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Old November 7th, 2008   #3681 (permalink)
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ok, nice work.

hey, maybe someone in the dolphin team or anyone that knows can advise you.

anyway keep up the good work mate.

Last edited by ninpo; November 7th, 2008 at 21:09.. Reason: Automerged Doublepost
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Old November 7th, 2008   #3682 (permalink)
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No frame limiter for now, but in the last Rev (1093) we can now use the keyboard besides the use of the mouse for the Wiimote plugin (i will test it now). Added in the rev 1090.

The button from keyboard:

1 : "1"
2 : "2"
+ : "P"
- : "M"
Home : "H"
Left : left button
Right : right button
Up : up button
Down : down button

There isn't still interface to config it.
That's right, and A and B for the A and B buttons (I think B is the one on the back of the Wiimote). If you want to use it with a gamepad you can map the keys to your gamepad with Xpadder, I recommend version 4.11 if you want to try it. The usability is a little limited unfortunately because most games requires that a Nunchuck is connected to the Wiimote, and from what I heard it was difficult to simply tell the game that a nunchuck was connected because of some kind of encryption problem. So the only game that I can think of that it's really useful for is Wario Land Shake It. I'll see if I can add a shake and aim function through the keyboard to. And hopefully the sound can be fixed fairly easily, it's very similar to the GC but not exactly the same.

Last edited by John Peterson; November 7th, 2008 at 21:39..
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Old November 7th, 2008   #3683 (permalink)
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Have you tested "1" and "2" because it doesn't seem to work with my azerty Keyboard. Numpad maybe? I'm not sure of what i'm saying but i will try other button (modify quicly the source code) to test if i'm right.

And yeah, i forgot to tell for A and B :P.
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Old November 7th, 2008   #3684 (permalink)
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Have you tested "1" and "2" because it doesn't seem to work with my azerty Keyboard. Numpad maybe? I'm not sure of what i'm saying but i will try other button (modify quicly the source code) to test if i'm right.
That's strange, I'm not sure why it wouldn't work, I'm not very familiar with the GetAsyncKeyState() function. Perhaps you'll just have to set it to another letter or for example to VK_NUMPAD1, VK_NUMPAD2.
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Old November 7th, 2008   #3685 (permalink)
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Where can I get his latest SVN with keyboard support?
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Old November 7th, 2008   #3686 (permalink)
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no you can post it w.o being a member... many have done this...
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Old November 7th, 2008   #3687 (permalink)
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Thansk for the answer Jmatserx. So i keep it for my self
I tried numpad it doesn't changed, i tried it with the reconnection of wiimote where we must put "1" and "2" together to chose the player (1, 2, 3 or 4) but it doesn't do anything. Maybe it's an other problem or the problem is me .

I add that the position of the hand doesn't take the good position compare to the mouse and thanks again for the addition of the keyboard support for wiimote.

Edit : I misunderstood you (i'm french and tired ). So i can give it. Well, how can i share it. mhhhh.

Edit 2 : Rev 1093 deleted because i forgot to get out debug dll. Don't cry tomorrow another Rev will come
Don't forgot to take the gameini of the previous revision (i forgot to put all ini).
In my version '1' is numpad 1 et '2' is numpad 2

Last edited by RazLaron; November 7th, 2008 at 23:21..
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Old November 7th, 2008   #3688 (permalink)
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How do we find out what the latest revisions have fixed and improved etc.?
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Old November 7th, 2008   #3689 (permalink)
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You can see it here :

List of revision
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Old November 7th, 2008   #3690 (permalink)
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Ah, thanks RazLaron, Much appreciated

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Old November 8th, 2008   #3691 (permalink)
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And A and B for the A and B buttons... If you want to use it with a gamepad you can map the keys to your gamepad with Xpadder, I recommend version 4.11 if you want to try it.
In revision 1095 I added a shake and tilt function for Wario Land Shake It in case you rather use a gamepad (through Xpadder) than a Wiimote, the functions are mapped to:
  • S: Pound ground and shake (I have only tested this on my computer, it may potentially not work on a very fast system)
  • 3 and 4: Tilt Wiimote left and right (it doesn't work very well)
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Old November 8th, 2008   #3692 (permalink)
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Rev 1092 seems to have fixed dual core in some games. Pikmin and SMS now have a big speed boost with dual core. Both are running at close to full speed.
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Old November 8th, 2008   #3693 (permalink)
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use ogl, and disable optimize quantizer

I try it and now graphics are better but not perfect... There are some bugs.... So is there any way to fix all the graphics problems?? I try evrything in the graphics options but i didnt manage to get the game working with good graphics.. So the game is unplayble.... And also the speed was a bit slow16 fps on my machine... Is it normal or it should run faster?
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Old November 8th, 2008   #3694 (permalink)
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@Baxter : You can't fix the graphics problem, they must be correct in code. Just wait it. Do you try Dual Core and Skip Idle to speed up? And maybe gameini can speed up your game (i don't know what game you spoke). In naruto with gameini, i come 7fps to 30 fps .

@Omegadox : Why do you make the top with +25 pixels? we can't see these pixel now
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Old November 8th, 2008   #3695 (permalink)
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In naruto with gameini, i come 7fps to 30 fps
what do you actually do to the gameini to make games faster?
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Old November 8th, 2008   #3696 (permalink)
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I just copy the gameini of the previous Rev downloaded in Daco's site and after that, the game becomes more fast whereas there is no gameini for naruto (so another things that make it faster). I will delete gameini to verify and don't say stupidity, to confirm if it is that. But i don't know what make in gameini to patch a game .

Edit : I deleted gameini and it doesn't finally change anything, i must stop to say stupidity . Sorry.

Last edited by RazLaron; November 8th, 2008 at 11:55..
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Old November 8th, 2008   #3697 (permalink)
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^dont worry

yer i thought its just a path for game codes
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Old November 8th, 2008   #3698 (permalink)
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@Omegadox : Why do you make the top with +25 pixels? we can't see these pixel now
You're right, "rcWindow.top += 25;" is quite useless, just comment it out, anyway, it's great it's finally been fixed
now render to main/render to separate are more or less in the same state

P.S: we should really modify the projection matrix back to older revs, or re add the "hacks" tab, because even if ZTP now has glitchy bloom, others like SSBM or ZWW have some weird problem...

Edit : i was wrong, these 25 pixels were in fact -not- enough that's why there is an offset

Last edited by sl1nk3; November 9th, 2008 at 01:23..
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Old November 8th, 2008   #3699 (permalink)
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anyone had compile rev 1097?
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Old November 8th, 2008   #3700 (permalink)
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I just compiled and uploaded revision 1097. I haven't compiled anything in a while because I just converted my board software to IPB 2.3.6 and have been busy configuring everything and adding modifications.

I have also been quite busy with playing games on my new PC I built with a Core2Duo E8500, Geforce 9800GT and 3GB of ram with a 500 GB hard drive.

I've been enjoying Windwaker at 30 - 45 FPS, Resident Evil 4 at 20 - 30 FPS, Mario Sunshine at 20 - 30 FPS, also I've been playing some games via PCSX2 as well.

Screen shots to come soon after I get my new PC hooked up to an internet connection.
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