Filter.jpg|Force texture filtering|br|}}


=== Sun Rays ===
=== 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:
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
*D3D - Broken by Anti-aliasing, Anisotropic Filtering and an Internal Resolution above 1x Native.
*OpenGL - The GLSL merge ({{revision|3.5-1025}}) greatly improves the effect in OpenGL. It is now only affected by Anisotropic Filtering and an Internal Resolution above 1x Native.
*OpenGL - Broken by Anisotropic Filtering and an Internal Resolution above 1x Native.
{{Image|TwilightPrincessWii Sunrays Broken.jpg|Broken sun rays|}}
{{Image|TwilightPrincessWii Sunrays Broken.jpg|Broken sun rays|}}
{{Image|TwilightPrincessWii Sunrays Working.jpg|Proper Emulation of the effect|br}}
{{Image|TwilightPrincessWii Sunrays Working.jpg|Proper Emulation of the effect|br}}


=== {{s}}Audio Issues{{/s}} ===
=== Disable Bloom ===
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 {{revision|4.0-7286}}.
Bloom is not displayed correctly if an IR> 1 is used. To display Bloom effects correctly, the improvement '''Scaled EFB copy''' must be disabled. To disable bloom completely, use the Action Replay code below.
<pre>No Bloom Effects
0400EDB8 4E800020</pre>


=== {{s}}Mini Map{{/s}} ===
=== HD Texture Pack ===
With '''EFB Copies to Texture Only''' the minimap will become monochromatic; use disable '''EFB Copies to Texture Only''' to fix it. Fixed by {{revision|4.0-5561}}, with details in the [https://dolphin-emu.org/blog/2015/03/01/dolphin-progress-report-february-2015/ February Progress Report].
[https://www.henrikomagnifico.com/zelda-twilight-princess-4k Zelda Twilight Princess 4K by Henriko Magnifico]


=== {{s}}D3D11 Darkness{{/s}} ===
[https://zeldatphdt.blogspot.com/ The Legend of Zelda: Twilight Princess HD Texture Pack]
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 {{revision|4.0-1487}}.
{{Image|TwilightPrincessWii-DX11Blackness.jpg|Looking through trees at the lens flare in D3D11|}}
{{Image|TwilightPrincessWii-DX11Blackness2.jpg|The same scene properly emulated|br}}


