Zelda - Twilight Princess (Official Thread)
Emulation status
Video: Works okay
Sound: Partly works
Options: Dual core works
Input
The internal configuration for the main stick the game is this (given as values in the allowed range 0 to 128)
nJoy recommended settings: The recommended radius setting is therefore 50% or 60% to use the full physical range as the control, and a shape of the output (the diagonal setting) that is somewhere between a square and a circle.
Old Issues
3. A more general question. Why can't the emulator skip idle processor cycles when Dual Core is enabled (shown as idle skipped in the status bar)? I think this would improve the speed even during actual gameplay because even then there seems to be idle cycles for some reason, perhaps because some games are programmed with FPS limits so that the GameCube CPU load is not always 100% even during gameplay.
4. Another general question. What is required to enable frameskipping so that the game can run at normal speed even if the FPS is 10 or 15? Currently it seems like the game only runs at actual speed when the FPS is the same as the vertical refresh rate (50 or 60 Hz). I guess frameskipping is similar to skipping idle frames, but since actual calculations takes place during those cycles there is some kind of complication in enabeling this feature. Perhaps there are articles on this topic on the internet?
(I think idle processor cycles is different from frameskipping, idle and skipped Mhz is cycles where no computations are done, it's common in the menus because they require little of the hardware. Frameskipping is skipping real processor cycles to keep the game at actual speed even if the rendered frames per second is as low as 10 or 15).
- Answer to 4: Games can have an FPS that is 1 / integer of the refresh rate. (A few games like Banjo Kazooie and Zelda OoT for the N64 have ran at 1 / 3 i.e. 20 FPS for the NTSC version and 16.7 FPS for the PAL version but most other games run at 30 or 60 FPS. For the GameCube about 50/50 of games run at 30 or 60 FPS, for the Wii at least 75% of games seems to run at 60 FPS.) The animation and speed of the game is synced to this FPS and there is no way in the emulation to get past this. The game would have to be reprogrammed (to be synced to time rather than the refresh rate) for this to be possible.

Emulation status
Video: Works okay
Sound: Partly works
Options: Dual core works
Input
The internal configuration for the main stick the game is this (given as values in the allowed range 0 to 128)
- Running: Seems to be in three steps rather than continuous at 30, 50, 60 with 60 being running at full speed. They seem to have made a mistake with the diagonal radius in this game so that the diagonal is +5 or +10 of that value.
- Aiming in first-person view: continuous in the range 20 - 65. Possibly +5 or +10 in the diagonal like with the running.
nJoy recommended settings: The recommended radius setting is therefore 50% or 60% to use the full physical range as the control, and a shape of the output (the diagonal setting) that is somewhere between a square and a circle.
Old Issues
- 32 bit: Why does DirectX give major black areas? For example the beginning waterfall scene. - Unsolved
- 32 bit and 64 bit: Why doesn't OpenGL + Dual Core work? It freezes after the logos. Are there known causes for this? - Solved :thumb:
- 64 bit: Why doesn't DirectX work with Dual Core? It's black after logo. It doesn't show the first scene (the FPS meter stops updating) - Solved :thumb:
3. A more general question. Why can't the emulator skip idle processor cycles when Dual Core is enabled (shown as idle skipped in the status bar)? I think this would improve the speed even during actual gameplay because even then there seems to be idle cycles for some reason, perhaps because some games are programmed with FPS limits so that the GameCube CPU load is not always 100% even during gameplay.
4. Another general question. What is required to enable frameskipping so that the game can run at normal speed even if the FPS is 10 or 15? Currently it seems like the game only runs at actual speed when the FPS is the same as the vertical refresh rate (50 or 60 Hz). I guess frameskipping is similar to skipping idle frames, but since actual calculations takes place during those cycles there is some kind of complication in enabeling this feature. Perhaps there are articles on this topic on the internet?
(I think idle processor cycles is different from frameskipping, idle and skipped Mhz is cycles where no computations are done, it's common in the menus because they require little of the hardware. Frameskipping is skipping real processor cycles to keep the game at actual speed even if the rendered frames per second is as low as 10 or 15).
- Answer to 4: Games can have an FPS that is 1 / integer of the refresh rate. (A few games like Banjo Kazooie and Zelda OoT for the N64 have ran at 1 / 3 i.e. 20 FPS for the NTSC version and 16.7 FPS for the PAL version but most other games run at 30 or 60 FPS. For the GameCube about 50/50 of games run at 30 or 60 FPS, for the Wii at least 75% of games seems to run at 60 FPS.) The animation and speed of the game is synced to this FPS and there is no way in the emulation to get past this. The game would have to be reprogrammed (to be synced to time rather than the refresh rate) for this to be possible.