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Old October 24th, 2008   #3401 (permalink)
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945 makes The Umbrella Chronicles bootable again. New to the boot-club is 'no more & no less' than No More Heroes.
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If games don't work in emulators, play it on the real Gamecube.
Uh? No Gamecube? How about NOT playing these games?
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Old October 25th, 2008   #3402 (permalink)
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Long time when I compiled a revision. r949 is up since I will priority more the OGL plugin changes because Squall-Leonhart told a way to make it work with my old vga
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Old October 25th, 2008   #3403 (permalink)
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I got the shader code that creates that blackness in SSBM
NVIDIA Fragment Program 4.0
Code:
!!NVfp4.0
# cgc version 2.0.0010, build date Dec 12 2007
# command line args: -q -profile gp4fp -entry main -profileopts MaxLocalParams=32,NumInstructionSlots=16384 -O2 -q NumTemps=4096 NumInstructionSlots=16384 MaxLocalParams=512
#vendor NVIDIA Corporation
#version 2.0.0.10
#profile gp4fp
#program main
#semantic samp1 : TEXUNIT1
#semantic samp0 : TEXUNIT0
#semantic samp2 : TEXUNIT2
#semantic samp3 : TEXUNIT3
#semantic samp4 : TEXUNIT4
#semantic samp5 : TEXUNIT5
#semantic samp6 : TEXUNIT6
#semantic samp7 : TEXUNIT7
#semantic color : C0
#semantic k : C4
#semantic alphaRef : C8
#semantic texdim : C9
#semantic czbias : C17
#semantic cindscale : C19
#semantic cindmtx : C21
#var float4 ocol0 : $vout.COLOR0 : COL : 0 : 1
#var float3 uv0 : $vin.TEXCOORD0 : TEX0 : 1 : 1
#var float3 uv1 : $vin.TEXCOORD1 : TEX1 : 2 : 1
#var float4 colors[0] : $vin.COL0 : COL0 : 3 : 1
#var float4 colors[1] :  :  : 3 : 0
#var samplerRECT samp1 : TEXUNIT1 : texunit 1 : -1 : 1
#var sampler2D samp0 : TEXUNIT0 : texunit 0 : -1 : 1
#var sampler2D samp2 : TEXUNIT2 : texunit 2 : -1 : 0
#var sampler2D samp3 : TEXUNIT3 : texunit 3 : -1 : 0
#var sampler2D samp4 : TEXUNIT4 : texunit 4 : -1 : 0
#var sampler2D samp5 : TEXUNIT5 : texunit 5 : -1 : 0
#var sampler2D samp6 : TEXUNIT6 : texunit 6 : -1 : 0
#var sampler2D samp7 : TEXUNIT7 : texunit 7 : -1 : 0
#var float4 color[0] :  : c[0] : -1 : 0
#var float4 color[1] :  : c[1] : -1 : 0
#var float4 color[2] :  : c[2] : -1 : 0
#var float4 color[3] :  : c[3] : -1 : 0
#var float4 k[0] :  : c[4] : -1 : 0
#var float4 k[1] :  : c[5] : -1 : 0
#var float4 k[2] :  : c[6] : -1 : 0
#var float4 k[3] :  : c[7] : -1 : 0
#var float4 alphaRef[0] :  : c[8] : -1 : 0
#var float4 texdim[0] :  : c[9] : -1 : 1
#var float4 texdim[1] :  : c[10] : -1 : 1
#var float4 texdim[2] :  : c[11] : -1 : 0
#var float4 texdim[3] :  : c[12] : -1 : 0
#var float4 texdim[4] :  : c[13] : -1 : 0
#var float4 texdim[5] :  : c[14] : -1 : 0
#var float4 texdim[6] :  : c[15] : -1 : 0
#var float4 texdim[7] :  : c[16] : -1 : 0
#var float4 czbias[0] :  : c[17] : -1 : 0
#var float4 czbias[1] :  : c[18] : -1 : 0
#var float4 cindscale[0] :  : c[19] : -1 : 0
#var float4 cindscale[1] :  : c[20] : -1 : 0
#var float4 cindmtx[0] :  : c[21] : -1 : 0
#var float4 cindmtx[1] :  : c[22] : -1 : 0
#var float4 cindmtx[2] :  : c[23] : -1 : 0
#var float4 cindmtx[3] :  : c[24] : -1 : 0
#var float4 cindmtx[4] :  : c[25] : -1 : 0
#var float4 cindmtx[5] :  : c[26] : -1 : 0
PARAM c[17] = {   program.env[0..16] };
ATTRIB fragment_texcoord[] = { fragment.texcoord[0..1] };
TEMP R0, R1;
TEMP RC, HC;
OUTPUT oCol = result.color;
MUL.F R0.xy, fragment.texcoord[1], c[9];
TEX.F R0.xyz, R0, texture[0], 2D;
MUL.F R1.xyz, fragment.color, R0;
MIN.F R1.xyz, R1, {1}.x;
DIV.F R0.zw, fragment.texcoord[0].xyxy, fragment.texcoord[0].z;
MUL.F R0.xy, c[10], c[10].zwzw;
MUL.F R0.xy, R0.zwzw, R0;
MIN.F R0.w, fragment.color, {1}.x;
MAX.F R0.w, R0, {0}.x;
MIN.F R0.w, R0, {1}.x;
TEX.F R0.xyz, R0, texture[1], RECT;
MAX.F R1.xyz, R1, {0}.x;
MUL.F R0.xyz, R0, R1;
MIN.F R0.xyz, R0, {1}.x;
MAX.F oCol.xyz, R0, {0}.x;
MAX.F oCol.w, R0, {0}.x;
END
# 16 instructions, 2 R-regs
I made:
MUL.F R0.xyz, R0, R1;
to:
MUL.F R0.xyz, R1, R1;

