The Legend of Zelda Twilight Princess feature

Here Is What A Console Port Of “The Legend of Zelda: Twilight Princess” Could Look Like On PC

YouTube’s member ‘OmniAnimaKun’ has shared a video, showing The Legend of Zelda: Twilight Princess running on Dolphin. Normally this wouldn’t be worth of posting, however OmniAnimaKun used various shaders and HD textures that make the game look better than the vanilla Gamecube and Wii versions.

Those interested can download this HD project from here.

The only downside here is that the DoF is a bit overdone, so here is hoping that someone will fix it. Apart from that, this is the best way to enjoy Twilight Princess, and gives us a glimpse at what a simple console port of that Nintendo game could look on the PC.

Enjoy!

25 thoughts on “Here Is What A Console Port Of “The Legend of Zelda: Twilight Princess” Could Look Like On PC”

  1. Overdone DOF and color saturation aside this is a great work. 😀
    I didn’t even knew such modifications where possible on Dolphin (only used some texture packs). Although I have to say, it just looks like a ENB config working with the emulator.

    I’ll see when he releases if I can stomach another playthrough (this particular game feels like a drag, sooooo slow >.< ).

    1. I think the color saturation looks nice, Twilight Princess have a very washed out color palette, all the other main games were all very colorful. I guess fans got so mad at Wind Waker for being much more colorful and cartoony than the rest, that Nintendo exaggerated on the darker tone and made everything look dull.

      1. I think TP has some colour too, but it’s more in little details, just like OoT, but the overall atmosphere of the game doesn’t fit it that that well. I’ve played through it using a Skyward Sword text pack and it felt much more pleasant but it also just showed me how much the graphics won’t matter/won’t help that particular game, it’s dull as hell (seriously, by the time I reached the very first dungeon I was like “omg when does this game is going to end? >_<").

  2. It would look good, I’d imagine, if it weren’t a blurry mess. Very strange to see a Nintendo port on the PC, though. Just imagine all the Nintendo games that will be lost to time since they’re stuck on retired consoles.

        1. If you feel guilty about it, you can buy a Wii / Gamecube game, and make a disk image on your own. Dolphin works from disk images. Technically, you still will be a pirate, but practically you paid for a game.

          I actually think that a more or less decent game survives in time one way or another.

          1. I wouldn’t feel guilty, exactly, because I would probably only play the games I’ve bought/ played in the past. At the time I was fairly on top of the kinds of games I really liked (read a lot of gamer magazines back in the day).

  3. Never understand why people put up with DOF. It’s not even a natural effect. DOF in real life is unnoticeable since focus is on the image that we are looking at rather than the periphery.

    1. always thought DOF was to hide blur crappy LOD, it works pretty good in gothic3, oblivion got a mod for it that helped somewhat, like when your in the open look far away. Nowadays most games really don’t need in it the way the LOD looks now and how it transitions closer range, ie. witcher3 is a good example

      1. You’re right, it’s generally used as a technique to hide crap in the distance, just like Killzone 2 used obscene amounts of black and shadows and pre-rendered frames to keep their visual fidelity up. It just doesn’t seem right when DOF is used as something to “enhance” the image such as in this Zelda emulated game.

  4. someone fixed the sound problems and the missing songs? probably not. noone gives a thing about sound 🙁

    1. People care about the sound it’s just that there is so much to fix that sound is usually put on the back burner until gameplay/ graphic problems are fixed.

  5. This video throws up for me one of the reasons Nintendo doesn’t use game-obscuring tech like DOF and motion blur and tends to opt for unrealistic lighting/shading. For example Mario always has a shadow directly under him irrespective of where lighting/shading conventions says it should be so that the player always has a persistent reference point to judge jumps in a 3D space.

    Some people might think of that kind of approach as “low tech”, but it’s some of the most sophisticated and nuanced approach to game design out there.

    1. Hmm, I never thought about it from a design approach but that little shadow does indeed help with timing your jumps. Learn something new erryday!

  6. Thanks for writing this article. My only problems is the depth of field doesn’t need fixing because it’s not a set amount. My DOF in the video is a bit over board as I have come to understand, but the thing is, the setting is completely customizable in dolphin, so if anyone we’re to download the project, they wouldn’t need to “fix” anything, but instead decide what level of DOF they want.

    http://puu.sh/jeLlL/100d0ae599.png

    All settings are customizable.

    Anyway, my goal for this wasn’t really to be praised or to have people use my shaders. but rather to show people how far emulation has come. Thanks to Tino’s amazing contribution with IshiirukaFX and Tomoya’s SSS ranked textures, every single one of us now has the power to remake our favorite gamecube and wii games and customize them to our own choosing!

    That being said, here is a download link for everything you will need to get started.

    http://www.mediafire.com/download/v03hb3hxzdl9d6p/Twilight+Princes+Master+Race+Definitive+Edition.rar

    I encourage everyone interested to take this package and shape your own Twilight Princess like I have.

    Have fun and create!

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