Can you try this and report back ? Thanks.
Resident Evil 2 & Resident Evil 3 Seamless HD Project
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07-16-2019, 11:01 AM
07-17-2019, 04:02 AM
Any chance on running these textures on the Android version of dolphin?
Long time Mobile Emulator freak. Used to be very active on pspupdates...Good old times.
07-17-2019, 08:31 PM
We don't provide yet support for an Android version of our custom Dolphin, sorry.
07-18-2019, 08:55 AM
Kayael, I compared RE2SHDP (ver.1.1) textures on custom build (5.0-9918) with development version 5.0-10607. The difference is that «3D Models Wildcarded» textures do not load on 5.0-10607. Why does it happens? Maybe I missed something in the settings of development version? I used same settings as on 5.0-9918.
Here is screenshot from development version. https://ibb.co/G7R9KkX https://ibb.co/bRzqV95 07-18-2019, 09:27 AM
07-19-2019, 09:23 PM
Amazing Work... What can I say.. Almost Perfect!
Thanks CPU: AMD Ryzen 7 2700X 4000MHz OC | RAM: G.Skill DDR4 Dual 16GB 3200MHz OC | GPU: NVIDIA GeForce RTX 2080 1710MHz
SSD: Corsair Force MP500 240GB NVMeM.2
Ishiiruka-x64 1075
07-19-2019, 10:47 PM
(07-18-2019, 08:55 AM)Sanmorin Wrote: Kayael, I compared RE2SHDP (ver.1.1) textures on custom build (5.0-9918) with development version 5.0-10607. The difference is that «3D Models Wildcarded» textures do not load on 5.0-10607. Why does it happens? Maybe I missed something in the settings of development version? I used same settings as on 5.0-9918. Yeah we enhanced the wildcard feature to our needs for these games (the wildcard was only possible on the tlut name but we needed it for the base name), so that's why the texture pack won't work on the official build. We also reintroduced the DMA hack so the music would play without stutter. 07-20-2019, 02:36 AM
I think I remember you mentioning this about the wildcard before, and now I'm curious again. I understand things ending up with the same tlut hash, but if all textures have identical pixels, then the texture hash should not change. Is it just several textures that look similar but have very slight differences? If dolphin is putting garbage pixels in, and the wildcard works around it, it could be a useful feature because I think there is more than this game that does that.
07-20-2019, 03:14 AM
(07-20-2019, 02:36 AM)Bighead Wrote: I think I remember you mentioning this about the wildcard before, and now I'm curious again. I understand things ending up with the same tlut hash, but if all textures have identical pixels, then the texture hash should not change. Is it just several textures that look similar but have very slight differences? If dolphin is putting garbage pixels in, and the wildcard works around it, it could be a useful feature because I think there is more than this game that does that. Ohh boy. Nintendo 64 Virtual Console games. Ohh and those emulated Nintendo 64 on the GameCube. Mostly games such as Ocarina of Time, Mario Kart 64, etc. These titles love to redump the same textures hundreds and hundreds of times in some cases. I absolutely hate it. Sadly, the Wildcard function doesn't apply there as a solution. 07-20-2019, 04:46 AM
Here's a example, the texture is 256x256 but what's really used by the game is the 128x256 left side. The other side is just paletted garbage, and since this garbage is random, you end up with different base name but same tlut :
So in this case it's safe to wildcard the basename but it's impossible in the official branch, you can only wildcard the tlut. In any case the source code of our custom build is available here : https://github.com/MoArtis/dolphin |
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