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[GC] The Legend of Zelda: Collector's Edition
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[GC] The Legend of Zelda: Collector's Edition
12-09-2016, 08:18 PM
#41
fgsfdsyo
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(11-28-2016, 06:42 PM)Admentus Wrote: Are you using a texture pack or any AR / Gecko codes? You might need to enable CPU Clock Override at (let's say for example) between 150% and 200%. Of course you need sufficient hardware to use the CPU Clock Override. Your hardware seems quite powerful, you could even try to increase the internal native resolution and anisotropic filtering. I often have trouble running these N64 games at fullspeed without the CPU Clock Override. And if you use a texture pack, you might need to prefetch it. 16GB is sufficient to prefetch the Zelda: Collector's Edition HD Texture Pack.

One last thing, update to the latest Dolphin development build.

I saw this the next day and tried it out what you had said. I wasn't using any AR or Gecko codes. I did enable CPU overclock to 200% and it ran beautifully. I didn't see any drops in speed whatsoever. On 100%, I was getting about 16fps in Clocktown and 13fps in Woodfall and it made it extremely hard to play, on default resolution settings and without any graphical improvements. After setting it on 200%, I don't think I could recall a moment where I had dropped to below 19 other than for a short hiccup. That would be after increasing the native resolution and putting other graphical improvements on.

I apologize for the untimeliness of this reply and thank you immensely for your help. It was suffering trying to play it before, it is a complete joy. Thank you very much. 
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12-09-2016, 11:31 PM
#42
DrHouse64 Offline
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Majora's Mask runs pretty bad on the real hardware too tho. CPU overclock is really helpfull for this game.
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01-28-2017, 02:22 AM
#43
Affenkind
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hello,

have anyone a Widescreen Render Fix for the EUROPE (PZLP01) version of
Ocarina of Time and or Majora's Mask ?!?
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02-12-2017, 11:11 AM
#44
retroben Offline
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Has anyone compared the performance of collector's edition Majora's Mask to the VC version? (on any slower machine that's not a beast)
I ask because of knowing how N64 Virtual Console games on Dolphin may have terrible performance and the half speed issue that occurs on N64 globally,at least on my end the last time I tested a Virtual N64 game.
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04-08-2017, 12:50 AM
#45
RobM86
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I'm having a specific problem with OoT - I've just completed the Dodongo's Cavern, and the next step is for me to get to the top of Death Mountain to visit the fairy. However, whenever I try to enter the path, either from Kakariko Village or through Goron City (via Lost Woods), Dolphin crashes.

I was using a texture pack, but disabling it has no effect.

Using no AR or Gecko codes produces the same result.

Any ideas? Really frustrating!
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04-08-2017, 01:57 AM
#46
fsword Offline
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(02-12-2017, 11:11 AM)retroben Wrote: Has anyone compared the performance of collector's edition Majora's Mask to the VC version? (on any slower machine that's not a beast)
I ask because of knowing how N64 Virtual Console games on Dolphin may have terrible performance and the half speed issue that occurs on N64 globally,at least on my end the last time I tested a Virtual N64 game.

On 5.0, comparing Euro release, the collector's edition seems better because it supports 60fps(and 20fps in the actual game) while the VC is 50fps and 17fps in the game.  But the VC crashes after language menu.  The next release fixes this.

But VC is supposed to be better because it doesn't have the emulation/sound glitches that are in the collector's edition.  And if you don't use Euro versions, they are probably both 20fps.
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04-08-2017, 02:04 AM
#47
fsword Offline
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(04-08-2017, 12:50 AM)RobM86 Wrote: I'm having a specific problem with OoT - I've just completed the Dodongo's Cavern, and the next step is for me to get to the top of Death Mountain to visit the fairy. However, whenever I try to enter the path, either from Kakariko Village or through Goron City (via Lost Woods), Dolphin crashes.

I was using a texture pack, but disabling it has no effect.

Using no AR or Gecko codes produces the same result.

Any ideas? Really frustrating!

Did you set CPU overclock on the Advanced tab?  What build of Dolphin and what version of OoT?  I had no problem on 5.0 with Euro collector's edition @60fps mode with texture pack.  Maybe also check that your Audio is set to DSP HLE and SPeed limit to 100% on General.
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04-08-2017, 03:28 AM
#48
RobM86
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(04-08-2017, 02:04 AM)fsword Wrote: Did you set CPU overclock on the Advanced tab?  What build of Dolphin and what version of OoT?  I had no problem on 5.0 with Euro collector's edition @60fps mode with texture pack.  Maybe also check that your Audio is set to DSP HLE and SPeed limit to 100% on General.

I've tried both with CPU Over lock enabled (200%) and disabled - makes no difference.

Tried with two builds of Dolphin, one from today and one from last week, as well as an Ishiiruka from last week. All the same.

Haven't checked audio yet, so will do later when i get home. There's been no other glitches so far though.

Weird, because the same area was working earlier in the game - i had to go through Kakariko village to even get to Goron city.

Edit: Also meant to say I'm using US version of collector's edition.
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04-24-2017, 09:32 AM
#49
derhaesslicheknilch
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Hello everyone, I'm trying to run Ocarina of Time: Master Quest on my Asus ZenPad 3S10.
When I start the game, I get a message "Panic alert: failed to compile ps shader". It also tells me that I'm apparently using OpenGL 3.1, if that's of any use. I've included the error log as an attachment. Cheers


Attached Files
.txt   bad_ps_0000.txt (Size: 5.12 KB / Downloads: 154)
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04-25-2017, 07:29 PM (This post was last modified: 04-25-2017, 07:32 PM by MayImilae.)
#50
MayImilae Online
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Dolphin.GC.Wii Wrote:Use D3DX9 or more. You don't need OpenGL.

...ok.....

Alright, so, first of all, Dolphin doesn't have D3D9 and hasn't for many years.

Secondly, the ASUS ZenPad 3S10 that the user has stated they have... is an android tablet. They can't select Direct3D.

derhaesslicheknilch Wrote:Hello everyone, I'm trying to run Ocarina of Time: Master Quest on my Asus ZenPad 3S10.
When I start the game, I get a message "Panic alert: failed to compile ps shader". It also tells me that I'm apparently using OpenGL 3.1, if that's of any use. I've included the error log as an attachment. Cheers

Unfortunately I'm not very familiar with Android+PowerVR and how that combination works with Dolphin. It could be some missing extensions or a bug or any number of things. I've pinged someone who does know and hopefully someone will be by shortly to help!
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