So I found another issue.
I don't yet found out which Dolphin revision actually broke it, but the issue is as following.
When running The Legend of Zelda: Ocarina of Time - Master Quest (D43E01) the game will completely freeze when enabling Load Custom Textures ingame if Immediately Present XFB is already enabled. Toggling the Load Custom Textures option will not freeze the game if Immediately Present XFB is not enabled. Enabling Load Custom Textures does not cause a freeze if you are in the pause menu, but as soon you exit the pause menu and go into gameplay again the game freezes. Disabling Load Custom Textures never causes a freeze. The game does not freeze if both Immediately Present XFB and Load Custom Textures were enabled prior to booting the game (custom textures load in perfectly).
If you are encountering a freeze, you can still control Dolphin itself. Only the game freezes, not Dolphin itself. You can actually load an earlier save state to get rid of the freeze. You can also of course open the settings or stop emulating the game. But once the game freezes, you can not unfreeze it by disabling Immediately Present XFB.
Of course, the issue only occurs if the texture pack for the game is being used and loaded. Prefetch Textures was disabled. The texture pack being used is found at: https://forums.dolphin-emu.org/Thread-ze...2018-03-27 (download link is found at: https://forums.dolphin-emu.org/Thread-ze...#pid483087).
Immediately Present XFB should be part of the big Hybrid XFB rewrite. Which I think was 5.0-5874? https://dolphin-emu.org/download/dev/609...232594778/. So somewhere between 5.0-5874 and 5.0-9155 should be the issue.
The game only requires Immediately Present XFB to fix a visual issue that only occurs during the booting of either Ocarina of Time (Normal Quest) or Master Quest (the disc contains two versions of Ocarina of Time). Without Immediately Present XFB enabled you would see a pink loading screen for a few seconds. The game never needs Immediately Present XFB afterwards during the game.
I should make issue for this on the bug tracker as well as soon as I figured out which development build started causing issues.
EDIT:
Ok, so I found the first broken build: 5.0-6568: Config: Set bMMU to true by default on x64. https://dolphin-emu.org/download/dev/43c...030061efc/.
Some more information about used settings.
- Cheats were disabled, obviously.
- The backend does not matter, tested with Vulkan, OpenGL and D3D11.
- No save states to load the issue.
- Hardware specs in my profile.
- Tested with default graphic settings, except for Immediately Present XFB of course (which is being enabled).
I don't yet found out which Dolphin revision actually broke it, but the issue is as following.
When running The Legend of Zelda: Ocarina of Time - Master Quest (D43E01) the game will completely freeze when enabling Load Custom Textures ingame if Immediately Present XFB is already enabled. Toggling the Load Custom Textures option will not freeze the game if Immediately Present XFB is not enabled. Enabling Load Custom Textures does not cause a freeze if you are in the pause menu, but as soon you exit the pause menu and go into gameplay again the game freezes. Disabling Load Custom Textures never causes a freeze. The game does not freeze if both Immediately Present XFB and Load Custom Textures were enabled prior to booting the game (custom textures load in perfectly).
If you are encountering a freeze, you can still control Dolphin itself. Only the game freezes, not Dolphin itself. You can actually load an earlier save state to get rid of the freeze. You can also of course open the settings or stop emulating the game. But once the game freezes, you can not unfreeze it by disabling Immediately Present XFB.
Of course, the issue only occurs if the texture pack for the game is being used and loaded. Prefetch Textures was disabled. The texture pack being used is found at: https://forums.dolphin-emu.org/Thread-ze...2018-03-27 (download link is found at: https://forums.dolphin-emu.org/Thread-ze...#pid483087).
Immediately Present XFB should be part of the big Hybrid XFB rewrite. Which I think was 5.0-5874? https://dolphin-emu.org/download/dev/609...232594778/. So somewhere between 5.0-5874 and 5.0-9155 should be the issue.
The game only requires Immediately Present XFB to fix a visual issue that only occurs during the booting of either Ocarina of Time (Normal Quest) or Master Quest (the disc contains two versions of Ocarina of Time). Without Immediately Present XFB enabled you would see a pink loading screen for a few seconds. The game never needs Immediately Present XFB afterwards during the game.
I should make issue for this on the bug tracker as well as soon as I figured out which development build started causing issues.
EDIT:
Ok, so I found the first broken build: 5.0-6568: Config: Set bMMU to true by default on x64. https://dolphin-emu.org/download/dev/43c...030061efc/.
Some more information about used settings.
- Cheats were disabled, obviously.
- The backend does not matter, tested with Vulkan, OpenGL and D3D11.
- No save states to load the issue.
- Hardware specs in my profile.
- Tested with default graphic settings, except for Immediately Present XFB of course (which is being enabled).