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#6801 (permalink) |
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Registered User
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Location: Colchester, U.K
Posts: 102
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no... i am aware that the plugin is still broken, but i used the old plugin and it came up with an error when accessing the configuration of the plugin which crashed the emulator. Even though the plugin worked previously with other revisions. ![]() Please understand...
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L.Wares
Dolphin SVN Downloads Latest SVN (r4597): Windows Skydrive | Mediafire Old SVN Revisions: Windows Skydrive | Mediafire Dolphin SVN Revision: 4597 (x86) using Direct3D9 Plugin My CPU Specs: Compaq-Presario SR5109UK Windows 7 Ultimate (RTM) x32 bit Intel(R) 82945G Express Chipset 1.60 gigahertz Intel Core Duo Processor 1016MB of RAM |
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#6803 (permalink) | |
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Registered User
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Location: Colchester, U.K
Posts: 102
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Quote:
Edit: I'll stick to the revision before that took affect. Which means, if i am correct... the old plugins no longer work due to this change?
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L.Wares
Dolphin SVN Downloads Latest SVN (r4597): Windows Skydrive | Mediafire Old SVN Revisions: Windows Skydrive | Mediafire Dolphin SVN Revision: 4597 (x86) using Direct3D9 Plugin My CPU Specs: Compaq-Presario SR5109UK Windows 7 Ultimate (RTM) x32 bit Intel(R) 82945G Express Chipset 1.60 gigahertz Intel Core Duo Processor 1016MB of RAM Last edited by LWares; July 2nd, 2009 at 03:51.. |
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#6805 (permalink) |
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T-5000 Modenator
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Yes, it looks like you are. This is one of the reasons I own a Wii as a backup solution, can't expect or rely on an emulator to run everything flawlessly. With an emulator that is in a constant state of a WIP like Dolphin, things are bound to break at some point. One of the main reasons why it is important to own the actual system, when something isn't working on the emulator I always have my Wii to turn to in order to play my games. Who knows, they might fix it soon or it could be months later before it is fixed. The OpenGL plugin is still working fine providing that your hardware is sufficient enough to use the OpenGL plugin. @DXGocho, the version you have bought and dumped yourself. PAL and NTSC versions essentially run the same, except PAL is 50hz while NTSC is 60hz.
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#6807 (permalink) |
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Emu author
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Posts: 417
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We had to change the plugin specs to fix EFB reads (zelda sun glare, pull stars) and bounding boxes (used by paper mario), there was simply no way around it. I am thinking about bringing back the old DX plugin up to modern standards though. The merge was definitely a failure
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#6808 (permalink) |
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T-5000 Modenator
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ector, the pull star issue was due to efb reads? That's at least nice to know, after much time contemplating on what the source of the problem could of been. Gamecube and Wii emulation has come a long way, definitely a far cry from back when the last official versions of Dolphin were released. With efb reads, how much of a performance hit are we looking at for decently spec'd systems such as Core2Duo, Core2Quads and Core i7? Specifically how much as an estimate would you say efb reads would impact performance on a Core2Duo E8500 at stock speeds? All these discoveries should be useful for other Gamecube emulation projects. Who knows, some day Gcube or Dolwin might make a new found return to the emulation scene with this information, this information should also be of great help to the Gekko project.
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#6809 (permalink) |
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Registered User
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Location: Colchester, U.K
Posts: 102
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OK... because, i'm now doing this blind (as of SVN r3627) without knowing what the results will be on any future complies that i do, (due to the Direct3D9 plugins no longer working) this means... i will be still compliling Dolphin (x86) regardless... what happens in the near future with the plugins. Although... for the time being this only works for the OpenGL Plugin only which means sadly like i have mentioned before with my previous complie you will need a decent GFX card otherwise you will be screwed until the Direct3D9 plugin is working once again. Anyway... I have just uploaded SVN Revisions 3626 and 3643 (x86) which are available below in my signature as always with all my complies that i have done. Enjoy!
