Legend of Zelda, The: Ocarina of Time 3D (US). Finally, open the 3DS emulator, it will ask you for the game file.
I would use 5.0 if it wasn't for bluetooth passthrough, but the errors has already begun in that version as well.2) game is available to play online and download for free only at Romsget. I'd be more than willing to help track down what's causing it, but I wouldn't know where to start. The issue is probably not in the texture packs themselves, but something else, I'm just trying to pinpoint where.Īny dev who care to shed some light, can I provide any logs to better help understand what's going on?Įdit: Ok, done some testing, and with Dolphin 5.0 stable I haven't seen a single Unhandled Exception, I booted Zelda OOT with texture pack 10 times straight, worked flawlessy! So something has definitely changed. But I'm not using prefetch and still I get Unhandled Exception very frequently, and it's not just in Zelda Collectors Edition, I get it on every game where I just textures, just not as frequently, but that's where it's most easy to replicate. To use prefetch I need at least 16Gb of RAM, that's OK. Thanks, although you're mostly talking about lag and stuff on just OOT and Majoras Mask. Keep in mind that both games shares quite a few textures. Area's such as Clock Town could be removed if you don't intend to run Majora's Mask. The pack contains both Majora's Mask and Ocarina of Time, even when playing Ocarina of Time the textures for Majora's Mask are prefetched. Yeah, you could choose not to prefetch it or you could simply remove the texture's for the game you don't decide to use. The whole pack is around 11 GB of required RAM. (03-08-2017, 06:47 PM)Admentus Wrote: 8 GB of RAM certainly is not enough to prefetch it. It seems that the Japanese versions uses two save files just like on NTSC-U and PAL instead of three save files on the original N64 version and as well a whole bunch of other changes to be more similar to the NTSC-U version. A casual gamer would never notice the changes between the two versions, except for the Japanese version that is. The Virtual Console version of Majora's Mask basically only has the disadvantage of having fewer grammar and glitch fixes and that the Free Camera function within Dolphin works horrible compared to the Collector's Edition version. In fact, I was able to play through the whole of Majora's Mask (100% run) with the CPU Clock Override at 200% and Prefetch Textures disabled, at a solid 20 FPS with never a frame drop. You can notice the lag especially in Clock Town. The Virtual Console version of Majora's Mask is much better optimized, although with the CPU Clock Override set properly the Collector's Edition version works just as smoothly. However, I would recommend to use the CPU Clock Override at around 150% to 200%, especially with Majora's Mask since the Collector's Edition version of Majora's Mask lags insane even on real consoles. Normally you really need to prefetch to avoid insane lag, but the Zelda 64 games are not that demanding. If you CPU is strong enough, you don't need to prefetch the textures of the Zelda 64 games.
Someone in the HD texture pack forum said that it might be my RAM, that 8Gb is not enough, but is that true even when I don't use prefetch?Īnyway, it's definitely related to HD textures somehow.Ĩ GB of RAM certainly is not enough to prefetch it. It happens when i choose OOT and The Zelda logo says reading game disc. (03-08-2017, 04:27 PM)e2zippo Wrote: Didn't help, and I'm using AR / Gecko codes frequently so It's not really an option as well.įor me it's very of easy to replicate, almost always happen when I try to load OOT Collectors Edition with the load texture option, but it's not straight at boot.