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Old October 12th, 2008   #3301 (permalink)
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Quote:
Originally Posted by Klownicle View Post
I just upgraded to a 280GTX and a Q9550 Quad Core 2.83ghz and this emulator is slammin with speed now.
Im guessing, AMD Phenom? I use an AMD Phenom 9550 Quad-Core @ 2.2Ghz

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Old October 12th, 2008   #3302 (permalink)
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No, that game crashes. Sorry.
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Old October 12th, 2008   #3303 (permalink)
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Quote:
Originally Posted by Klownicle View Post
I just upgraded to a 280GTX and a Q9550 Quad Core 2.83ghz
Lucky one... *envious*
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Old October 12th, 2008   #3304 (permalink)
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Naruto Clash of Ninja 2 now works with svn830, and it's fullspeed.
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Old October 12th, 2008   #3305 (permalink)
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In R844, Starfox Assault now has a number of missing graphics in OpenGL mode.
None of the videos show now, the loading screens are blank, the menus are missing some graphics and the in game hud doesn't show at all.

Also SMS is missing some screen effects, e.g the M at the beginning that zooms into the video.
Also the bug is back in Zelda TP, where the top left quarter of the screen is blurred.
And Zelda WW has the bug back on the intro where the title card disappears behind the scenery.
And Soul Caliber 2 has completely blank menu screens now.
And SSBM has the black floor textures back.
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Last edited by NeoSlider; October 12th, 2008 at 22:50.
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Old October 12th, 2008   #3306 (permalink)
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Turns out that the new fix for Bloom shader causes this negative effects and maybe some other! Omegadox stated that here and the Devs reverted that again (at least partially) in R846. Try it again
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Old October 12th, 2008   #3307 (permalink)
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In 844, Fire Emblem menus are blank. The intros between chapters don't show at all. Gotta try 846...
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Old October 13th, 2008   #3308 (permalink)
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Omegadox, your bloom fix broke some games, yes, but for the first time ever, I've seen fixes for a Skies of Arcadia Legends graphics bug.

Skies of Arcadia Emulation

As posted above, I attached some screenshots of a problem SoA:L has had since the bigenning. Some scenes render textures only and everything is cast in a red tint. Your bloom fix, while killing menus and dialogue boxes in SoA:L, rendered these exact scenes in full color. I don't know what you did, but that was the first time I've seen them in color ever. Granted, the fix had more cons than pros, but maybe with some knowledge of your fix, the developers could come up with a more general, long-term fix for graphical glitches like this in SoA:L and other games.
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Old October 13th, 2008   #3309 (permalink)
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Yes, apparently, flipping the projection matrix breaks other stuff. We need to understand the GC's projections better and adjust the values so they fit for OpenGL and D3D9, each Graphics API has its own value range on its projection.
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Old October 13th, 2008   #3310 (permalink)
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Quote:
Originally Posted by diablo2121 View Post
Your bloom fix, while killing menus and dialogue boxes in SoA:L, rendered these exact scenes in full color.
You should even post some (not to much ^^) screens of the fixed one. Just for compare! Would be nice to see.

Quote:
Originally Posted by omegadox View Post
We need to understand the GC's projections better
This takes a little time. But hey, remember: all emus can just run homebrews or "nothing" in the beginning and in the end they can even be as good as the original console (talking about the emulation accuracy only!) and even better due to extra functions (savegames, unlimited memcards, etc.) ^^ I'm hopeful at this!

Edit:
Oh, just saw R847. Why taking some "mini bar"? Wouldn't additional hotkeys do it as well? I mean if they are going to improve them anyway, they could make 3 new ones for Play/Pause and Stop (could be just 2 Keys!). Or is this not possible without "render to main"? Maybe I just don't get the problem... *outing: noob* ^^
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Last edited by Yddrias; October 13th, 2008 at 08:40. Reason: Corrections... early in the morning over here... -_- + R847 comment
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Old October 13th, 2008   #3311 (permalink)
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Revision x86 and x64 are now up, link is in my signature in case there are some that don't know that I compile and host builds...
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Old October 13th, 2008   #3312 (permalink)
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thx xtreme2damax
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Old October 13th, 2008   #3313 (permalink)
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Quote:
Originally Posted by Neo85 View Post
You should even post some (not to much ^^) screens of the fixed one. Just for compare! Would be nice to see.


This takes a little time. But hey, remember: all emus can just run homebrews or "nothing" in the beginning and in the end they can even be as good as the original console (talking about the emulation accuracy only!) and even better due to extra functions (savegames, unlimited memcards, etc.) ^^ I'm hopeful at this!

Edit:
Oh, just saw R847. Why taking some "mini bar"? Wouldn't additional hotkeys do it as well? I mean if they are going to improve them anyway, they could make 3 new ones for Play/Pause and Stop (could be just 2 Keys!). Or is this not possible without "render to main"? Maybe I just don't get the problem... *outing: noob* ^^
CU
I was thinking how the Project64's GUI works but putting GUI elements to the separate render window might be tricky, because the graphics is processed in its own thread. So I thought of using a separate window. The way dolphin looks now is ok I think, just needs code cleaning and less haks.
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Old October 13th, 2008   #3314 (permalink)
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is wind waker full playbale (complete) the game on the newest revision?
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Old October 13th, 2008   #3315 (permalink)
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Yes...it's been fully playable for a while now.
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Old October 13th, 2008   #3316 (permalink)
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Why do you ask?

Thx xtreme2damax. Did we have that much progress that you compiled some SVN again? ^^

Quote:
Originally Posted by omegadox View Post
I was thinking how the Project64's GUI works but putting GUI elements to the separate render window might be tricky
At least you made the suggestion, so let the Devs see if they can do it. But I would not put that on top of the priority list. To me compability and full emulation (yes TLB too!) comes first... But who am I to decisde :P

Quote:
Originally Posted by genc74 View Post
is wind waker full playbale (complete) the game on the newest revision?
Useless to ask, just try It. Your system shold be powerful enough to handle this. Nevertheless, this one has been stated before, just read a bit :P

Yay! R849 got some "sexy" fixes XD (It's up to you, if you get it wrong now! ^^)
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Last edited by Yddrias; October 13th, 2008 at 18:22. Reason: Added SVN Info
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Old October 13th, 2008   #3317 (permalink)
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Quote:
At least you made the suggestion, so let the Devs see if they can do it. But I would not put that on top of the priority list. To me compability and full emulation (yes TLB too!) comes first... But who am I to decisde :P
Agreed for the GUI part, hmm, coding TLB support would be a neck breaker basically.
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Old October 13th, 2008   #3318 (permalink)
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Quote:
Originally Posted by omegadox View Post
Agreed for the GUI part, hmm, coding TLB support would be a neck breaker basically.
I know or better: I can imagine from what I've read here! And the point about losing FPS with TLB: Till this emu is completed, we'll probably have "Hexadeca-Core-CPUs" (16) ^^
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Old October 13th, 2008   #3319 (permalink)
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Quote:
Originally Posted by Neo85 View Post
I know or better: I can imagine from what I've read here! And the point about losing FPS with TLB: Till this emu is completed, we'll probably have "Hexadeca-Core-CPUs" (16) ^^
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or add an option that can toggle it. PJ64 can.
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Old October 13th, 2008   #3320 (permalink)
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I'd think the projection matrix can be arbitrarily emulated..
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