I'm having problems with the audio, it doesn't seem to be playing at all! I just downloaded the emulator. Could you guys help me?
[GC] The Legend of Zelda: Ocarina of Time Master Quest
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(01-19-2013, 12:18 AM)ElloA Wrote: I'm having problems with the audio, it doesn't seem to be playing at all! I just downloaded the emulator. Could you guys help me? The answer is in this post: (12-08-2012, 01:15 AM)LordVador Wrote: You have to use LLE for this game ( http://forums.dolphin-emu.org/Thread-how...lle--23103 ). Alternatively you might wanna try AX-HLE builds ( http://dolphin-emu.org/download/branches/ ). I don't know how it works with them
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
02-11-2013, 06:21 AM
Are there any Gecko codes being made for this game like infinite health, all items and maybe levitation like the way it is on Project 64?
08-26-2013, 06:26 AM
Every time I swing my sword and receive damage knock back from it (i.e. off a wall) the game hangs. Tried OpenGL, Software renderer, every CPU setting to no avail. Changed a bunch of hack settings, etc. I'm really confused.
OK so this is the game i'm having issues with, apologies about wrong thread.
I'm getting a few different types of crashes, but most common is leaving certain areas and right when it's about to re-load it crashes. Tried MMU speed hack, doesn't seem to affect it. save states seem to affect it -- so i quit using those got pretty far in one dungeon but then crashed it runs so beautifully too 01-15-2014, 05:48 PM
(This post was last modified: 01-15-2014, 05:49 PM by Dartht33bagger.)
I've ran into quite a bit of trouble with this game. I've only attempted to play the master quest. I'm using Dolphin 4.0-611 x64 Windows, LLE, JIT, dual core enabled, and idle skipping.
A quick list of issues I've ran into so far: -The game crashes instantly with OpenGL. I don't even make it to the first screen. No matter what combination of settings I use, I get a "Dolphin.exe has stopped working" crash. -The game runs with D3D, but not with the recommended settings from the wiki. If I use a real XFB, every screen tears horizontal really badly to the point where the game isn't playable. Using a virtual XFB or no XFB fixes with issue but removes the loading bars. At least it makes the game playable. -No audio after a few minutes using HLE audio. Nothing really new with a Zelda game (even though I somehow used HLE audio in April of 2011 when I played through Wind Waker without issues). Switched to LLE and fixed this. -The game randomly freezes up when loading new areas. It froze twice on me so far: when leaving a house in the Kokiri Forest and when entering the Deku Tree. At this point I'm just going to go ahead and playing through the game on my Gamecube (boo). I just thought I'd let people know my issues with this game in case it helps somehow.
Specs:
Windows 7 Home Premium x64 - SP1 E8400 Core 2 Duo @ 3.0 GHz 4 GB DDR2-800 1 GB EVGA GTS 250 01-15-2014, 07:45 PM
I can confirm it crashes when loading areas, but I can play in OpenGL just fine. Also, HLE audio works just fine for me as well.
RealXFB + Loading bars happens in quite a few games, it's not a big deal, but it's something. Also, this is an AX-HLE game, so the Zelda ucode stuff does not apply. The problem is the random crashes, and it's a JIT problem; there really is no way to play OoT on Dolphin without facing some kind of crashing plaguing the day. 01-16-2014, 04:27 AM
I hadn't updated my graphics driver in a year, so I gave that a try. Once I updated them OpenGL no longer crashes. Turning the XFB on real still causes screen tearing on OpenGL. I also switched to HLE sound and no issues this time other than the sound lagging behind the game. For some reason all of the sound effects have a delay. For example, if I pull out the shield and put it away, the sound effects don't even start before I can get the shield on my back again.
Specs:
Windows 7 Home Premium x64 - SP1 E8400 Core 2 Duo @ 3.0 GHz 4 GB DDR2-800 1 GB EVGA GTS 250 01-16-2014, 05:10 AM
Yeah, that will happen sometimes. Try using the xaudio2 backend to quell it as much as possible.
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