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#3401 (permalink) | |
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Registered User
![]() ![]() ![]() Join Date: Nov 2006
Location: Caracas
Posts: 332
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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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Quote:
Main Rig: Motherboard: abit Fatal1ty F-I90HD / CPU: Intel Core 2 Quad Q6600@2.90GHz (Thermaltake Big Typhoon fan)/ RAM: Corsair Xtreme XMS2 4GB DDR2@800 / Video: Radeon HD 2600XT (Catalyst 9.9) / Sound: Soundblaster X-Fi ElitePro / Speakers: Creative Inspire 5.1 5200 / HD: Hitachi 500GB SATAII / OS: Windows XP SP2+ 64bit
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#3402 (permalink) |
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Registered User
![]() Join Date: Dec 2006
Location: Brazil
Posts: 72
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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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AMD Athlon 64 3000+ @2.2Ghz Socket 754 Newcastle 130nm/ASUS K8V-X/XFX GeForce FX 5500 256MB 128-Bit AGP-8X Downclocked/Seagate SataII 250GB 8MB Cache/512MB DDR-400/Samsung SyncMaster 920N 19" Consoles: Atari/MasterSystem/Mega Drive+SegaCD/SNES/N64/GBC/PS2/DC/GCN/Xbox ![]() Público - Windows Live SkyDrive - Dolphin Builds Last edited by darkh4wk; October 25th, 2008 at 04:34.. |
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#3403 (permalink) |
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******
![]() ![]() ![]() ![]() ![]() Join Date: Jul 2008
Posts: 1,188
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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
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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#3404 (permalink) |
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Dark Dragon
![]() ![]() Join Date: Feb 2004
Location: The Netherlands
Posts: 138
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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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"Change is inevitable; progress is optional" |
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#3407 (permalink) | |
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Registered User
![]() ![]() ![]() Join Date: Aug 2008
Location: France
Posts: 373
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Quote:
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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#3408 (permalink) | |
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Dark Dragon
![]() ![]() Join Date: Feb 2004
Location: The Netherlands
Posts: 138
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Saying this doesn't add anything useful, in my opinion. Quote:
Thanks for your other feedback
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"Change is inevitable; progress is optional" |
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#3409 (permalink) |
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T-5000 Modenator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
Location: Here, there, everywhere, even in your couch cushions..
Posts: 3,139
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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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![]() | Xtemulation Forums | Dolphin SVN Builds | | XTemulation Wiki | PCSX2 SVN Builds | Download the free Xtemulation Toolbar If you like Xtemulation, please Digg Us |
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#3410 (permalink) |
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Registered User
Join Date: Jun 2004
Location: Chile
Posts: 21
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the same problem with shadows in SSBM.
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--------------------------------------------------- CPU:AMD Athlon 64 X2 4600+ ![]() MEM:OCZ Gold 2Gb DDR2 800 mhz ![]() VGA:XfX Geforce 9600GT 512MB GDDR3 ![]() MOBO:ECS GF8200A Nvidia MCP78
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#3411 (permalink) | |
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Registered User
![]() ![]() Join Date: Oct 2004
Location: Virginia
Posts: 200
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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:
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#3412 (permalink) |
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so i herd you like emu's?
![]() ![]() ![]() ![]() Join Date: Oct 2007
Location: a country called Belgium
Posts: 731
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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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![]() ![]() my DolphinWx rev Builds: http://www.nyleveia.com/daco/ Njoy with rumble disabled: 32bit clickme and 64bit clickme |
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#3414 (permalink) |
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it'se miku!
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Cologne, Germany
Posts: 3,604
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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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My System: C2D E6700 @3.4ghz | Asus P5W DH Deluxe | 4GB DDR2 800 | eVGA Geforce GTX 260 55nm SC-Edition
Tutorial: Hardware Antialiasing in PCSX2 (DX9 only) |
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#3415 (permalink) |
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将軍
![]() ![]() ![]() ![]() Join Date: Feb 2008
Location: 秋葉原
Posts: 552
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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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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 |
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#3416 (permalink) |
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so i herd you like emu's?
![]() ![]() ![]() ![]() Join Date: Oct 2007
Location: a country called Belgium
Posts: 731
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viewtifull joe has always been that way iirc :/
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![]() ![]() my DolphinWx rev Builds: http://www.nyleveia.com/daco/ Njoy with rumble disabled: 32bit clickme and 64bit clickme |
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#3417 (permalink) |
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将軍
![]() ![]() ![]() ![]() Join Date: Feb 2008
Location: 秋葉原
Posts: 552
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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。 Suzuki Mariko - Aoni Production |
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#3419 (permalink) |
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-o-
![]() ![]() ![]() Join Date: Sep 2006
Location: 『皇』
Posts: 261
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