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Old September 4th, 2009, 07:17   #7221
lordn
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Great job with DX9 plugin!

Last edited by lordn; September 4th, 2009 at 18:51..
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Old September 4th, 2009, 08:50   #7222
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um..RAS?
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Old September 4th, 2009, 14:12   #7223
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Using rev 4198, in SMS the floor is black where is covered with that odd paint.
If you clean it, the floor appears fine below it.
EDIT: if i set a folder to look for the game image, it will crash dolphin.
I have to "open" the .gcm file.
EDIT2: also if you underwater, everything is black.
And theres a black-circle-shadow over the city.
Attached Images
File Type: png sms.png (165.6 KB, 39 views)
File Type: png GMSE01-1.png (124.8 KB, 28 views)
File Type: png GMSE01-2.png (254.5 KB, 59 views)
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Old September 4th, 2009, 20:28   #7224
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60fps solid with twilight Princes "specs below", xinput works flawless, since the last time i heard about GC Emulators they were a joke, coders have been putting in work.
GOOD WORK!
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Last edited by 1nvisible; September 4th, 2009 at 20:37..
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Old September 5th, 2009, 01:24   #7225
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Yes, before Dolphin officially went open source, the only playable GameCube emulator was a now very outdated x64 version.

EDIT: I think I read this on this forum before, but there's no way to compile x64 builds on VC++ Express edition, is there?
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Old September 5th, 2009, 07:21   #7226
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Quote:
Originally Posted by p_025 View Post
Yes, before Dolphin officially went open source, the only playable GameCube emulator was a now very outdated x64 version.

EDIT: I think I read this on this forum before, but there's no way to compile x64 builds on VC++ Express edition, is there?
no. VC++ Express doesnt include x64 tools
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Old September 5th, 2009, 07:45   #7227
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the new dx9 plugin is awesome, now a can play games faster and they don't chashes anymore!!! thanx dolphin team!
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Old September 5th, 2009, 15:23   #7228
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At last DX plugin is working, outstanding work!
Seems to work great.
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Old September 8th, 2009, 08:04   #7229
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Is x64 building broken for anyone else? My x86 builds on r4228 are working beautifully (just got back in town and FINALLY got a working compile) but the x64 builds won't build. And this is NOT because of VC++ Express edition, I only asked that for my laptop's sake.

EDIT: Also, I'm testing Harry Potter and the Chamber of Secrets (GCN/NTSC) and it looks like every other frame is rendered gray. This means the game actually runs at 30FPS and there is a persistent gray flickering. The video plugin might be missing a ucode or some bull **** telling it not to render that frame. Most likely it's an anti-piracy mechanism, brought to you by the good folks at EA Games.
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Old September 8th, 2009, 08:35   #7230
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Look in the source folder for a solution file called externals and build that before building x64

That Harry Potter game flickering issue was fixed for a little while but its broken again in recent revs. Rev.3609 works (turn off optimize quantizers)
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Last edited by Gareth1977; September 8th, 2009 at 09:11..
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Old September 8th, 2009, 17:04   #7231
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I've tried that, and nope, still can't get it to work. Either I'm doing something stupid or there's something stupid about having all these solution files. Probably both.
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Old September 8th, 2009, 21:10   #7232
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Try compiling rev 4232, I’ve managed to get the x64 build from it, using visual studio.
Compilation issues happen a lot from one rev to another, just a case of trying the next one along.
Although somewhere between this build and r4218 someone broke the d3dviewport fix.
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Old September 9th, 2009, 00:47   #7233
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Bloody Roar Primal Fury works in arcade mode in the latest revisions if you just rename the 2 into movie files so it skips past them and the other videos just don't play but it does not lock up the game just skips the video.
the 2 files are
HUDSON_CI_NGC100S0308_33367.H4M
and
ci-atvisnd.h4m
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Old September 9th, 2009, 22:30   #7234
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Quote:
Originally Posted by Lrak View Post
Although somewhere between this build and r4218 someone broke the d3dviewport fix.
Reverted by Rice in r4221 because it was a hacky way to do things.

Also my problem was path fixing. I had the proper paths before, but I have since reinstalled Win7 x64 on the hard drive that was referenced. Didn't think as much as I should have there.

EDIT: My first builds for almost 400 revisions are in my signature. Glad I finally got this damn thing working again.
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Can't figure out how to build Dolphin-emu anymore. So here's this instead: Free Microsoft points (and other crap) courtesy of Bing. Work the system!

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Five reasons you should fear Apple

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Old September 10th, 2009, 21:52   #7235
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I just uploaded revision 4247, the link is in my signature. Be aware that the old url for the download system is no longer valid, I just recently upgraded the board software to IPB 3.0 and need to wait until an upgrade is available for the download system.

So for now on created a thread on the forum where all Dolphin build will be posted until I am able to get the download system back online.
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Old September 11th, 2009, 18:34   #7236
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To Windows users: If you want to use the D3D plugin after r4246 you need the newest DirectX runtimes, which can be found HERE. You only need the SDK (in addition to runtimes) if you want to build and run Dolphin. I can still build it with the March 2009 SDK so if you have that you should be okay.
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Can't figure out how to build Dolphin-emu anymore. So here's this instead: Free Microsoft points (and other crap) courtesy of Bing. Work the system!

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Five reasons you should fear Apple

Last edited by p_025; September 11th, 2009 at 19:21..
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Old September 11th, 2009, 19:31   #7237
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That fix from r4246 does not affect the way you work, you can still compile and run with March; just until they decide to use some functionality that was added with August.
But I doubt anything of importance was added, so we might aswell be able to stick to whatever we have.
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Old September 11th, 2009, 21:06   #7238
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Quote:
Originally Posted by Jack Frost View Post
That fix from r4246 does not affect the way you work, you can still compile and run with March; just until they decide to use some functionality that was added with August.
But I doubt anything of importance was added, so we might aswell be able to stick to whatever we have.
First SDK containing DirectX 11 and Compute shaders things, which sure is important
But we probably won't use that for now
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Old September 11th, 2009, 21:22   #7239
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I'm pretty sure Dolphin won't be using DX11 for a lloooooong time.

Hell DX9 is still playing catch up and DX10 isn't even on the todo list!
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Old September 13th, 2009, 00:35   #7240
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i was not longer online in emuforums can someone explain me the evulution of dolphin ? can i play zelda twilight princess GC without problems?
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