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.


== Problems ==
== Emulation Information ==
=== Hyrule Field Slow Down ===
=== Hyrule Field Speed Hack ===
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}}.
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.
Unfortunately, the hack will cause defects on the minimap, so it is not enabled by default.
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{{Image|Twilight_Princess_Map_without_Speedhack.png|Proper minimap|br}}
{{Image|Twilight_Princess_Map_without_Speedhack.png|Proper minimap|br}}


=== Bloom ===
== Problems ==
{{Problems|{{#vardefineecho:problems|
 
=== <s>Bloom</s> ===
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.  Possibly fixed in {{revision|4.0-9161}}, or at least made equivalent to OpenGL.
*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}}
 
== Enhancements ==
 
=== 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.
 
<pre>No Bloom Effects
0400EDB8 4E800020</pre>


== 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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{{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=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=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}}
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{{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|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=3.5-1344|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}}
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{{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=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}}


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|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]]
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[[Category:Zelda ucode games]]
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