Emuforums.com

Go Back   Emuforums.com > Gamecube Emulation > Dolphin Discussion
Home Register Downloads FAQ Members List Calendar Arcade Mark Forums Read


Reply
 
LinkBack Thread Tools Display Modes
Old October 18th, 2008   #3381 (permalink)
T-5000 Modenator
 
Xtreme2damax's Avatar
 
Join Date: Aug 2005
Location: Here, there, everywhere, even in your couch cushions..
Posts: 3,138
Quote:
Originally Posted by omegadox View Post
no problem, paste the code of that "all items in chest", I might know the problem.
The code for all items in the chest is:

F1UQ-WGAD-R56PR
JP5A-D1PK-XWYK2
CJV4-CKQ5-HJZC1

If I decrypted the code to work with Dolphin it would be:

004E1329 08000000
00000000 841F1200
00FF0001 01820001

But since you need to remove the first line from every decrypted action replay code in order to make it work, this code would be:

00000000 841F1200
00FF0001 01820001

Hope this helps....
__________________

| Xtemulation Forums | Dolphin SVN Builds |
| XTemulation Wiki | PCSX2 SVN Builds |

Download the free Xtemulation Toolbar
If you like Xtemulation, please Digg Us
Xtreme2damax is offline   Reply With Quote

Advertisement [Remove Advertisement]
Old October 19th, 2008   #3382 (permalink)
Registered User
 
Join Date: Jun 2001
Location: Places
Posts: 682
Quote:
Originally Posted by metalgamer2008 View Post
your card ATI or NVIDIA qing?

nvidia 260 GTX, vista ultimate 64bit, 4gigs of ram. Latest version of video driver.

It tells me I might be missing something

edit: I turned off extension limit and it works now... weird =/

Battles in Tales of Symphonia are still sluggish I get 25 to 19fps, is this normal?

Last edited by qing256; October 19th, 2008 at 01:22..
qing256 is offline   Reply With Quote
Old October 19th, 2008   #3383 (permalink)
******
 
Join Date: Jul 2008
Posts: 1,188
Quote:
Originally Posted by Xtreme2damax View Post
The code for all items in the chest is:

F1UQ-WGAD-R56PR
JP5A-D1PK-XWYK2
CJV4-CKQ5-HJZC1

If I decrypted the code to work with Dolphin it would be:

004E1329 08000000
00000000 841F1200
00FF0001 01820001

But since you need to remove the first line from every decrypted action replay code in order to make it work, this code would be:

00000000 841F1200
00FF0001 01820001

Hope this helps....
wait, what? you don't remove the first line. I do not remove any lines and my codes work fine. Correct me if I am wrong. What told you to remove the first line? Some MP2 codes are only 1 lined codes.

for:
00000000 841F1200
00FF0001 01820001

that is some z code, I think that is a fill and slide code.

Last edited by omegadox; October 19th, 2008 at 03:34..
omegadox is offline   Reply With Quote
Old October 19th, 2008   #3384 (permalink)
so i herd you like emu's?
 
daco's Avatar
 
Join Date: Oct 2007
Location: a country called Belgium
Posts: 731
Quote:
Originally Posted by omegadox View Post
wait, what? you don't remove the first line. I do not remove any lines and my codes work fine. Correct me if I am wrong. What told you to remove the first line?
i posted it and ill tell you why

the first line of ar codes is an identifier
those lines are unique(and if not there is a code conflict)
first 8 bytes depend on the game (iirc) and the last 8 bytes are the code id


or thats what i was told when i was making AR codes...


EDIT: almost forgot my reason
if dolphin apply's codes directly (memory patching and such), why would the code id still be needed? it doesn't do much special stuff (afaik) :/
__________________


my DolphinWx rev Builds:
http://www.nyleveia.com/daco/
Njoy with rumble disabled:
32bit clickme and 64bit clickme
daco is offline   Reply With Quote
Old October 19th, 2008   #3385 (permalink)
Registered User
 
Join Date: Jul 2008
Location: lol
Posts: 69
would it someday be possible to make a sub function that takes the ar code (encrypted) then does what gcdecrypt's algorithm does, then checks if the code is more than a line long, if it is it ignores the first line..... I can't imagine it would be too too hard to do (of course I only have vb .net experience and not much C++)

then a code could look like this in the file maybe...
#Item
F1UQ-WGAD-R56PR -> IGNORED
JP5A-D1PK-XWYK2-> 00000000 841F1200
CJV4-CKQ5-HJZC1-> 00FF0001 01820001

I think this would help avoid confusion
jmasterx is offline   Reply With Quote
Old October 19th, 2008   #3386 (permalink)
Registered User
 
Join Date: Aug 2008
Location: France
Posts: 373
Quote:
Originally Posted by sl1nk3 View Post
ZWW Cheats aren't worikng[/b]
Quote:
Originally Posted by Xtreme2damax View Post
you need to remove the first line from every decrypted action replay code in order to make it work
So that explain why it wasn't working...

btw, i'm talking of the ZWW PAL ini that was sent to SVN depo some rev ago... and which is broken. Just removing the first line of each AR codes makes them work like they should

So if someone is willing to fix it, it's GZLP01.ini
sl1nk3 is offline   Reply With Quote
Old October 19th, 2008   #3387 (permalink)
Registered User
 
Join Date: Jul 2008
Location: Sarasota, FL
Posts: 35
I got two questions.

