Emuforums.com

Go Back   Emuforums.com > Gamecube Emulation > Dolphin Discussion
Home Register Downloads FAQ Members List Calendar Arcade Mark Forums Read


Reply
 
LinkBack Thread Tools Display Modes
Old January 29th, 2009   #21 (permalink)
Registered User
 
Join Date: Jan 2002
Posts: 169
Quote:
Originally Posted by Nintendo Maniac View Post
Um, not to be picky, but this isn't upscaling, this is what's called "rendering at a higher resolution" :P (upscaling would be if you rendered at like 640x480 and then enlarged the on-screen image to 1024x768 without changing the actual rendering resolution)

From what I understand, the game goes far enough in to get to most everything but the actual racing. You can load a track, but as soon as the countdown is over, all goes haywire. (I can't test this out myself since my cpu doesn't support SSE2)
Ah thanks for the clarification

So, is NeoSlider one of the people working on cracking the TLB problem? Any progress on getting it implemented?

Also, does Triforce use TLB? If not, would it be easier to emulate F-ZeroAX instead?
__________________
GENTLEMEN: START YOUR ENGINES!!

Daytona USA is emulated for the PC.

*NOTHING more needs to be said*
isamu is offline   Reply With Quote

Advertisement [Remove Advertisement]
Old January 29th, 2009   #22 (permalink)
Emu author
 
Join Date: May 2003
Posts: 417
It probably isn't a TLB problem - the TLBHack seems to have been enough to get around that. It's an FPU emulation problem - just like in the Super Monkey Ball games (the games seems to use exactly the same totally bizarre math library).
ector is offline   Reply With Quote
Old January 29th, 2009   #23 (permalink)
Registered User
 
Join Date: Jun 2008
Location: New York
Posts: 377
Quote:
Originally Posted by isamu View Post
Also, does Triforce use TLB? If not, would it be easier to emulate F-ZeroAX instead?
I would guess that the arcade version use both TLB and floating point registers in a similar way as the console version, if the hardware is similar. But I'm not sure.

What I can gather from the GameCube version right now is that the problem is not primarily the use of any translation lookaside buffer but rather the unsupported floating point registers. I think ector patched all functions that used the mffsx instruction, but there are still unpatched mcrfs instructions. That means that when the game passes by a mcrfs instruction the code may go wrong shortly after that since mcrfs may have read incorrect register values.

As I see it fixing the FPSCR values in Interpreter_FloatingPoint.cpp so that they are set in the correct way would fix the game. But the reason they don't work is because they are hard to fix. However, I thought that the PowerPC emulator PearPC had working interpreter functions for those instructions, but I may be wrong about that.
John Peterson is offline   Reply With Quote
Old February 2nd, 2009   #24 (permalink)
Emulation Wizkid
 
MisterMr's Avatar
 
Join Date: Dec 2008
Location: United States
Posts: 188
Dolphin doesn't support floating point registers yet, so no, you won't be able to actually race until that is emulated.
__________________
~MrMister 2009
MisterMr is offline   Reply With Quote
Old February 2nd, 2009   #25 (permalink)
Registered User
 
Join Date: Jan 2002
Posts: 169
Quote:
Originally Posted by MisterMr View Post
Dolphin doesn't support floating point registers yet, so no, you won't be able to actually race until that is emulated.
Thanks for the clarification MisterMr(great band btw. Saw them Live last year).

So can you tell me if this floating point thingamajig is being worked on, and when do you suspect it will be emulated?
__________________
GENTLEMEN: START YOUR ENGINES!!

Daytona USA is emulated for the PC.

*NOTHING more needs to be said*
isamu is offline   Reply With Quote
Old February 2nd, 2009   #26 (permalink)
Registered SuperKyo
 
nosound.97's Avatar
 
Join Date: Dec 2008
Location: Brinstar
Posts: 2,784
Quote:
Originally Posted by isamu View Post
So can you tell me if this floating point thingamajig is being worked on, and when do you suspect it will be emulated?
I don't think it is right place. Go to Dolphin Google-code page, find this issue and ask about devs about it. I bet they'll answer.
__________________
nosound.97 is offline   Reply With Quote
Old February 2nd, 2009   #27 (permalink)
Emu author
 
Join Date: May 2003
Posts: 417
Tracking it here: Issue 546 - dolphin-emu - Floating point math errors (F-Zero, Super Monkey Ball 1/2/Wii) - Google Code
ector is offline   Reply With Quote
Old February 4th, 2009   #28 (permalink)
Emulation Wizkid
 