Blackness went away, but where to fix in the C++ code?
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Old October 25th, 2008   #3404 (permalink)
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Exclamation

Say, omegadox... I noticed you added stuff like stretch to fit in windowed mode. Are you able to fix other stuff?

If so, could you (or any of the developers) take a look at the following:

1. When you are in fullscreen, you can never get out (Alt+F4 is the only way and creates an error log). Maybe Alt+Enter should also function as an exit for fullscreen (both video plugins).
2. Maybe a 4:3 option for DX9?
3. You shouldn't be able to enable Stretch to fit and keep 4:3 ratio at the same time (OGL).
4. Only enabling 4:3 mode works, but the top and the right side of the screen (you need to switch to fullscreen to see this) is also -incorrectly- rendered (OGL).
5. When rendering to a separate window, the fullscreen button stretches the actual GUI which can be hard to get out. Maybe it's best to gray it out when this option in enabled.
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Old October 25th, 2008   #3405 (permalink)
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I may be able to fix this: You shouldn't be able to enable Stretch to fit and keep 4:3 ratio at the same time (OGL).
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Old October 25th, 2008   #3406 (permalink)
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That'll be a great start!
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Old October 25th, 2008   #3407 (permalink)
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Quote:
Originally Posted by ShadowFX View Post
Say, omegadox... I noticed you added stuff like stretch to fit in windowed mode. Are you able to fix other stuff?

If so, could you (or any of the developers) take a look at the following:

1. When you are in fullscreen, you can never get out (Alt+F4 is the only way and creates an error log). Maybe Alt+Enter should also function as an exit for fullscreen (both video plugins).
2. Maybe a 4:3 option for DX9?
3. You shouldn't be able to enable Stretch to fit and keep 4:3 ratio at the same time (OGL).
4. Only enabling 4:3 mode works, but the top and the right side of the screen (you need to switch to fullscreen to see this) is also -incorrectly- rendered (OGL).
5. When rendering to a separate window, the fullscreen button stretches the actual GUI which can be hard to get out. Maybe it's best to gray it out when this option in enabled.
Actually, Stretch to fit in windowed mode is not that great... yes, it stretch from 640x480 to the window default res but won't fit the screen if you resize it. Also, "keep 4:3 aspect ratio" is useless while using windowed mode, since.. as i said, it doesn't resize.
Maybe that's why John Peterson disabled it in the first place ?