1. Why does RE: Remake have a fubar'ed resolution?

2. And why doesn't Wave Race Blue Storm start to game, crashes when it goes to charecter selection. Its been this way the entire emulator's age.

Im not looking for a when will it work. Im curious as to weather or not something isn't implemented, or if its whatever else.

Anyone have any insight?
Klownicle is offline   Reply With Quote
Old October 19th, 2008   #3388 (permalink)
******
 
Join Date: Jul 2008
Posts: 1,188
Quote:
Originally Posted by daco View Post
i posted it and ill tell you why

the first line of ar codes is an identifier
those lines are unique(and if not there is a code conflict)
first 8 bytes depend on the game (iirc) and the last 8 bytes are the code id


or thats what i was told when i was making AR codes...


EDIT: almost forgot my reason
if dolphin apply's codes directly (memory patching and such), why would the code id still be needed? it doesn't do much special stuff (afaik) :/
hmm.
Code:
Green forest
007A1AD5 18000000
041F2884 05050505
041F2888 05050505

White jungle
007A1AD6 18000000
041F2948 05050505
041F294C 05050505

Pumpkin hill
007A1AD7 18000000
041F2A0C 05050505
041F2A10 05050505
then why does MP2 has one lined codes 0o.

So if the codes work without that, then there is a bug in the fill and slide code? =\
omegadox is offline   Reply With Quote
Old October 20th, 2008   #3389 (permalink)
Registered User
 
Join Date: Feb 2008
Location: pa
Posts: 100
I just read on dolphin emu Google code site it said REV 925 wii finds wiimote now. Does that me its close to emulating wii games?
__________________
CPU:Athlon(tm) 64 X2 Dual Core Processor 6000+
RAM:2GB RAM
OS:Microsoft Windows Vista Ultimate Edition, 64-bit
Video Card:NVIDIA GeForce 8800 GTS
coolcat12 is offline   Reply With Quote
Old October 20th, 2008   #3390 (permalink)
Registered User
 
metalgamer2008's Avatar
 
Join Date: May 2007
Location: Union City, CA
Posts: 129
i dunno if it means its a whole lot closer to fully emulating the wii but id suppose its at the least a step in the right direction
__________________
Intel E7200 @ 4.2 ghz LAPPED| Zalman CNPS9700 | ASUS P5N-D | 9800 GX2 @ 697/1746/1054 | Patriot 4GB DDR2 800 (4-4-4-12) | Western Digital Caviar 500GB | Antec True Power Trio 650W |Windows vista x64 ultimate edition | Windows XP x64 Professional edition
metalgamer2008 is offline   Reply With Quote
Old October 21st, 2008   #3391 (permalink)
Banned
 
Join Date: Aug 2008
Location: Cyber Space
Posts: 355
A few more games should get passed the title screen now where they would normally be held up on losing the Wii-mote signal,
-Shockwave- is offline   Reply With Quote
Old October 21st, 2008   #3392 (permalink)
将軍
 
shogun_nihon's Avatar
 
Join Date: Feb 2008
Location: 秋葉原
Posts: 552
Amazing I canīt believe the progress that Dolphin team have done, as F|RES say in revision 926 "wii finds a wiimote now", so that is a big step on Wii emulation I think, keep up the good work people.
__________________
私はヴェクター·インダストリー製,対グノーシス専用ヒト型掃討兵器,KOS-MOS Ver.4です

CV: 鈴木麻里子(すずき まりこ)

"Yo, hecha por la Industria Vector, para uso exclusivo contra GNOSIS, humanoide de armas arrasadoras, soy KOS-MOS version 4".

スゴイ麻里子さん、貴方の声が大好きですよ。
Suzuki Mariko - Aoni Production
shogun_nihon is online now   Reply With Quote
Old October 21st, 2008   #3393 (permalink)
Emulator User
 
Master_Cloud's Avatar
 
Join Date: Apr 2006
Location: Hollow Bastion, taking on Sephiroth
Posts: 346
@shogun_nihon, you made an automerged double post there.
On topic: I completely agree with you guys on that. I guess it's just on one of the new special implementations that will make reaching revision 1000 special!
__________________

Click here to level up my card!

