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

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{{testing/entry|revision=3.0-427|OS=Windows 7 x64|CPU=AMD Phenom II 1090T @ 3.6GHz|GPU=ATI Radeon HD 6870|result=Flawless constant 30 FPS, internal resolution=auto 1080p AAx4 AFx2|tester=HeapsGood99}}
 
{{testing/entry|revision=3.0-427|OS=Windows 7 x64|CPU=AMD Phenom II 1090T @ 3.6GHz|GPU=ATI Radeon HD 6870|result=Flawless constant 30 FPS, internal resolution=auto 1080p AAx4 AFx2|tester=HeapsGood99}}
 
{{testing/entry|revision=3.0-601|OS=Windows 7 x64|CPU=3rd Generation Intel® Core™ i7-3610QM@ 3.3GHz|GPU=1 GB DDR5 NVIDIA® GeForce® GT 650M with Optimus™|result=perfect|tester=jplafor}}
 
{{testing/entry|revision=3.0-601|OS=Windows 7 x64|CPU=3rd Generation Intel® Core™ i7-3610QM@ 3.3GHz|GPU=1 GB DDR5 NVIDIA® GeForce® GT 650M with Optimus™|result=perfect|tester=jplafor}}
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{{testing/entry|revision=3.0-681|OS=Windows 7 x64|CPU=2nd Generation Intel® Core™ i5-2500K@ 4.5GHz|GPU=1.28 GB DDR5 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)|tester=hong620}}
 
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Revision as of 05:55, 27 May 2012

The Legend of Zelda: Twilight Princess
TheLegendOfZeldaTwilightPrincess.jpg
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Series The Legend of Zelda
Platform(s) Wii
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 RZDK01, RZDP01, RZDE01, RZDJ01, DZDE01, DZDP01
See also...

GameCube Version
Search Dolphin Forums
Open Issues
Search Google
Search Wikipedia
Debug Symbol Files

The Legend of Zelda: Twilight Princess is an action-adventure game developed by Nintendo Entertainment Analysis and Development, and published by Nintendo for the GameCube and Wii video game consoles. It is the thirteenth installment in The Legend of Zelda series. Originally planned for release in November 2005, Twilight Princess was delayed by Nintendo to allow its developers to refine the game and add more content. The Wii version was released alongside the Wii console on November 19, 2006, in North America, and in December 2006 in Japan, Europe, and Australia. This made Twilight Princess the first Zelda game released at the launch of a Nintendo console. The GameCube version was released in December 2006, and was the last Nintendo-published game for the console. During early development, Nintendo referred to Twilight Princess as The Wind Waker 2. As development progressed, Nintendo announced a new title, Twilight Princess, during the Electronic Entertainment Expo (E3) in 2005.

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

Hyrule Field Slow Down

Over time in the game Hyrule Field becomes progressively slower. To fix this use the "ZTP hack" (see Configuration). Make sure that this option is checked only for this game since this can cause issues in other games.

Inverted Aiming

Wiimote aiming is inverted, which can be corrected by disabling the "Bloom Projection" hack.

Misaligned Aiming

Aiming may be misaligned when using the DirectX plug-in and an emulated pointer, refer issue 2528.

Mini Map

The map stays only a minimap colored square in the middle of your screen using DirectX 11. Use DirectX 9 to correct. (This is fixed as of r7418, refer issue 4310.)

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

General

Config Setting Notes
CPU Emulator Engine JIT Freeze after beating Morpheel using JITIL

Graphics

Config Setting Notes
Video Back End DirectX 9 Needed for mini-map to work properly.
Widescreen Hack Off If enabled, water reflection effects will be buggy.

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.

Δ
5.0-14095 (current)
Δ
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 Version CPU GPU Result Tester
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 on large area. Livy the pixie
r7561 Windows 7 x64 Intel Core i3 530 @ 2.93GHz Intel HD Arrandale Full speed most of the time. 18 FPS in Hyrule Field. A little slowdown on large area. Livy the pixie
3.0 Mac OS 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 3rd Generation Intel® Core™ i7-3610QM@ 3.3GHz 1 GB DDR5 NVIDIA® GeForce® GT 650M with Optimus™ perfect jplafor
3.0-681 Windows 7 x64 2nd Generation Intel® Core™ i5-2500K@ 4.5GHz 1.28 GB DDR5 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) hong620

Gameplay Videos