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Old August 4th, 2008   #101 (permalink)
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Yup, we really need real sound emulation .. this is a symptom that the game waits for a sound to end, but that never happens...

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Old August 4th, 2008   #102 (permalink)
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Originally Posted by ector View Post
Yup, we really need real sound emulation .. this is a symptom that the game waits for a sound to end, but that never happens...
time to work on HLE? XD
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Old August 4th, 2008   #103 (permalink)
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Yup, we really need real sound emulation .. this is a symptom that the game waits for a sound to end, but that never happens...
Really ? No wonder.

Is it the same thing for Zelda WW's platform need real sound emulation and is the reason why platform didnt move, right?
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Old August 4th, 2008   #104 (permalink)
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Really ? No wonder.

Is it the same thing for Zelda WW's platform need real sound emulation and is the reason why platform didnt move, right?
Likely, yes.
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Old August 4th, 2008   #105 (permalink)
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Cool. Thanks for the replying and we will wait. No hurry and take your time. You guys are amaze!! This emulator is getting along nicely!
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Old August 5th, 2008   #106 (permalink)
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yeah it is, well the last builds for Win64 are not working for me, I get JIT errors now. Hopefully maybe Dolphin will take advantage of MMX, SSE2, SSE3, etc. Though the system requirements says "SSE2", so I'm guessing Dolphin uses SSE2 optimization?
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Old August 5th, 2008   #107 (permalink)
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Likely, yes.
the emulator is the best of the world
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Old August 5th, 2008   #108 (permalink)
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Originally Posted by RockmanForte View Post
Cool. Thanks for the replying and we will wait. No hurry and take your time. You guys are amaze!! This emulator is getting along nicely!
Maybe the problem could be fixed if you use the NULL-DSP plugin?
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Old August 5th, 2008   #109 (permalink)
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Maybe the problem could be fixed if you use the NULL-DSP plugin?
Yeah, didn't work either but thanks for trying.
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Old August 5th, 2008   #110 (permalink)
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Originally Posted by omegadox View Post
yeah it is, well the last builds for Win64 are not working for me, I get JIT errors now. Hopefully maybe Dolphin will take advantage of MMX, SSE2, SSE3, etc. Though the system requirements says "SSE2", so I'm guessing Dolphin uses SSE2 optimization?
Yep, the emulator requires SSE2 extension. If you don't have that extension, the emulator will crash at start-up. But I think the emulator has a little SSE3 extension programmed, but it isn't required.
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Old August 5th, 2008   #111 (permalink)
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My CPU supports up to SSE3. So that must been what improved the emulator speed in R49, SSE2 support.
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Old August 5th, 2008   #112 (permalink)
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My CPU supports up to SSE3. So that must been what improved the emulator speed in R49, SSE2 support.
Yeah, maybe... The SSE3 helps a little...
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Old August 5th, 2008   #113 (permalink)
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hmm, well is the OpenGL plugin gonna use SSE2 soon?
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Old August 5th, 2008   #114 (permalink)
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is it possible to make this game run any faster? i'm getting about 7 fps in gameplay.
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Old August 5th, 2008   #115 (permalink)
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Originally Posted by ereekthegr8 View Post
is it possible to make this game run any faster? i'm getting about 7 fps in gameplay.
Yeah, of course. Buy the fastest processor you can find... And overclock it, like to 4.5GHz, then it'll be nearly playable. xD
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Old August 8th, 2008   #116 (permalink)
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Yup, Zelda TP really doesn't like the way we do dual core. I don't know why yet.
But Dual Core + Zelda TP works in 32 bit. I got 50% more fps in the intro scene with DirectX + Dual Core in 32 bit than I get in 64 bit without Dual Core. But then I also get the black areas. So if one could just fix either of those combinations it would be an important improvement.

Last edited by John Peterson; August 8th, 2008 at 08:25.
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Old August 8th, 2008   #117 (permalink)
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I noticed when using Dual Core with Direct3D, the gfx started to mess like the texture messy on Midna's hair or some other textures are flickering, maybe cause the GPU can keep up with the CPU?
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