OS: Windows XP x64 edition
Processor: AMD Athlon 64 X2 5200+
Motherboard: MSI K9VGM-V
Memory: 2 Gig DDR2 RAM
Graphics card: NVIDIA 7300 LE 256MB
Power Supply: 500W!!
Master_Cloud is offline   Reply With Quote
Old October 22nd, 2008   #3394 (permalink)
Registered User
 
Ashok's Avatar
 
Join Date: Aug 2001
Posts: 85
Probably a stupid question --- I downloaded the DirectX SDK + latest SVN, and added the DirectX libraries to my Visual Studio 2008 solution. However, when I compile the project I get the following error:

LINK : fatal error LNK1104: cannot open file '..\..\..\binary\win32\plugins\plugin_videodx9d.li b'

Any ideas?
Ashok is offline   Reply With Quote
Old October 22nd, 2008   #3395 (permalink)
so i herd you like emu's?
 
daco's Avatar
 
Join Date: Oct 2007
Location: a country called Belgium
Posts: 731
Quote:
Originally Posted by Ashok View Post
Probably a stupid question --- I downloaded the DirectX SDK + latest SVN, and added the DirectX libraries to my Visual Studio 2008 solution. However, when I compile the project I get the following error:

LINK : fatal error LNK1104: cannot open file '..\..\..\binary\win32\plugins\plugin_videodx9d.li b'

Any ideas?
use the right topic for a start
__________________


my DolphinWx rev Builds:
http://www.nyleveia.com/daco/
Njoy with rumble disabled:
32bit clickme and 64bit clickme
daco is offline   Reply With Quote
Old October 22nd, 2008   #3396 (permalink)
T-5000 Modenator
 
Xtreme2damax's Avatar
 
Join Date: Aug 2005
Location: Here, there, everywhere, even in your couch cushions..
Posts: 3,138
As mentioned in the other thread I have revision 940 x86 and x64 builds compiled and uploaded, link is in my signature.

I just wanted to use the correct topic in addition to the other one to make an announcement, only reason I posted in the other topic is because the others were announcing their builds in that thread as well.
__________________

| Xtemulation Forums | Dolphin SVN Builds |
| XTemulation Wiki | PCSX2 SVN Builds |

Download the free Xtemulation Toolbar
If you like Xtemulation, please Digg Us
Xtreme2damax is offline   Reply With Quote
Old October 23rd, 2008   #3397 (permalink)
Registered User
 
Join Date: Nov 2007
Location: Poland
Posts: 4
in rev 940 Mario Kart DD graphics looks perfectly , but dolphin is still hanging after passing any track
seya21 is offline   Reply With Quote
Old October 23rd, 2008   #3398 (permalink)
Registered User
 
Join Date: Oct 2008
Location: canada/ontario
Posts: 18
Unhappy

I get this message when i try to run a game on Dolphinx86 "can't create opengl renderer. You might be missing some open gl extentions, check the logs fo more info" anyone know why?

when i try to run a game on my dolphinx86 i get this error "can't create opengl renderer. You might be missing some open gl extentions, check the logs fo more info" any one know why that is?

Last edited by nolanritchie; October 23rd, 2008 at 21:27.. Reason: Automerged Doublepost
nolanritchie is offline   Reply With Quote
Old October 23rd, 2008   #3399 (permalink)
Registered User
 
NeoSlider's Avatar
 
Join Date: Nov 2007
Location: England
Posts: 110
In Rev945 the bloom fix for ZTP has again caused some problems in other games, not as many as Rev844 did though.
So far I've noticed:

In SMS Mario's shadow seems to be a bit messed up.
The bug is back in Zelda TP, where the top left quarter of the screen is blurred.
In Zelda WW the bug is back on the intro where the title card disappears behind the scenery.
__________________
OS: Windows Vista Ultimate x64
Processor: Intel Core 2 Duo E6600 @ 2.7Ghz
Motherboard: Gigabyte GA965P-DQ6
Memory: 4GB DDR2 PC2-6400
Graphics Card: NVIDIA GeForce 8800GTX 768MB
NeoSlider is offline   Reply With Quote
Old October 23rd, 2008   #3400 (permalink)
 
xcedf's Avatar
 
Join Date: Nov 2006
Location: nowhere
Posts: 417
The revs after 936 breaks Zelda wind Waker and Super Mario Sunshine, now objects on map have wrong position, Mario now falls throgh the floor in some places -___-
__________________
My PC: Core2Duo e6750 2,66 Ghz (@ 3,20 Ghz), MB: Gigabyte GA-965p-s3, Ram: 2Gb (2x1) Corsair XMS2 PRO pc6400 800Mhz 4-4-4-12, Video: gf9800Gt 1Gb, HDD: Seagate SATAII 400Gb (372Gb)
xcedf is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT. The time now is 16:52.

© 2006 - 2008 Emu Forums | About Emu Forums | Legal | A member of the Crowdgather Forum Community


Powered by vBulletin® Version 3.7.6
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.2.0 RC5