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|skipcpuefbaccess = Off
 
|skipcpuefbaccessnotes = Fixes aiming issues
}}
}}


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<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|6095|****|}}
{{VersionCompatibilityVersion|6095|****|}}
{{VersionCompatibilityVersion|5.0-11518|*****|Since prior to this revision}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=6095|OS=Windows|CPU=Intel Core i7-920|GPU=ATI Radeon HD 4890|result=[http://www.youtube.com/watch?v=yDVRTqLGhR8 The Legend of Zelda Twilight Princess Dolphin Wii Full Speed]|tester=FuriosBr1}}
{{testing/entry|revision=6095|OS=Windows|CPU=Intel Core i7-920|GPU=ATI Radeon HD 4890|result=[http://www.youtube.com/watch?v=yDVRTqLGhR8 The Legend of Zelda Twilight Princess Dolphin Wii Full Speed]|tester=FuriosBr1}}
{{testing/entry|revision=6580|OS=Linux Ubuntu 10.10 x86|CPU=Intel Core 2 Duo E6400 @ 2.13GHz|GPU=ATI Radeon HD 4850|result=Slow and choppy (OpenGL)|tester=}}
{{testing/entry|revision=6580|OS=Ubuntu 10.10|CPU=Intel Core 2 Duo E6400 @ 2.13GHz|GPU=ATI Radeon HD 4850|result=Slow and choppy (OpenGL)|tester=}}
{{testing/entry|revision=6580|OS=Windows 7 x86|CPU=Intel Core 2 Duo E6400 @ 2.13GHz|GPU=ATI Radeon HD 4850|result=Fast and speedy (Directx9)|tester=}}
{{testing/entry|revision=6580|OS=Windows 7|CPU=Intel Core 2 Duo E6400 @ 2.13GHz|GPU=ATI Radeon HD 4850|result=Fast and speedy (Directx9)|tester=}}
{{testing/entry|revision=7025|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=AMD Radeon HD 6950|result=Fast and speedy (Directx9)|tester=}}
{{testing/entry|revision=7025|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=AMD Radeon HD 6950|result=Fast and speedy (Directx9)|tester=}}
{{testing/entry|revision=7332|OS=Windows 7 x86|CPU=Intel Core i5-750 @ 2.67GHz|GPU=AMD Radeon HD 6950|result=Almost Perfect |tester=}}
{{testing/entry|revision=7332|OS=Windows 7|CPU=Intel Core i5-750 @ 2.67GHz|GPU=AMD Radeon HD 6950|result=Almost Perfect |tester=}}
{{testing/entry|revision=7489|OS=Windows 7|CPU=Intel Core 2 Duo E8400 @ 3.06GHz|GPU=NVIDIA GeForce 8800 GT|result=Fast and speedy (Dx9)|tester=LynxOfTime}}
{{testing/entry|revision=7489|OS=Windows 7|CPU=Intel Core 2 Duo E8400 @ 3.06GHz|GPU=NVIDIA GeForce 8800 GT|result=Fast and speedy (Dx9)|tester=LynxOfTime}}
{{testing/entry|revision=7561|OS=Windows 7|CPU=AMD Phenom II X4 N930 @ 2GHz|GPU=ATI Mobility Radeon HD 545v|result=20->35FPS. 16FPS in Hyrule Field. A little slowdown in large areas.|tester=Livy}}
{{testing/entry|revision=7561|OS=Windows 7|CPU=AMD Phenom II X4 N930 @ 2GHz|GPU=ATI Mobility Radeon HD 545v|result=20->35FPS. 16FPS in Hyrule Field. A little slowdown in large areas.|tester=Livy}}
{{testing/entry |revision=7561|OS=Windows 7 |CPU=Intel Core i3-530 @ 2.93GHz|GPU=Intel HD Clarkdale|result=Full speed most of the time. 18FPS in Hyrule Field. A little slowdown in large areas.|tester=Livy}}
{{testing/entry|revision=7561|OS=Windows 7|CPU=Intel Core i3-530 @ 2.93GHz|GPU=Intel HD Clarkdale|result=Full speed most of the time. 18FPS in Hyrule Field. A little slowdown in large areas.|tester=Livy}}
{{testing/entry|revision=3.0|OS=Mac OS X 10.7.2|CPU=Intel Core i5 @ 2.8GHz|GPU=AMD Radeon HD 5750|result=Almost Perfect, mini-map is garbled unless you change EFB Copies to RAM, then it works fine, but the game slows down also (OpenGL)|tester=Elxiliath}}
{{testing/entry|revision=3.0|OS=Mac OS X 10.7.2|CPU=Intel Core i5 @ 2.8GHz|GPU=AMD Radeon HD 5750|result=Almost Perfect, mini-map is garbled unless you change EFB Copies to RAM, then it works fine, but the game slows down also (OpenGL)|tester=Elxiliath}}
{{testing/entry|revision=3.0|OS=Windows 7|CPU=Intel Core i7-2600K @ 4.1GHz|GPU=NVIDIA GeForce 460 GTX|result=Hyrule Field 25-30FPS (Directx9)|tester=dormantreign}}
{{testing/entry|revision=3.0|OS=openSUSE|CPU=AMD Phenom II 1090T @ 3.2GHz|GPU=NVIDIA GeForce 560 GTX|result=Perfect|tester=Delayline}}