1 - Don't use fullscreen
2 - Would be great, you should create an issue in the SVN
3 - Did you mean "You shouldn't be able to enable keep 4:3 ratio while Stretch to fit is not enabled" ? because keep Aspect Ratio only works when Stretch to fit is enabled (try it while rendering to main)
4 - This is not related to "keep 4:3 A.R.", it's the whole res resizing code which is not working right.
5 - These Rendering to main/Not rendering to main problems are getting a real pain, as I said in another post, there should be a way to merge both path into one or to get rid of one...

I wish i could fix that..
Anyway, Huge thumb up to Dolphin team
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Old October 25th, 2008   #3408 (permalink)
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Quote:
Originally Posted by sl1nk3 View Post
1 - Don't use fullscreen
Saying this doesn't add anything useful, in my opinion.

Quote:
3 - Did you mean "You shouldn't be able to enable keep 4:3 ratio while Stretch to fit is not enabled" ? because keep Aspect Ratio only works when Stretch to fit is enabled (try it while rendering to main)
No, it is exactly as I typed there.

Thanks for your other feedback
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Old October 25th, 2008   #3409 (permalink)
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Revision 961 x86 and x64 builds are compiled and uploaded, link is in my signature same as before...
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Old October 25th, 2008   #3410 (permalink)
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the same problem with shadows in SSBM.
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Old October 25th, 2008   #3411 (permalink)
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Just wanted to give a heads up that the ZTP bloom fix in R945 breaks Skies of Arcadia Legends menus, dialogue, UI transparencies. You don't have to revert since SoA:L is still unplayable, and ZTP players probably benefits more from the fix, but just wanted to let you know of the side effects the fix has on other games. Hopefully a generic solution can be found.

Quote:
Originally Posted by omegadox View Post
I got the shader code that creates that blackness in SSBM
NVIDIA Fragment Program 4.0
Code:
!!NVfp4.0
# cgc version 2.0.0010, build date Dec 12 2007
# command line args: -q -profile gp4fp -entry main -profileopts MaxLocalParams=32,NumInstructionSlots=16384 -O2 -q NumTemps=4096 NumInstructionSlots=16384 MaxLocalParams=512
#vendor NVIDIA Corporation
#version 2.0.0.10
#profile gp4fp
#program main
#semantic samp1 : TEXUNIT1
#semantic samp0 : TEXUNIT0
#semantic samp2 : TEXUNIT2
#semantic samp3 : TEXUNIT3
#semantic samp4 : TEXUNIT4
#semantic samp5 : TEXUNIT5
#semantic samp6 : TEXUNIT6
#semantic samp7 : TEXUNIT7
#semantic color : C0
#semantic k : C4
#semantic alphaRef : C8
#semantic texdim : C9
#semantic czbias : C17
#semantic cindscale : C19
#semantic cindmtx : C21
#var float4 ocol0 : $vout.COLOR0 : COL : 0 : 1
#var float3 uv0 : $vin.TEXCOORD0 : TEX0 : 1 : 1
#var float3 uv1 : $vin.TEXCOORD1 : TEX1 : 2 : 1
#var float4 colors[0] : $vin.COL0 : COL0 : 3 : 1
#var float4 colors[1] :  :  : 3 : 0
#var samplerRECT samp1 : TEXUNIT1 : texunit 1 : -1 : 1
#var sampler2D samp0 : TEXUNIT0 : texunit 0 : -1 : 1
#var sampler2D samp2 : TEXUNIT2 : texunit 2 : -1 : 0
#var sampler2D samp3 : TEXUNIT3 : texunit 3 : -1 : 0
#var sampler2D samp4 : TEXUNIT4 : texunit 4 : -1 : 0
#var sampler2D samp5 : TEXUNIT5 : texunit 5 : -1 : 0
#var sampler2D samp6 : TEXUNIT6 : texunit 6 : -1 : 0
#var sampler2D samp7 : TEXUNIT7 : texunit 7 : -1 : 0
#var float4 color[0] :  : c[0] : -1 : 0
#var float4 color[1] :  : c[1] : -1 : 0
#var float4 color[2] :  : c[2] : -1 : 0
#var float4 color[3] :  : c[3] : -1 : 0
#var float4 k[0] :  : c[4] : -1 : 0
#var float4 k[1] :  : c[5] : -1 : 0
#var float4 k[2] :  : c[6] : -1 : 0
#var float4 k[3] :  : c[7] : -1 : 0
#var float4 alphaRef[0] :  : c[8] : -1 : 0
#var float4 texdim[0] :  : c[9] : -1 : 1
#var float4 texdim[1] :  : c[10] : -1 : 1
#var float4 texdim[2] :  : c[11] : -1 : 0
#var float4 texdim[3] :  : c[12] : -1 : 0
#var float4 texdim[4] :  : c[13] : -1 : 0
#var float4 texdim[5] :  : c[14] : -1 : 0
#var float4 texdim[6] :  : c[15] : -1 : 0
#var float4 texdim[7] :  : c[16] : -1 : 0
#var float4 czbias[0] :  : c[17] : -1 : 0
#var float4 czbias[1] :  : c[18] : -1 : 0
#var float4 cindscale[0] :  : c[19] : -1 : 0
#var float4 cindscale[1] :  : c[20] : -1 : 0
#var float4 cindmtx[0] :  : c[21] : -1 : 0
#var float4 cindmtx[1] :  : c[22] : -1 : 0
#var float4 cindmtx[2] :  : c[23] : -1 : 0
#var float4 cindmtx[3] :  : c[24] : -1 : 0
#var float4 cindmtx[4] :  : c[25] : -1 : 0
#var float4 cindmtx[5] :  : c[26] : -1 : 0
PARAM c[17] = {   program.env[0..16] };
ATTRIB fragment_texcoord[] = { fragment.texcoord[0..1] };
TEMP R0, R1;
TEMP RC, HC;
OUTPUT oCol = result.color;
MUL.F R0.xy, fragment.texcoord[1], c[9];
TEX.F R0.xyz, R0, texture[0], 2D;
MUL.F R1.xyz, fragment.color, R0;
MIN.F R1.xyz, R1, {1}.x;
DIV.F R0.zw, fragment.texcoord[0].xyxy, fragment.texcoord[0].z;
MUL.F R0.xy, c[10], c[10].zwzw;
MUL.F R0.xy, R0.zwzw, R0;
MIN.F R0.w, fragment.color, {1}.x;
MAX.F R0.w, R0, {0}.x;
MIN.F R0.w, R0, {1}.x;
TEX.F R0.xyz, R0, texture[1], RECT;
MAX.F R1.xyz, R1, {0}.x;
MUL.F R0.xyz, R0, R1;
MIN.F R0.xyz, R0, {1}.x;
MAX.F oCol.xyz, R0, {0}.x;
MAX.F oCol.w, R0, {0}.x;
END
# 16 instructions, 2 R-regs
I made:
MUL.F R0.xyz, R0, R1;
to:
MUL.F R0.xyz, R1, R1;

