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Dolphin 3.0 Release Announcement
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Dolphin 3.0 Release Announcement
07-02-2011, 05:55 AM (This post was last modified: 07-02-2011, 06:04 AM by neobrain.)
#61
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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The GFX Debugger is kinda.. buggy right now.
Some notes about this:
- The "Pause" button doesn't seem to work at all; it will pause the game, but will freeze Dolphin once you try to do anything usefull
- Activating the emulation window will freeze the emulator if emulation is paused
- Dumping stuff should work when using the "Pause at next" functionality. Note that text box and the choice below that control actually should be written at the right of this option, since these three belong together...
- meh anyway. It works, but it takes some time to get used to. Once when I tried to use it it was even crappier, so I went ahead and improved it to the point where it worked well-ish enough for me ;P

EDIT: Oh well, seems like Dumping pixel/vertex shader constants, textures, EFB contents, geometry, vertex declaration, matrix and stats dumping isn't implemented, yet... Big Grin
Strange, I had implemented some of those once, but apparently didn't commit it.. too bad :/
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07-02-2011, 06:56 AM
#62
Gods182
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Dk returns still crashing with wiimote Sad
**back to old relases...
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07-02-2011, 07:05 AM
#63
RavenWorks
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(07-02-2011, 05:55 AM)NeoBrain Wrote: The "Pause" button doesn't seem to work at all; it will pause the game, but will freeze Dolphin once you try to do anything usefull

I can't even get the GFX Debugger to make the game pause at all... although if the dumping doesn't work at the moment anyway, I suppose it doesn't matter. Wink Thanks!
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07-02-2011, 07:29 AM
#64
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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You'll need to use a Debug (or at least DebugFast) build for any GFX debugging functionality to work.
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07-03-2011, 07:15 AM
#65
Venomx1 Offline
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(07-02-2011, 07:29 AM)NeoBrain Wrote: You'll need to use a Debug (or at least DebugFast) build for any GFX debugging functionality to work.


im having alot of issues with Dolphin 3.0 Release.

new super mario bros wii, Sonic Colors and several other WII games fail to boot. Or Get past the Warning Sign then Freezes up. (these games worked in previous revisions)
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07-03-2011, 01:25 PM
#66
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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NSMBW works fine for me :/
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07-04-2011, 12:06 AM
#67
Thelastbrick
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The version of Dolphin that I have doesn't support external controllers on OSX. It recognizes that I have a controller plugged in, and goes as far as letting me configure it, but it won't actually change anything when I try to configure controls. I know my driver works, because it works with my other emulators, so I was wondering if the latest build of Dolphin has fixed this problem.
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07-04-2011, 12:57 AM
#68
RavenWorks
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(07-02-2011, 07:29 AM)NeoBrain Wrote: You'll need to use a Debug (or at least DebugFast) build for any GFX debugging functionality to work.

Ah, there we go, thank you Smile I thought launching it with /d would be enough.
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07-05-2011, 08:51 AM
#69
ChicoPinto
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Just for your information... I've tested the Mario Sunshine with the release 7668 in Windows Vista 32bits.
. If I play with Direct3D9 plugin: Dolphin hangs after the select data screen (where I select a saved game).
. If I play with OpenGL plugin: The game runs... But with graphical issues.

And Mario Galaxy works well with both plugins.
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07-06-2011, 02:25 AM
#70
ChicoPinto
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And this is the message in exceptioninfo.txt

Unhandled Exception
Code: 0xC0000005
Call stack info:
D3DTexture.cpp(308) : DX9:Big Grin3D::ReplaceTexture2D
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