{{testing/entry|revision=7661|OS=Windows 7|CPU=Intel Core i7-950 @ 3.07GHz|GPU=ATI Radeon HD 5770|result=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.|tester=Schala}}
{{testing/entry|revision=7661|OS=Windows 7|CPU=Intel Core i7-950 @ 3.07GHz|GPU=ATI Radeon HD 5770|result=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.|tester=Schala}}
{{testing/entry|revision=7670|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.1GHz|GPU=AMD Radeon HD 6850|result=Runs at 30FPS all the time.  No major problems, although maximizing the window during gameplay will crash Dolphin.  Easily playable at 2x Native.|tester=MegaJump}}
{{testing/entry|revision=7670|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.1GHz|GPU=AMD Radeon HD 6850|result=Runs at 30FPS all the time.  No major problems, although maximizing the window during gameplay will crash Dolphin.  Easily playable at 2x Native.|tester=MegaJump}}
{{testing/entry|revision=7719|OS=Windows 7|CPU=Intel Core 2 Quad Q9300 @ 2.5GHz|GPU=NVIDIA GeForce GTX 560|result=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 |tester=}}
{{testing/entry|revision=7719|OS=Windows 7|CPU=Intel Core 2 Quad Q9300 @ 2.5GHz|GPU=NVIDIA GeForce GTX 560|result=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 |tester=}}
{{testing/entry|revision=3.0|OS=Windows 7|CPU=Intel Core i7-2600K @ 4.1GHz|GPU=NVIDIA GeForce 460 GTX|result=Hyrule Field 25-30FPS (Directx9)|tester=dormantreign}}
{{testing/entry|revision=3.0|OS=Linux openSUSE|CPU=AMD Phenom II 1090T @ 3.2GHz|GPU=NVIDIA GeForce 560 GTX|result=Perfect|tester=Delayline}}
{{testing/entry|revision=3.0-235|OS=Windows 7|CPU=Intel Core i7-3930K @ 3.2GHz|GPU=AMD Radeon HD 6970|result=Constant 30FPS @ D3D9, no sound problems, no crashes, Hyrule Field 30FPS after activating "DSP LLE on Thread"|tester=}}
{{testing/entry|revision=3.0-235|OS=Windows 7|CPU=Intel Core i7-3930K @ 3.2GHz|GPU=AMD Radeon HD 6970|result=Constant 30FPS @ D3D9, no sound problems, no crashes, Hyrule Field 30FPS after activating "DSP LLE on Thread"|tester=}}
{{testing/entry|revision=3.0-427|OS=Windows 7|CPU=AMD Phenom II 1090T @ 3.6GHz|GPU=ATI Radeon HD 6870|result=Flawless constant 30FPS, internal resolution=auto 1080p AAx4 AFx2|tester=HeapsGood99}}
{{testing/entry|revision=3.0-427|OS=Windows 7|CPU=AMD Phenom II 1090T @ 3.6GHz|GPU=ATI Radeon HD 6870|result=Flawless constant 30FPS, internal resolution=auto 1080p AAx4 AFx2|tester=HeapsGood99}}
{{testing/entry|revision=3.0-601|OS=Windows 7|CPU=Intel Core i7-3610QM @ 3.3GHz|GPU=NVIDIA GeForce GT 650M|result=perfect|tester=jplafor}}
{{testing/entry|revision=3.0-601|OS=Windows 7|CPU=Intel Core i7-3610QM @ 3.3GHz|GPU=NVIDIA GeForce GT 650M|result=perfect|tester=jplafor}}
{{testing/entry|revision=3.0-681|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.5GHz|GPU=NVIDIA GeForce GTX 570|result=KOR Version(RZDK01) need to use 'MMU Speed Hack'(Old TLB Hack) for Continue in Menu screen (After Push A+B) [https://code.google.com/p/dolphin-emu/issues/detail?id=3165 *Issue 3165]|tester=hong620}}
{{testing/entry|revision=3.0-681|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.5GHz|GPU=NVIDIA GeForce GTX 570|result=KOR Version(RZDK01) need to use 'MMU Speed Hack'(Old TLB Hack) for Continue in Menu screen (After Push A+B) {{Issue|3165}}|tester=hong620}}
{{testing/entry|revision=3.0-710|OS=Windows 7 x86|CPU=AMD Althlon II M300 @ 2GHz|GPU=ATI Mobility Radeon HD 4200|result=10-15FPS. 7FPS in Hyrule Field|tester=Livy}}
{{testing/entry|revision=3.0-710|OS=Windows 7|CPU=AMD Althlon II M300 @ 2GHz|GPU=ATI Mobility Radeon HD 4200|result=10-15FPS. 7FPS in Hyrule Field|tester=Livy}}
{{testing/entry|revision=3.5-1344|OS=Gentoo |CPU=Intel Core i5-3570K @ 3.4GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=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|tester=Windfisch}}
