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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Hyrule Field Slowdown Observation
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Hyrule Field Slowdown Observation
06-05-2014, 04:49 AM (This post was last modified: 06-05-2014, 04:59 AM by Benedict.)
#701
Benedict Offline
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(06-05-2014, 04:48 AM)degasus Wrote: tbh, I don't know. I've just added what I was told: https://code.google.com/p/dolphin-emu/issues/detail?id=2499#c48
It looks like this might be bugging up aiming with clawshots/bows/etc in the wii version.

Okay, disabling the code does not fix this.

Update: I had ticked "Skip EFB access from the CPU" at some point and hadn't realised - this was the issue. This should be added to the wiki (if it is ticked, aiming goes off by a large magnitude.)
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06-05-2014, 04:55 AM
#702
JMC47 Offline
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Try using OpenGL instead of D3D.
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06-05-2014, 05:52 AM
#703
brawleyman Offline
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Okay, so the whole Hyrule Field slowdown is the only reason I have finally signed up for the forum because I have found a fantastic combination of things to make the game run 100% all the time, even with my aging i5 2500 processor! I have my setup with the NTSC Gamecube games, so the following is only for that version of the game.

1st, I have one of the latest development versions, don't remember exactly what number, but it has been within the last couple of days. This way, I have the latest fixes for HLE and other improvements available.

2nd, I have been following this thread: https://forums.dolphin-emu.org/Thread-code-to-review-for-a-boost-in-the-d3d-backend?page=10. I have the latest copy from post #99. you can read up on it, but basically it helps ease the strain on your CPU (similar to what AMD is doing with their Mantle api). Helps add a few FPS and makes things a little extra smooth. Hope the developers merge this into the master branch. Smile

3rd, this is where it can get a little confusing because you have to know if you are going to use OGL or D3D and if you have the NTSC or PAL versions. Between skid (pg.69, post #682 - OpenGL) and degasus (pg.70, post #697 - D3D), you can run either backend with the speed hack re-enabled respectively with their AR codes. I prefer D3D because it seems to run a little better and smoother and the minimap comes out correctly.

I spent several hours last night comparing and trying different combinations of settings, OGL or D3D, HLE or LLE. I prefer D3D coupled with LLE. HLE works, but the echos and ambiance just are not the same as in LLE. Over that time I spent, I went thru several dungeons, wandered about in the twilight, and explored hyrule field completely void of twilight and many other places. I kept at a steady 30fps at all times and the sound didn't skip a beat.

Before finding this combination of things, I was using an old version right before they disabled the ZTP hack, which included the fix for LOZWW textures, version 4.0-619 or something like that. I always would try the latest development builds for the new features and fixes, but would get so frustrated trying to play LOZTP because of the horrible fps (about 9 on my machine). This has made it completely bearable and a joy to play!

Huge thanks to the developers for continuing to improve the emulator, galop1n for making an improved .exe with api enhancements, and degasus for posting the AR code to re-enable the speed hack for D3D!
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Silverstone ML08-H  ~  Intel Core i5 4690s @65w 3.2/3.9ghz (+Zalman CNPS8900 Quiet)  ~  EVGA GTX 970 SSC ACX2.0+  ~  ASRock H97M-ITX/ac  ~  [color=#000000]Crucial 8gb Ballistix Tactical 1600hz @1.5v  ~  Crucial MX100 256gb SSD & WD 500gb HDD[/color]
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06-06-2014, 04:47 AM
#704
akskiller Offline
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(06-03-2014, 01:11 PM)hedgesmfg Wrote: Not working for me. Tried inputting the code for the NTSC-U version (RZDE01) into that ini in the Gameconfig folder, with the patch checked, and the game won't start.

Should be the correct version. Latest dolphin build. What am I doing wrong? The game starts with the patch unchecked. Am I editing the wrong ini file?

Edit: Most notably, I get a "poke z not implemented" error when starting, and then just a black screen with 0 FPS.

Same here. When I enables the patch the game doesn't start. I have the NTSC Wii version. I am using the latest dev build and tried both D3D and Opengl.
Windows 7 Ultimate 64bit
Intel Core i5 760
HD7950
4GB of RAM
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06-06-2014, 04:51 AM
#705
JMC47 Offline
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I'll look into it, maybe I copied the code wrong. Thanks for pointing this out.
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06-06-2014, 05:08 AM
#706
mbc07 Offline
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Any change on getting these codes in the INIs bundled by the buildbot?
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 16 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (22H2)
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06-06-2014, 05:11 AM
#707
JMC47 Offline
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The patch is working for me, so I'm not 100% sure what's going on.
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06-06-2014, 06:57 AM
#708
akskiller Offline
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(06-06-2014, 05:11 AM)JMC47 Wrote: The patch is working for me, so I'm not 100% sure what's going on.

What build are you using?
Windows 7 Ultimate 64bit
Intel Core i5 760
HD7950
4GB of RAM
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06-06-2014, 07:07 AM
#709
JMC47 Offline
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4.0-1776 right now, I'll update and see if anything changes.
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06-06-2014, 09:19 AM
#710
skid Offline
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The patch for the Wii NTSC-U is for the v1.02 version of the game.

Would you please check the game properties by right clicking on the game icon in Dolphin's game list and selecting Properties? Then click on the Info tab and click on the compute button next to the MD5 Checksum.

Here's the info from the 1.02 version:

Revision: 0
Date: 2006/10/07
MD5 Checksum: 70946e09da8f0bb218bb3b3542953d63
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