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L.Wares
Dolphin SVN Downloads Latest SVN (r4597): Windows Skydrive | Mediafire Old SVN Revisions: Windows Skydrive | Mediafire Dolphin SVN Revision: 4597 (x86) using Direct3D9 Plugin My CPU Specs: Compaq-Presario SR5109UK Windows 7 Ultimate (RTM) x32 bit Intel(R) 82945G Express Chipset 1.60 gigahertz Intel Core Duo Processor 1016MB of RAM |
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#6810 (permalink) |
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Registered User
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Location: Brasil/Curitiba
Posts: 66
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starting a game at Dolphin from a bat file is possible? Ex: Code:
start Dolphin D:\Gamecube\Game.iso hiper4.jpg Tks for all and congratulations to the fine work you are doing!
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CPU: E7300 2,66~3,2 ![]() RAM: 3072 ![]() GPU: Geforce 9400 GT 1GB ![]() O.S: Vista x64
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#6811 (permalink) | |
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Emu author
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Location: VisualC
Posts: 1,055
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Quote:
There's not much you can do, besides copying less information where it's feasible, but most of the time it incurs in a GPU pipeline stall which is really bad: basically the CPU has to wait for the GPU to flush the pipeline in order to receive the information, thus stalling the CPU and loosing processing time. On consoles usually reading from VRAM is free, due to the unified memory architecture, which PCs don't have.
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#6813 (permalink) |
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Dolphin User
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Location: Mexico
Posts: 137
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here is the link to R3645 from satanic ![]() http://cid-ec92aae47a89073b.skydrive...lphin-r3645.7z
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Laptop. Intel Core 2 Duo P8400, RAM 4096MB DDR2 800Mhz, Geforce 9200 M 256MB, Win Vista x64 Chinese page for dolphin builds |
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#6814 (permalink) | |
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Registered User
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Location: France
Posts: 373
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Quote:
![]() The performance hit is there, but it's really small, and yes glReadPixels() is usually slow due to the things you just mentioned
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#6815 (permalink) | |
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T-5000 Modenator
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Quote:
This is unless there is a way to implement it without affecting performance too much. :Edit: Just saw sl1nk3's post above..
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#6816 (permalink) | |
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Emu author
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Quote:
That'll only save bandwith, but the pipeline stall will be there any way (and it's even worse with multi-sample FBOs, having to resolve the render buffer to a texture before even being able to issue a read). Any way, you probably know that already, just informing the rest of people.Xtreme2damax: There's no way to fix it with current PC architecture.
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Emulator development blog |
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#6817 (permalink) |
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T-5000 Modenator
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Understood, I wasn't sure of whether or not there was a way around the performance decrease. I suppose that explains everything, we can only hope that in the future that there is an overhaul and improvement to PC architecture rather than just the same old more powerful hardware, more cores, more graphics cards routine that is common with the PC nowadays.
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#6818 (permalink) |
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Registered User
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Location: Santiago (Chile)
Posts: 335
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I just noticed that the Sunflare effect Bugs windwaker on Dual core mode. The screen just stays black. Buy if you chose SC then it works (but it looks rather ugly) This prevents Wind waker from showing it's intro, and showing the scene where link's sister is kidnaped. (among others)
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-- I have the skills to make a good signature, but i'm just too lazy -- |
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#6819 (permalink) |
![]() ![]() ![]() Join Date: Nov 2006
Location: nowhere
Posts: 417
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DC mode is not yet fixed completely
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#6820 (permalink) |
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T-5000 Modenator
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I've uploaded revision 3655 (All standard and JITIL builds ), severe and annoying flickering in Mario Galaxy is finally fixed. There is also no longer a need to use the Super Mario Galaxy graphics hack with this game to see in game graphics. Enjoy nice graphics in Super Mario Galaxy with some sounds and music. ![]() You can download this revision from the link in my signature, or wait for me to upload to my Skydrive account. Skydrive mirror for revision 3655: http://cid-b8ece3275d590dda.skydrive...Public/Dolphin
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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 Last edited by Xtreme2damax; July 3rd, 2009 at 03:44.. |
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