{{testing/entry|revision=3.5-1572|OS=Windows 7|CPU=Intel Core i7-4650U|GPU=Intel HD Graphics 5000|result=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|tester=}}
{{testing/entry|revision=3.5-1572|OS=Windows 7|CPU=Intel Core i7-4650U|GPU=Intel HD Graphics 5000|result=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|tester=}}
{{testing/entry|revision=3.5-1344|OS=Gentoo Linux|CPU=Intel Core i5-3570K @ 3.4GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=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|tester=Windfisch}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core i5-3570K|GPU=NVIDIA GeForce GTX 650 Ti|result=In huge areas 30/45FPS|tester=Zcair}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core i5-3570K|GPU=NVIDIA GeForce GTX 650 Ti|result=In huge areas 30/45FPS|tester=Zcair}}
{{testing/entry|revision=4.0.2|OS=Windows 8.1|CPU=AMD FX-8350|GPU=AMD Radeon HD 7870|result=Minor slowdown|tester=Zcair}}
{{testing/entry|revision=4.0.2|OS=Windows 8.1|CPU=AMD FX-8350|GPU=AMD Radeon HD 7870|result=Minor slowdown|tester=Zcair}}
{{testing/entry|revision=4.0.2|OS=Windows 8.1|CPU=Intel Core i7-3630M|GPU=NVIDIA GeForce GTX 670M|result=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.|tester=Seeck}}
{{testing/entry|revision=4.0-1843|OS=Windows 7|CPU=Intel Core i7-950 @ 3.7GHz|GPU=NVIDIA GeForce GTX 760|result=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.|tester=Benedict}}
{{testing/entry|revision=4.0-1843|OS=Windows 7|CPU=Intel Core i7-950 @ 3.7GHz|GPU=NVIDIA GeForce GTX 760|result=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.|tester=Benedict}}
{{testing/entry|revision=4.0.2|OS=Windows 8.1|CPU=Intel Core i7-3630M|GPU=NVIDIA GeForce GTX 670M|result=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.|tester=Seeck}}
{{testing/entry|revision=4.0-2440|OS=Windows 7|CPU=Intel Core i7-3770|GPU=AMD Radeon HD 7900|result=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.|tester=TOM}}
{{testing/entry|revision=4.0-2440|OS=Windows 7|CPU=Intel Core i7-3770|GPU=AMD Radeon HD 7900|result=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.|tester=TOM}}
{{testing/entry|revision=4.0-9146|OS=Windows 7|CPU=Intel Pentium G3258 @ 4.4GHz|GPU=ATI Radeon HD 5770|result=Using Hyrule Field Speed Hack and otherwise default video settings, getting solid 30FPS at 720p in all areas except Frione's forest. Speed Hack not breaking the Hyrule Field minimap. Very minor occasional audio glitches.|tester=RyuHimora}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=Intel Core i5-2500|GPU=NVIDIA GeForce GTX 950|result=No issues found. Gameplay is at a steady 30 FPS everywhere I've been. Sound's good and no graphical errors. Did have to use the Hyrule Field Speedup hack, else the entire Hyrule Field would be 16-22 FPS (increasingly worsening after more is explored). Playing at 1080p, using Direct3D 11 with V-Sync, Fullscreen, 3x Native resolution and 2x MSAA and Anisotropic Filtering (could be higher too).|tester=ThijmenDF}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=AMD Athlon II X4 860k @ 4GHz|GPU=NVIDIA GeForce GTX 950|result=Holds 30FPS all the time with 8x MSAA at 1080p, using Direct3d 12 render. The minimap is glitched though, as it's not showing the outline correctly. Also light beams don't seem to be working.|tester=deWaardt}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
{{VideoGallery
{{VideoGallery
|vid1=yDVRTqLGhR8|cap1=The Legend of Zelda Twilight Princess Dolphin Wii Full Speed
|vid1=-ElBaFmHzzk|cap1=HD Texture Ver Dolphin 4.0-8854 The Legend of Zelda Twilight Princess
|vid2=qSiYw126Dc8|cap2=Dolphin Emulator 3.5-367 - The Legend of Zelda: Twilight Princess (1080p HD) - Nintendo Wii
|vid2=qSiYw126Dc8|cap2=Dolphin Emulator 3.5-367 - The Legend of Zelda: Twilight Princess (1080p HD) - Nintendo Wii
}}
}}
{{Navigation/Zelda}}
{{Navigation/Zelda}}


