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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Feature Request Thread
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Feature Request Thread
10-01-2009, 10:21 AM
#321
James333 Offline
Above and Beyond
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Posts: 1,520
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there is two IRC chats. The official one:

any efnet client
join to #dolphin-emu

and the unnofficial

http://miburl.com/Mfj0fos%20
MB : MSI Z68A-GD80
CPU : Intel Core i7 2600k @ 3.4 GHz (stock clock)
Gfx : ATI Raedon HD 6850
Ram : 4 GB DDR3-1333
OS : Windows XP x86

I speak Spanish Big Grin ( And a little English )
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10-01-2009, 05:21 PM
#322
corotta Offline
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k that what i wanted to hear thanks dude
ram 4 giga
windows vista ultimate
512 vido card /9500 geforce

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10-06-2009, 07:40 AM (This post was last modified: 10-06-2009, 07:40 AM by Vartan.)
#323
Vartan Offline
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Posts: 6
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(09-30-2009, 04:35 PM)Joyce21 Wrote: I have an idea to improve the interface, why not allow games classified in two categories wii games and GameCube games.

Like a tabbed interface?
Big Grin My PC's stats:
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10-08-2009, 03:06 AM (This post was last modified: 11-11-2009, 11:06 AM by LWares.)
#324
LWares Offline
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I would like to request, gamecube plugin support for Wiiware/VC games please? (If it hasn't, already been done)

Many thanks...
L.Wares

Dolphin SVN: 7128 (x86) using Direct3D9 Plugin
PC Specifications: View My Profile...
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10-08-2009, 11:56 AM
#325
JaPeL Offline
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Posts: 22
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Add stencil Shadows to games (!)
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10-09-2009, 08:47 AM
#326
gizmomelb
Unregistered
 
feature request (rather than bugfix request).

support to load .CISO (or .WBI as they're also known) game images.

.CISO / .WBI are called 'compressed ISOs' but they're not actually compressed (eg: like ZIP or RAR), the .CISO image only contains the data needed for the game and not all the padding that is usually added to a Wii .ISO image (so they are 'scrubbed' ISO images).

eg: Wii Sports ISO image = 4.37GB, Wii Sports .CISO image = 700MB

there's a lot of HDD space to be saved by using .CISO images and there's no overhead of having to decompress the image (if it were compressed using RAR).


The easiest way to create a .CISO image is to have access to a modded Wii and install Homebrew Channel, then install a USB loader such as "Configurable USB Loader", "Wiiflow" or similar. You then rip a Wii game from DVD to a USB HDD or USB flash key (usually the USB storage device will have to be formatted in WBFS format by the loader) and you can then use the ncWBFSTool utility (linked below) to copy the 'scrubbed' .CISO file from the WBFS partition direct to your NTFS formatted PC drive. One of the planned features for the ncWBFSTool is to convert ISO to .CISO/.WBI without needing a WBFS formatted drive connected.

http://gbatemp.net/index.php?showtopic=178296

EDIT: it just occurred to me that possibly all that needs to be done is to register the .CISO and .WBI file types as recognized files. I haven't tried renaming a .CISO to .ISO and testing if it works, but it may already work - will test it when I get home tonight

EDIT 2: turns out one of the guys in the office had his WBFS formatted drive here, so I copied off Wii Sports as a .CISO and then renamed it to .ISO - unfortunately it didn't work and Dolphin R4384 reported the error message "Your GCM/ISO seems to be invalid, or not a GC/Wii ISO", so I guess there's code in Dolphin which checks the ISO to see if it's a recognizable Wii file or not. So a little bit of development work to implement the .CISO / .WBI recognization code.
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10-31-2009, 07:38 AM
#327
Hazuki Ryo
Unregistered
 
I would really like to see and option to use scanlines on Dolphin some games with 2D backgrounds such as Resident Evil and others can look really pixelated on today's very sharp LCD monitors.
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10-31-2009, 04:52 PM
#328
Necorum Offline
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Posts: 70
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Dont feel like going through the whole thread so if it was mentioned meh

1. When selecting a plugin and changing settings maybe add a rev. version to the window so when using multiple plugins from different versions you can tell which one your using.
Core2Duo x6800
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http://www.aoaforums.com/forum/os-software-firmware-and-bios/44444-windows-os-cleaners-general-performance-software.html
http://www.aoaforums.com/forum/data-security/38815-adware-spyware-virus-and-firewall-info.html
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10-31-2009, 04:54 PM
#329
SpiderTECH Offline
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How about a benchmark feature. Every time a new stable build comes out (AKA the unofficial build) I always load up my favorite games to see if they are any faster or just any better than the last build. If there was some a way that is similar to say what futuremark does where it will tell you what your average Frames Per Second was and how many calculations and whatnot's per second was done during whatever given length of time and then Score it. That way for each build you could easily compare one build against another or even compare one setting to another.
Core2Quad Q6700@2600MHz / Asus P5QL-VM DO / 4GB DDR2 PC2-6400 RAM / Geforce 8800GTS (G92-512MB) / X-Fi XtremeMusic / Win7 Pro 64bit / Ps2 controllers for GC and 2 Real Nintendo WiiMotes for the Wii
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11-03-2009, 01:48 AM
#330
revel8n
Unregistered
 
Hello,
i have been attempting to do some debugging lately and having come from visual studio and ida pro i had a few things i would like to suggest:

- Break on register value. i have hacked this into the interpreter mode at the moment, but unfortunately as my values are hard coded i cannot change them on the fly through the interface. Being able to have the emulation break when the register contains a particular value would be extremely useful.

- Conditional breakpoints. Somewhat of an extension of the above, not as necessary but would be nice.

- Hex dump style memory views. For me the memory values being segmented into 32-bit values by default is not always as useful, especially if you are comparing against external data in a hex editor. There is always dumping to file, but seeing as you step through the code can be helpful.

- Memory seaching. Being able to search memory directly would be useful as well, but i guess not as necessary when you can do a memory dump. As with the previous being able to see it as you are stepping through would be nice.

- Hardware access break points. i left the title of this one fairly general, but my main goal here is to be able to detect when certain data is accessed from the file system. Either by file name and possibly even by file/sector offset, etc. Since games that use pak files cannot contain the entire data file in memory, often times the many instances where a particular file is accessed is not important to me until a particular section of data from the file is retrieved. Being able to determine when this occurs and track where it is accessed in code and memory would be a very helpful support tool in addition to memory break point usage.

- Is there any way to improve the debugging capabilities of JIT mode, or to possibly speed up interpret mode? Heh, just curious.

For now i guess i will attempt to work out how to hack in support for some of these as i did with the register breakpoint, but more officially integrated debugging tools would definitely be beneficial to me.

Thanks in advance.
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