Blackness went away, but where to fix in the C++ code?
This could be a a nice start on graphics bugs. Any other progress made?
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Old October 25th, 2008   #3412 (permalink)
so i herd you like emu's?
 
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ill post it here,

i wont be able to upload new revs for now as the ftp of the host is a little borked >_>

srry!
~Daco
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Old October 25th, 2008   #3413 (permalink)
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I already updated the latest. Dolphin is now crashing my OGL driver.
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Old October 25th, 2008   #3414 (permalink)
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something new to starfox adventures? does it something?

this game is so great it needs to be emulated :O
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Old October 26th, 2008   #3415 (permalink)
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With the svn 964 Viewtiful Joe have missing graphic with OGL plugin, see the pics.

OGL
01.JPG

Directx
02.JPG
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Old October 26th, 2008   #3416 (permalink)
so i herd you like emu's?
 
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viewtifull joe has always been that way iirc :/
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Old October 26th, 2008   #3417 (permalink)
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Quote:
Originally Posted by daco View Post
viewtifull joe has always been that way iirc :/
Nop, with revisions below of 940 is ok.
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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。
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Old October 26th, 2008   #3418 (permalink)
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Quote:
Originally Posted by daco View Post
viewtifull joe has always been that way iirc :/
Daco, what's up with nyleveia?
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Old October 26th, 2008   #3419 (permalink)
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Quote:
Originally Posted by EfrainMan View Post
Daco, what's up with nyleveia?
Dolphin (SVN) discussion thread
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Old October 26th, 2008   #3420 (permalink)
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In fact it seems it's even a bit worse the domain name seems to be free to buy...
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