[[Category:Wii games]]
[[Category:Wii games]]
[[Category:Zelda ucode games]]
[[Category:Zelda ucode games]]
[[Category:Ships with debugging symbols]]

Revision as of 11:41, 28 September 2020

The Legend of Zelda: Twilight Princess
TheLegendOfZeldaTwilightPrincess.jpg
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Series The Legend of Zelda
Platform(s) Wii
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 5Stars5.pngEdit rating: The Legend of Zelda: Twilight Princess (Wii)
Perfect
GameIDs
See also...

GameCube Version
Dolphin Forum thread
Open Issues
Search Google
Legend of Zelda: Twilight Princess Wikipedia page
Debug Symbol Files

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; (i.e. 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.

Emulation Information

Hyrule Field Speed Hack

As the player progresses through the game, Hyrule Field will become progressively slower. To fix this, enable the "Hyrule Field Speed Hack" in 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 4.0-1767.

Unfortunately, the hack will cause defects on the minimap, so it is not enabled by default.

Problems

Bloom

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.

This is fixed since at least 5.0-10516.

Enhancements

Minimap /w Anti-aliasing / Force Filtering

The map may have glitchy borders if anti-aliasing or force filtering enhancements are used.

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 - Broken by Anti-aliasing, Anisotropic Filtering and an Internal Resolution above 1x Native.
  • OpenGL - Broken by Anisotropic Filtering and an Internal Resolution above 1x Native.

Disable Bloom

Bloom is not displayed correctly if an IR> 1 is used. To display Bloom effects correctly, the improvement Scaled EFB copy must be disabled. To disable bloom completely, use the Action Replay code below.

No Bloom Effects
0400EDB8 4E800020

HD Texture Pack

Zelda Twilight Princess 4K by Henriko Magnifico

The Legend of Zelda: Twilight Princess HD Texture Pack

Configuration

This title does not need non-default settings to run properly.

Version Compatibility

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

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5.0-21222 (current)
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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:

Test Entries
Revision OS 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 Ubuntu 10.10 Intel Core 2 Duo E6400 @ 2.13GHz ATI Radeon HD 4850 Slow and choppy (OpenGL)
r6580 Windows 7 Intel Core 2 Duo E6400 @ 2.13GHz ATI Radeon HD 4850 Fast and speedy (Directx9)
r7025 Windows 7 Intel Core i5-2500K @ 3.3GHz AMD Radeon HD 6950 Fast and speedy (Directx9)
r7332 Windows 7 Intel Core i5-750 @ 2.67GHz AMD Radeon HD 6950 Almost Perfect
r7489 Windows 7 Intel Core 2 Duo E8400 @ 3.06GHz NVIDIA GeForce 8800 GT Fast and speedy (Dx9) LynxOfTime
r7561 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
r7561 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
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
3.0 Windows 7 Intel Core i7-2600K @ 4.1GHz NVIDIA GeForce 460 GTX Hyrule Field 25-30FPS (Directx9) dormantreign
3.0 openSUSE AMD Phenom II 1090T @ 3.2GHz NVIDIA GeForce 560 GTX Perfect Delayline
r7661 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
r7670 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
r7719 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
3.0-235 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"
3.0-427 Windows 7 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 Intel Core i7-3610QM @ 3.3GHz NVIDIA GeForce GT 650M perfect jplafor
3.0-681 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
3.0-710 Windows 7 AMD Althlon II M300 @ 2GHz ATI Mobility Radeon HD 4200 10-15FPS. 7FPS in Hyrule Field Livy
3.5-1344 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
3.5-1572 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
4.0.2 Windows 7 Intel Core i5-3570K NVIDIA GeForce GTX 650 Ti In huge areas 30/45FPS Zcair
4.0.2 Windows 8.1 AMD FX-8350 AMD Radeon HD 7870 Minor slowdown Zcair
4.0.2 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
4.0-1843 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
4.0-2440 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
4.0-9146 Windows 7 Intel Pentium G3258 @ 4.4GHz ATI Radeon HD 5770 Using Hyrule Field Speed Hack and otherwise default video settings, getting solid 30FPS at 720p in all areas except Frione's forest. Speed Hack not breaking the Hyrule Field minimap. Very minor occasional audio glitches. RyuHimora
5.0 Windows 10 Intel Core i5-2500 NVIDIA GeForce GTX 950 No issues found. Gameplay is at a steady 30 FPS everywhere I've been. Sound's good and no graphical errors. Did have to use the Hyrule Field Speedup hack, else the entire Hyrule Field would be 16-22 FPS (increasingly worsening after more is explored). Playing at 1080p, using Direct3D 11 with V-Sync, Fullscreen, 3x Native resolution and 2x MSAA and Anisotropic Filtering (could be higher too). ThijmenDF
5.0 Windows 10 AMD Athlon II X4 860k @ 4GHz NVIDIA GeForce GTX 950 Holds 30FPS all the time with 8x MSAA at 1080p, using Direct3d 12 render. The minimap is glitched though, as it's not showing the outline correctly. Also light beams don't seem to be working. deWaardt

Gameplay Videos