Hm. I started up TP after some time again, and I noticed the Minimap is missing?
Is this because of the Hyrule Field Patch?
I'm not sure, if it is a setting, a revision, or because of the patch.
Settings are basically the same as on the Wiki/Compatibility.
LLE DSP, DX11 Backend, 1080 Fullscreen, 3x Native, 16x AF, Scaled EFB Copy, Per-Pixel Lighting, Ignore Format Changes, EFB to RAM and Slider put to position 1, Disabled XFB, Fast Depth Calc, and checked Hyrule Field Speed Hack in the Patches tab.
Using older revisions I have a buggy minimap, but the game runs like hell.
Oh and I forgot, usually when you press Z like in every 3D Zelda game, there should be black bars on top and bottom. But all I get is some parts of the screen and mirrored. Looks pretty confusing too. Again, it works on older revisions, but the FPS on Hyrule Field are horrible. Also, it doesnt seem to be fixed if I disable the Hyrule Field Speed Hack on the newest Revision.
(01-26-2015, 12:13 AM)SugokuPuddi Wrote: [ -> ]Text...
I've heard that AA, AF and TF screw up the map.
Try to turn those off completely because the Hyrule Field Speed patch ain't the culprit here.
Alright, I tried that. But it doesn't fix the minimap nor the black bars
Right now, I'm figuring out which revision is messing this up... I remember playing on 1859 and it worked at that time. And indeed, it's not the Hyrule Field Patch... I just copied it into 602 (and using the Patch in the Patches tab and not the ZTP Hack build-in in this revision, although they might be the same...) and the map works perfectly, but I have to use HLE Audio which keeps messing up after some time.
Might take a while, hope I can figure it out. I will report back if I find something. Thanks for your help though.
Okay: Build 3746 is working, there are the black bars while aiming or focusing, and the minimap is displayed correctly. Build 3748 and every build after (At least taking some random samples of higher builds) has the issues described. Build 3748 fixed: "[color=#333333]
D3D: Enabled depth clipping ([/color]
[color=#428bca]PR #1346[/color][color=#333333]
von [/color]
[color=#428bca]kayru[/color][color=#333333]
)"[/color] - but same issue with OpenGL.
Edit2: Ooookay. So, I don't have any programming experience, like I couldn't tell what a line of code does, but I looked at the changes made in that version and I downloaded the master branch from github and changed the line/statement back to how it was before. And after building it in VS2013, the minimap and black bars appear again. Now I really don't know what else this change affects, but it's pretty weird that this little thing fixes it.
Edit3: It seems that the game .ini had the Projection Hack enabled. Turning it off fixed the Issue.
Hi, I literally just made this acc so hopefully I'm not breaking any rules.
SO, decided to get on TP because I've never played it on this current rig but,
I've never had this issue on a much weaker machine..random crashes and I cannot
find the solution. In the forest temple, just black screen sometimes when I open doors
and that's it, restart the game. Tried playing with settings even though I've been emulating for years & used certain settings, but nothing seems to work.
Playing the PAL version, HLE, FXAA via control panel, 16x anisotropic,
native res: 1360x768, Open MP, Disabled bloom & 16:9 widescreen AR codes enabled.
Grab the latest dev build from here
https://dolphin-emu.org/download/ (4.0-5263)
When you say you have FXAA trough the control panel, does that mean through the Nvidia Control panel? Becasue if so, Dolphin doesn't like having drivers force enhancements forced onto it. Turn that off.
Dolphin takes FXAA like a bitch.
I've used it for a long time on Zelda, Smash & a few others.
It's genius to me at least due to it honestly doing a better job than 4xSSAA,
and way less costly. I've already tried disabling that as well, 16x anisotropic on top of that.
And it's not the version I've always used, I've already tried 4.0, 4.0.1, 4.0.2, and there is no 4.0-5263 but regardless,
the latest versions of Dolphin work like poop for me.
OpenGL has a FXAA post processing shader. Never force through the driver/Nvidia Control Panel. The only thing that should be turned on in there is to make sure that the card is using high performance, as GPUs don't always recognize that Dolphin needs maximum performance.
Meant 5363, but I guess you got that anyways.
Nik Darkstorm Wrote:the latest versions of Dolphin work like poop for me.
Does it run at lower framerates than what you're used to?
Using the latest dev build, use the OpenGL backend. Set the IR/AA/AF to 1x. Does Dolphin crash/play at less than 100% speed?
Isn't Dolphin all about forcing, hacks, etc? lol
It's not the FXAA that causes Zelda to randomly crash, and I generally do have anis @1x, but not on Zelda. And x1 IR is pretty ugly. OpenGL works slow & no, new builds run good but give choppy audio If there's any framedrops in games. I'll keep in mind about the power for Dolphin only,
cause there's no point in having it generally on cause it never affects my PC games.
Edit: Ahh, i believe i found the problem. The file was corrupt probably from tons of copying & whatever else,
so i got back the original file & it's been running like a pro at full speed. Now i just gotta hope i did the Hyrule Field Speedhack correctly.
(01-30-2015, 05:24 PM)Nik Darkstorm Wrote: [ -> ][...] Now i just gotta hope i did the Hyrule Field Speedhack correctly.
Huh. There is nothing to hope for using the Hack correctly, you either do or don't. At least when you use the PAL version: you just enable it through the Properties in the Patches tab of your game. The Speedhack is already enabled by default I guess for the newer Dev-builds.
(01-30-2015, 05:24 PM)Nik Darkstorm Wrote: [ -> ]Isn't Dolphin all about forcing, hacks, etc? lol
...
hacks inside Dolphin yes, hacks from outside Dolphin no. And even the hacks inside Dolphin are being replaced by proper emulation of the hardware.
(01-30-2015, 05:24 PM)Nik Darkstorm Wrote: [ -> ]Edit: Ahh, i believe i found the problem. The file was corrupt probably from tons of copying & whatever else,
so i got back the original file & it's been running like a pro at full speed. Now i just gotta hope i did the Hyrule Field Speedhack correctly.
The latest dev builds have a better hyrule field patch
(01-30-2015, 09:04 PM)SugokuPuddi Wrote: [ -> ]...
Huh. There is nothing to hope for using the Hack correctly, you either do or don't. At least when you use the PAL version: you just enable it through the Properties in the Patches tab of your game. The Speedhack is already enabled by default I guess for the newer Dev-builds.
It's not automatically applied, you have to right click the game > Properties > patches and then enable it.