Ok, someone want to tell me which patches to include and I will do it, I have been meaning to add that one for Tos & Donkey Kong. I would just do it but it makes a messy SVN and I don't know which ones people want.. So I ask for requests!
Dolphin SSE3+ Super-Optimized Builds - 6624M x64 SSE4.2 Latest, w/Patches
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12-18-2010, 09:30 AM
-Jack Frosts code for improved Windwaker audio
-Mylek's LLE speedup patch that also fixes garbage noise, static, crackling with the LLE plugin -Donkey Kong Returns projection hack -Tales of Symphonia projection hack -Monster Hunter Tri bloom patch Just to name a few that xtreme uses, lectrode's list is A LOT longer.
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
-Ron Swanson "I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. " -Mark Antony
OK I added The DKR & ToS Projection Hacks, Fifobusy patch (who knows if it'll work on the latest fifo code, but it's all optionally enabled code that seems to still fit.)
There's been new work on the LLE plugin... I will take a look at those patches. This is a pain in the butt by hand with constantly updating SVN code. I miss GNU patching. Tortoise SVN d/l's the old file revision and probably makes an uncompilable mess. This Wind Waker patch? : http://forums.dolphin-emu.org/showthread...wind+waker The Monster Hunter Tri Patch is a global change, I don't want to implement it unless I know it doesn't break anything, and I would have to get it right on the newer revision. For patches that globally change the code, I will add by request... so request patches and I will make patched builds. 12-18-2010, 11:59 AM
"Super-Optimized Builds"
x86 SSE4.1 ~ please [color=#1E90FF] Win32 XP Intel Xeon L3110 3.00GHz oc 4.00GHz 2GB RAM Nvidia 9800GT 512MB [/color]
I'm making it now.. for the morning.
^^ Wind Waker patch - someone please point me to it. The x86 AMD build (SSE3) is up. 12-18-2010, 03:12 PM
(This post was last modified: 12-18-2010, 03:14 PM by NaturalViolence.)
Quote:^^ Wind Waker patch - someone please point me to it. http://forums.dolphin-emu.org/showthread...120&page=3 I think it's that one but I'm not completely sure. I would have to ask xtreme to verify that that's the one he uses. Make sure to read the whole thread, xtreme mentioned something about merging the patches in that thread somewhere.
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
-Ron Swanson "I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. " -Mark Antony 12-19-2010, 01:18 AM
(12-19-2010, 01:01 AM)xenofears Wrote: 6602M x86 SSE4.1 posted.. thanks~ let me test your "Super-Optimized Builds" [color=#1E90FF] Win32 XP Intel Xeon L3110 3.00GHz oc 4.00GHz 2GB RAM Nvidia 9800GT 512MB [/color] (12-18-2010, 03:12 PM)NaturalViolence Wrote:Quote:^^ Wind Waker patch - someone please point me to it. I can try merging the V1 & V2 patches like xtreme said. There's also a patch posted by Jack Frost that's totally different. It's complicated, but it only affects ZWW... wish xtreme was around to ask him, but according to him he's going somewhere without The Internets at all.. Does xtreme have a list of the patches he applies? I can't seem to find one. Too bad he's gone without fully passing on his secrets.. If you have access to his source NaturalViolence maybe you can grab the UCode_Zelda_Voice.cpp Ok I applied NeXus's patches.. there is at least one bit of ambiguity merging the patches - This: ACC0 = _Size << 16; ACC0 -= PB.Unk36[0]; // why << 16 ??? PB.Unk36[0] = ACC0 >> 16; // see line 3903 in DSP_UC_Zelda.txt ... Or This: ACC0 = _Size << 16; ACC0 -= PB.Unk36[0] << 16; // This is seemingly left alone in V2.. PB.Unk36[0] = ACC0 >> 16; // see line 3903 in DSP_UC_Zelda.txt ... If it is truly merged the former would seem correct. I'm going to try testing it. I sent Jack Frost a PM to see if he's made any usable progress on it. It's weird, I never noticed any problems with ZWW sound, now it seems to be crackling like crazy in any rev (at least in the intro), was thinking maybe I need a reboot or something. Hopefully these patches won't screw up anything in ZTP? I haven't played that game on Dolphin, too slow from what I hear and I like my Zelda games to run fairly perfect for full enjoyment comparatively to other games I can live with more issues, but I got the disc right here... Well that Fixed the crackling but now it skips every couple seconds, grr..
Ok, it doesn't work. The change that fixes the crackling makes the audio skip instead:
- ACC0 -= PB.Unk36[0] << 16; + ACC0 -= PB.Unk36[0]; Scratch that.. before it was both skipping and crackling.. so it is an improvement. I will include it in the latest build. I am pretty sure this is how Xtreme used it, so.. |
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