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Full Version: [GC] The Legend of Zelda: Collector's Edition
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(07-24-2016, 11:08 PM)StripTheSoul Wrote: [ -> ]When I go to game properties and click on Show Defaults, it opens not one, but three (!) ini files: PZLE01, PZL and P.
Are they all supposed to be there or do I have some old corpses lying around?

They're supposed to be there. PZLE01 is region-specific, PZL is region-neutral, and P is the INI that applies to all TurboGrafx 16 Virtual Console games. This game is of course not for the TurboGrafx 16, but for some reason GameCube bonus discs sometimes use the letter P first in their game ID anyway. The PZL INI takes this into account and undoes any settings that only are supposed to be for the TurboGrafx 16, so there's nothing to worry about.

EDIT: Actually, when it comes to PZL, it turns out it doesn't need to undo anything from P. Other than the emulation rating, P only sets SafeTextureCacheColorSamples = 0 (which PZL uses anyway) and Widescreen = False (PZL isn't a Wii game, and it doesn't support widescreen anyway).
Ah, ok, thanks!
I was wondering which file to alter but I'm not to alter any of them but only the 'edit config' one, duh...
Does anyone happen to have a save file for this game that is after the fire temple is finished, but before the water temple? The save file I was working on has disappeared, and I really don't want to get all the way back to that point in the game from the beginning.
Looks like you have your config set up as KB/Mouse input for some reason. Change that to Xinput or whatever you have in that drop-down menu, that should help.
No, the input scheme mouse and keyboard is correct. There are no controller buttons bound as far as I see. He really binds all the buttons to his keyboard. Which makes he wonder, you could as well bind a few buttons to your mouse. Your setup seems almost unplayable. Me, personally? I would never able to kill even a single bat with this setup. Keyboards also have a X button Smile.
It has no use to link my controller profile, I use XInput for my XBox One Controller. If you have a XBox 360 or One controller, then yea, sharing my controller profile would work. I don't work my the keyboard and mouse, except for a few Wii games using the Wii Pointer (such as Super Mario Galaxy 1/2).

Keyboard is DInput, so that is correct. XInput is used for the XBox 360 / One Controller. There are more controller of course that support XInput, but the XBox Controller are the most famous for that. You could try to enable "Background Input". If Dolphin is running on the background, you can still continue to provide input. Besides, you screenshot seems to show you bound the keyboard button in a correct manner.
Not particular, I don't have a DInput controller. However, DInput for the Keyboard and Mouse seems to work fine. If you access the GameCube controller configuration you can see that pressing the bound button is working if the responding key lights up red. So pressing X for example on your keyboard (which is the A button) should have the A key below light up red.

Does only this particular game cause issues with your control scheme? Your other games seem to work as intended with the keyboard + mouse setup?
You could try to redump the disc yourself, it may not have been dumped correctly. I doubt the issue lies with the Dolphin GameCube Controller configuration since the controller configuration is global. In other words, if one game works the others should work too with the same controller configuration.

fgsfdsyo

Hello there.

I'm getting abysmal framerates in Majora's Mask and I'm fairly confused why. The game will generally be 13-18 fps in most areas, dropping to as low as 10 fps. The setup I'm currently using is
i7-5700HQ (2.70GHz)
GTX 970M
16GB RAM
Windows 10 Home x64
Dolphin Build 5.0-321

Dolphin Configuration
=General Tab=
[x] Enable Dual Core, Enable Idle Skipping, Enable Cheats, JIT Recompiler
=Audio Tab=
DSP HLE Emulation (fast)

When using OpenGL
=General Tab=
Fullscreen Resolution [Auto]
Aspect Ratio [Auto]
=Enhancements Tab=
Internal Resolution [Native 640x528]
Antialiasing [None]
Anisotropic Filtering [1x]
[x] Scaled EFB copy
=Hacks Tab=
[x] Skip EFB Access from CPU, Ignore Format Changes
[UNCHECKED] Store EFB Copies to Texture Only
Texture Cache --> Fast
External Frame Buffer [x] Disable
[x] Fast Depth Calculation, Disable Bounding Box

I've made sure to add all variations of Dolphin that I have to NVIDIA's settings to ensure that it runs with the graphics card.

Any suggestions or ideas on how to at least force it to run a consistent 20 or improvements that I can do to make it run better at all would be greatly appreciated.
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.
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