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Full Version: [GC] The Legend of Zelda: Ocarina of Time Master Quest
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ElloA

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?
(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-howto-getting-dsp-dumps-required-for-dsp-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
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?
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 Sad

it runs so beautifully too
What builds are you guys using for this?
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.
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.
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.
Yeah, that will happen sometimes. Try using the xaudio2 backend to quell it as much as possible.
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