The game is complex and you’ll be frequently pushing a lot of keys simultaneously. In my opinion, physical buttons are a must here.
General thoughts on the playability of Ocarina of Time on Android I have yet to see something like that, though. The best case scenario for Ocarina of Time is a physical gamepad with two pairs of shoulder buttons, a proper analogue stick and a set of six face buttons.
The C buttons are also quite important.If you have two pairs of shoulder buttons, then there’s no issue really. The Z-button is far more important than the L button, so consider putting the Z-button as the left shoulder button and delegating the L button to some other, less prominent place.If you have physical buttons, though, a few tips specific to Ocarina of Time will now follow. You’ll have to go by preference here and if you’re on a regular tablet or phone, you’ll have to stick to an on-screen touch gamepad. Any other setting here causes stuttering on my device. Resampling algorithm -> sinc (fastest).I guess turn it on if you notice the directionality of the sounds you hear is the opposite of what it should be. Any other option here causes stuttering on my device. Audio buffer size -> Ultra low latency (experimental).If configured incorrectly, sound will badly stutter during gameplay. This is another set of important settings. Turn it off if it causes slow down or glitches. Works for me and makes the game look slightly better. There are different packs made by different groups of fans, so give it a try if you’re into experimentation. I haven’t been using it, but it enables you to load a custom texture set, making the game potentially look way different. I find that this works better with 2D games, usually. Texture upscaling/enhancement -> None.When switching to a wrong setting, I get a black screen here, so if you get the same, this might be the culprit.
Screen update method -> First CI change.
Works and game still runs on full screen on my device. Works, and I haven’t seen any downside to it. The game runs on full speed, but when I enable this, it starts to lag. I haven’t noticed any difference on my device. If none work, you’ll need to try a different video plugin. If it doesn’t work on your device, try out all the settings in order. The plugin seems to detect it fine on my device and flicker is completely gone. Flicker reduction -> Auto-detect from phone/tablet model.Enable it to test out speed, but no need to show it during actual gameplay. Purists will probably go with Zoom here, since it fills up as much screen as possible while not distorting anything. Without his, too much screen real estate seems wasted on my device. Go lower if there’s stuttering or other types of low performance. My Archos Gamepad handles this resolution fine and could even go a bit higher. This is purely by preference, but I’ll mention it anyway Now that plugins have been selected, it’s time to set up each of them individually. Pictured: The memorable moment when Link meets Zelda. The paid one exists purely if people want to show support to the developer.
One costs 99 cents, while the other is completely free and both are exactly the same. There are two versions of the emulator on the Play Store. I didn’t try out too many, but it beats the Retroarch N64 core and the N64oid out of the water.
What I can say, though is that, out of all the emulators I tried out, Ocarina of Time runs the best on Mupen 64 Plus AE. Thankfully, I managed to find the proper emulator and tweak the settings to the point where the game runs pretty well, works with few issues and looks pretty good. Nintendo 64 emulation leaves something to be desired even on PC, so I had some work before me. Of course, this meant I had to set up N64 emulation on the Gamepad and, more importantly, set it up to make Ocarina of Time work with minimal issues. Since I now have an Archos Gamepad, I can play it on the go (for the most part). I decided to finally continue my Legend of Zelda Challenge.