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[其他] 【经验分享】塞尔达传说时之笛 模拟器Fritchii 5.8.4 已经正常通关

试了NX2navi和lichii,前者性能好点儿,但是图形错误多,后者反之.... 还得等等


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顶一下目前最完善的模拟器版本



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4.1到水神殿就废了,全是贴图错误路都没法走,还不如另外一个分支


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posted by wap, platform: Android
昨天看的好几个时之笛测试视频被老任发通知下架了。老任法务部看来要发力了。
附件: 您所在的用户组无法下载或查看附件

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posted by wap, platform: MAC OS X
引用:
原帖由 @frank730  于 2026-11-9 10:26 发表
昨天看的好几个时之笛测试视频被老任发通知下架了。老任法务部看来要发力了。
该发力了,拿工资的。

人一晚上迭代四个版本,这边一封律师函都没发出去,效率太低了。

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引用:
原帖由 前跳空防 于 2026-11-9 07:25 发表
4.1到水神殿就废了,全是贴图错误路都没法走,还不如另外一个分支
V5來了

NVIDIA players: set NVIDIA Control Panel > Manage 3D settings > Shader Cache Size to Unlimited once. The shader preparation below fills that cache.

Fritchii v5, Windows x64. Tested with The Legend of Zelda: Ocarina of Time (0400486024DEC000) on a Ryzen 7 7800X3D + RTX 4080: stable 60 fps in a lot of places, rarely under 45 even in the heaviest ones (Water Temple included), no shader stutter after the preparation.

New
Shaders are prepared once, before you play. The first time you start OoT, a "Preparing shaders" screen builds the game's shaders at full speed (about 15 minutes on an 8-core CPU, once). After that, places you visit for the first time play like you've been there before: walking into a new area used to freeze for ~0.7 s per new shader, now it's 40-70 ms, and loads are shorter. A new driver or GPU prepares them again. Built on zortos's precompile work (zortos293#895, zortos293#896).
New look. Graphite theme, a home screen, an in-app "What's new", and Help > Export Log for bug reports.
In-game controls. Move the mouse to the top of the game for Pause, Restart, Stop, Fullscreen and the menus.
New performance graph (View > Performance Overlay): big fps, frame time, the lowest recent fps and a line against 60 (or 30). Loading screens leave a gap instead of a dip.
Faster
Moving NPCs and crowds no longer drag the frame rate down. About +3 fps in Castle Town from each of the fixes behind it (render target relocation, image pool, an exact frame clock, cleanup of stale copies), and ~2.4 GB less video memory (8.8 to 6.4 GB in Castle Town).
~2.3 GB less RAM, so 16 GB PCs have more room.
Windows 11: a precise game clock built in. Players who got big gains from the GlobalTimerResolutionRequests registry tweak get it without the tweak.
Shader translation moved off the GPU thread.
Retrained profile-guided build on the new code.
Fixed
New players: "Press Start", chat bubbles and lighting are right on an empty shader cache (they were missing or wrong while shaders were still building).
AMD: the red dotted line in the Royal Family's Tomb (zortos293#820).
Objects that could vanish for a whole session in some games (clip distances, zortos293#902).
Fastmem kept on PCs with little free memory instead of silently running 20-25% slower (zortos293#645).
Less RAM while shaders are prepared (zortos293#878), stale data after some GPU writes (zortos293#700), a rare channel deadlock (zortos293#609), mods folders that don't exist (zortos293#686), Windows long paths (zortos293#576), and a few smaller ones (zortos293#918, zortos293#727, zortos293#610).
Shader cache
The cache moves to version 54 (zortos's numbering), so caches from zortos's builds and Fritchii's are shared. The first start copies your old cache once (about +1.2 GB for OoT). The old v52 file stays so you can roll back to v4; you can delete it later if you don't plan to.

[ 本帖最后由 metalbuild 于 2026-11-9 10:41 编辑 ]

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posted by wap, platform: Android
引用:
原帖由 @cynic0522  于 2026-11-9 10:29 发表
该发力了,拿工资的。

人一晚上迭代四个版本,这边一封律师函都没发出去,效率太低了。
哈哈。确实是这样的。

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posted by wap, platform: Android
新的mod可以更改游戏难度,以及改变某些操作方式。喜欢折磨自己的人可以试试。
https://gamebanana.com/mods/738050

简单ai翻译一下
* 敌人伤害翻倍 (Doubles Enemy Damage)
* 敌人生命值 1.5 倍 (1.5X Enemy Health)
* 可选的精力/体力条 (Optional Stamina Bar which appears and drains when in combat...)
   * 处于战斗状态时显示并消耗。
   * 精力耗尽时,你的攻击速度会变慢,且无法进行翻滚、跳跃或闪避。
   * 拥有越多的心之碎片(Heart Pieces),精力上限越高。
   * 剩余生命值越低,精力消耗越快。
* 左后键(Left Trigger / LT / L2)手动举盾(可在设置中自定义改键) (Manual Shielding with the left trigger)
* 左侧肩键(Left Bumper / LB / L1)切换锁定目标(可在设置中更改为按住锁定) (Toggle Targeting with left bumper)
* 右侧肩键(Right Bumper / RB / R1)呼出道具轮盘,取代原有的轮播式道具栏 (Item Wheel with right bumper replaces the normal item carousel)

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v5.1 is ready

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这版本更新得也太快了吧

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posted by wap, platform: iPhone
游戏纹理缺失是rom的问题,早期游戏发售前dump那个23.3G的内容不全,需要下载完整版的23.8G文件,目前5.1感觉已经相当好了,但是那个白光问题好像还是没完全解决

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等编译版

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貌似页面GG了,不会是老任发力了吧

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引用:
原帖由 Banjo 于 2026-11-9 13:51 发表
posted by wap, platform: iPhone
游戏纹理缺失是rom的问题,早期游戏发售前dump那个23.3G的内容不全,需要下载完整版的23.8G文件,目前5.1感觉已经相当好了,但是那个白光问题好像还是没完全解决
白光是DLSS问题

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谁能分享一下5.1,github页面打不开了

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