MisterMr's Avatar
 
Join Date: Dec 2008
Location: United States
Posts: 188
Quote:
Originally Posted by isamu View Post
Thanks for the clarification MisterMr(great band btw. Saw them Live last year).
Lol too bad I didn't choose my username because of the band lol
__________________
~MrMister 2009
MisterMr is offline   Reply With Quote
Old February 8th, 2009   #29 (permalink)
Registered User
 
Nintendo Maniac's Avatar
 
Join Date: Aug 2008
Location: Northeast Ohio
Posts: 108
Wait, how did you get it to stretch to widescreen AND render in hi-res? When you check the "stretch to fit" box or whatever it's called, it renders using the original 640x480 res. But if you leave it unchecked, games are stuck at 4:3, aren't they? That would mean that widescreen on F-Zero GX would be smooshed into a 4:3 ratio, no?

(unfortunatly I cannot test this out myself since I have no idea where to find the debugger window to disable "JIT LoadStore lwz")
__________________



CPU: Athlon XP 2100+ OC'd @ 2GHz (lacks support for SSE2)
GPU: Radeon 9600 256MB AGP OC'd @ 420 core : 200 mem
RAM: 512MB DDR + 256MB DDR
OS: Windows XP Pro SP3
Nintendo Maniac is offline   Reply With Quote
Old February 8th, 2009   #30 (permalink)
Registered SuperKyo
 
nosound.97's Avatar
 
Join Date: Dec 2008
Location: Brinstar
Posts: 2,784
Quote:
Originally Posted by Nintendo Maniac View Post
(unfortunatly I cannot test this out myself since I have no idea where to find the debugger window to disable "JIT LoadStore lwz")
In command like where DolphinWx located write "DolphinWx -d" at the end and you will get debugger. Then run game, choose "Dolphin-Debugger" window and then disable "JIT LoadStore lwz". Then choose play and here we go.
__________________
nosound.97 is offline   Reply With Quote
Old February 8th, 2009   #31 (permalink)
Registered User
 
Nintendo Maniac's Avatar
 
Join Date: Aug 2008
Location: Northeast Ohio
Posts: 108
Thanks!... too bad I'll have to wait until next weekend to have access to a PC that can run Dolphin.
__________________



CPU: Athlon XP 2100+ OC'd @ 2GHz (lacks support for SSE2)
GPU: Radeon 9600 256MB AGP OC'd @ 420 core : 200 mem
RAM: 512MB DDR + 256MB DDR
OS: Windows XP Pro SP3

Last edited by Nintendo Maniac; February 8th, 2009 at 21:06..
Nintendo Maniac is offline   Reply With Quote
Old February 8th, 2009   #32 (permalink)
Registered SuperKyo
 
nosound.97's Avatar
 
Join Date: Dec 2008
Location: Brinstar
Posts: 2,784
If you're not sure here's pic

__________________
nosound.97 is offline   Reply With Quote
Old February 8th, 2009   #33 (permalink)
Registered User
 
NeoSlider's Avatar
 
Join Date: Nov 2007
Location: England
Posts: 110
Quote:
Originally Posted by Nintendo Maniac View Post
Wait, how did you get it to stretch to widescreen AND render in hi-res? When you check the "stretch to fit" box or whatever it's called, it renders using the original 640x480 res. But if you leave it unchecked, games are stuck at 4:3, aren't they? That would mean that widescreen on F-Zero GX would be smooshed into a 4:3 ratio, no?

(unfortunatly I cannot test this out myself since I have no idea where to find the debugger window to disable "JIT LoadStore lwz")
Correct, the widescreen image was squashed into 4:3 in hi-res then I used a editing program to make the screenshot the correct ratio. If you just use stretch to fit and take a shot of that, it looks nowhere near as good! Hopefully someone, one day will implement a hi-res stretch to fit mode!

If you use the 64bit version you don't need to disable JIT LoadStore lwz or anything else, just use the TLBHack and the game will run.
__________________
OS: Windows Vista Ultimate x64
Processor: Intel Core 2 Duo E6600 @ 2.7Ghz
Motherboard: Gigabyte GA965P-DQ6
Memory: 4GB DDR2 PC2-6400
Graphics Card: NVIDIA GeForce 8800GTX 768MB
NeoSlider is offline   Reply With Quote
Old February 9th, 2009   #34 (permalink)
Registered User
 
Nintendo Maniac's Avatar
 
Join Date: Aug 2008
Location: Northeast Ohio
Posts: 108
Oh, really? I'm always using the 64 bit version since there are quite the "uber PCs" I test dolphin on (quad core, 6 to 8 GB or RAM, etc)

Unless I'm doing something wrong with the TLB Hack, I still always got a lock-up at the Sega-AV logo. All I'm doing is putting the following line under [Core] in Dolphin.ini:
Code:
TLBHack = 1
This is correct, isn't it?

