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#3381 (permalink) | |
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T-5000 Modenator
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Quote:
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....
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#3382 (permalink) |
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Registered User
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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.. |
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#3383 (permalink) | |
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******
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Quote:
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.. |
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#3384 (permalink) | |
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so i herd you like emu's?
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Location: a country called Belgium
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Quote:
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) :/
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#3385 (permalink) |
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Registered User
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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 |
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#3386 (permalink) | |
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Registered User
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Quote:
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
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#3387 (permalink) |
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Registered User
Join Date: Jul 2008
Location: Sarasota, FL
Posts: 35
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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? |
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#3388 (permalink) | |
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******
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Quote:
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 So if the codes work without that, then there is a bug in the fill and slide code? =\ |
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#3389 (permalink) |
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Registered User
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Location: pa
Posts: 100
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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?
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#3390 (permalink) |
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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
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#3392 (permalink) |
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将軍
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Location: 秋葉原
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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
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#3393 (permalink) |
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Emulator User
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Posts: 346
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@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!
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#3394 (permalink) |
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Registered User
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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? |
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#3395 (permalink) | |
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so i herd you like emu's?
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Quote:
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#3396 (permalink) |
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T-5000 Modenator
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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.
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#3398 (permalink) |
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Registered User
Join Date: Oct 2008
Location: canada/ontario
Posts: 18
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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 |
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#3399 (permalink) |
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Registered User
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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.
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#3400 (permalink) |
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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 -___-
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