EDIT: Wait, I would also disable "JIT...something" in the configuration since I originally thought that's what you meant by "JIT LoadStore lwz". So maybe having that off makes F-Zero GX never boot? Man I really wish I talked about this BEFORE I did my testing oppurtunity >_<
__________________



CPU: Athlon XP 2100+ OC'd @ 2GHz (lacks support for SSE2)
GPU: Radeon 9600 256MB AGP OC'd @ 420 core : 200 mem
RAM: 512MB DDR + 256MB DDR
OS: Windows XP Pro SP3

Last edited by Nintendo Maniac; February 9th, 2009 at 03:01..
Nintendo Maniac is offline   Reply With Quote
Old February 9th, 2009   #35 (permalink)
Registered User
 
IOmega666's Avatar
 
Join Date: Jan 2008
Location: My Home
Posts: 359
TLBHack

maybe ? .
__________________
Powered By :

- Intel Core2Duo E7200 @ 3.6
- 2x1GB Supertalent 667 @ 800
- ATI HIS 4850
- Seagate 320GB
- PowerCooler 550W


Supported By :

Debian Lenny 5.0
IOmega666 is offline   Reply With Quote
Old February 9th, 2009   #36 (permalink)
Registered User
 
Nintendo Maniac's Avatar
 
Join Date: Aug 2008
Location: Northeast Ohio
Posts: 108
Look again, I corrected that typo :P

I copied the text for the settings in the first post into a .txt so I can remember what settings to use for F-Zero GX. Then for the TLBHack I always just copy and paste that line into the Dolphin.ini file to make sure it's exactly right.
__________________



CPU: Athlon XP 2100+ OC'd @ 2GHz (lacks support for SSE2)
GPU: Radeon 9600 256MB AGP OC'd @ 420 core : 200 mem
RAM: 512MB DDR + 256MB DDR
OS: Windows XP Pro SP3
Nintendo Maniac is offline   Reply With Quote
Old February 9th, 2009   #37 (permalink)
Registered User
 
IOmega666's Avatar
 
Join Date: Jan 2008
Location: My Home
Posts: 359
Maybe its

TLBHack=1

And no TLBHack = 1

Gotcha ?
__________________
Powered By :

- Intel Core2Duo E7200 @ 3.6
- 2x1GB Supertalent 667 @ 800
- ATI HIS 4850
- Seagate 320GB
- PowerCooler 550W


Supported By :

Debian Lenny 5.0
IOmega666 is offline   Reply With Quote
Old February 9th, 2009   #38 (permalink)
Registered User
 
Nintendo Maniac's Avatar
 
Join Date: Aug 2008
Location: Northeast Ohio
Posts: 108
But everything else in Dolphin.ini has a spaces around the = sign...

Here's a small snippet:
Code:
LEBios = True
UseDynarec = True
UseDualCore = False
SkipIdle = True
LockThreads = True
__________________



CPU: Athlon XP 2100+ OC'd @ 2GHz (lacks support for SSE2)
GPU: Radeon 9600 256MB AGP OC'd @ 420 core : 200 mem
RAM: 512MB DDR + 256MB DDR
OS: Windows XP Pro SP3
Nintendo Maniac is offline   Reply With Quote
Old February 9th, 2009   #39 (permalink)
Emulation Wizkid
 
MisterMr's Avatar
 
Join Date: Dec 2008
Location: United States
Posts: 188
I think F-Zero GX is gonna be at a playable state soon along with other FPR games. Due to the fact that when you go to the Google Code page for Dolphin, I can skim through and see a lot of work being done for floating point.
__________________
~MrMister 2009
MisterMr is offline   Reply With Quote
Old February 9th, 2009   #40 (permalink)
Registered User
 
Join Date: Jan 2002
Posts: 169
Quote:
Originally Posted by MisterMr View Post
I think F-Zero GX is gonna be at a playable state soon along with other FPR games. Due to the fact that when you go to the Google Code page for Dolphin, I can skim through and see a lot of work being done for floating point.
Yeah, that would absolutely fantastic if he can resolve that issue. I await that fruitful day with baited breath
__________________
GENTLEMEN: START YOUR ENGINES!!

Daytona USA is emulated for the PC.

*NOTHING more needs to be said*
isamu is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT. The time now is 12:34.

© 2006 - 2008 Emu Forums | About Emu Forums | Legal | A member of the Crowdgather Forum Community


Powered by vBulletin® Version 3.7.6
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.2.0 RC5