• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
« Previous 1 ... 52 53 54 55 56 ... 116 Next »

Testers wanted - zcomploc-support branch
View New Posts | View Today's Posts

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Testers wanted - zcomploc-support branch
03-23-2012, 12:50 AM (This post was last modified: 03-23-2012, 05:36 AM by delroth.)
#1
delroth Offline
Making the world a better place through reverse engineered DSP firmwares
**********
Developers (Some Administrators and Super Moderators)
Posts: 1,354
Threads: 63
Joined: Aug 2011
Hi everyone,

TL;DR: test these builds: x86 (32 bit) - x64 (64 bit)

The zcomploc-support branch is meant to fix depth buffer issues in some games by emulating a GC/Wii GPU feature that was not supported before. It is known to fix at least these bugs:
  • 007: Everything or Nothing: Sky box in front of the map/models (needs Per Pixel Depth disabled)
  • Baten Kaitos: characters being displayed in front of background objects
  • Tony Hawk's Pro Skater 3: skater not being displayed on the screen
  • Ty the Tasmanian Tiger: floating floor
It was merged into master a few months ago, but was buggy and was unmerged a few days later (/me sucks at releasing stuff). It was known to create bugs in these games:
  • Super Mario Galaxy: star sprites
  • F-Zero GX: ship shadows
  • New Super Mario Bros Wii: [?] Boxes
  • Metroid Prime: scanner
  • Zelda: TP: minimap border
Today, skid_au finally found a way to fix all of the issues with a very simple modification to the zcomploc-support implementation. All the bugs that were fixed by zcomploc-support are still fixed and all the bugs that were caused by zcomploc-support do not happen anymore as far as we tested.

We'd like your help to test games and see if new issues are caused by this build. We'd also be interested by bugs that are fixed in this branch that we did not know about.

Links to the builds: x86 (32 bit) - x64 (64 bit)

Thanks in advance, and I hope this time we'll be able to merge that into master without causing regressions!
Pierre "delroth" Bourdon - @delroth_ - Blog

<@neobrain> that looks sophisticated enough to not be a totally dumb thing to do
Website Find
Reply
03-23-2012, 01:17 AM
#2
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
**********
Developers (Some Administrators and Super Moderators)
Posts: 3,208
Threads: 50
Joined: Jun 2009
Fwiw, note that the games we'd like to test you aren't limited to the games mentioned above.
My blog
Me on Twitter
My wishlist on Amazon.de
Find
Reply
03-23-2012, 05:24 AM
#3
dephined Offline
Senior Member
****
Posts: 330
Threads: 12
Joined: Sep 2010
Until now I haven't found anything to report.
Find
Reply
03-23-2012, 08:22 AM
#4
dEnigma Offline
Member
***
Posts: 138
Threads: 1
Joined: Sep 2011
The only Wii-games I play with Dolphin at the moment are SSBB and Zelda: Twilight Princess, are there any depth-buffer related problems in those games? For example should this fix the "Toon Link pig hunt"-depth problem in SSBB or has this been already fixed by some other change? I will try it out as soon as I come home tomorrow.
[Image: postcountwe8.jpg]
---------------------------------------------------------------------------------------
[Image: 2350461.png]
Find
Reply
03-23-2012, 10:44 AM
#5
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
**********
Developers (Some Administrators and Super Moderators)
Posts: 3,208
Threads: 50
Joined: Jun 2009
Do you mean this one? http://code.google.com/p/dolphin-emu/issues/detail?id=4872
If you can actually proof that you aren't doing anything wrong, I'd greatly appreciate if you mentioned that in the bug report.
My blog
Me on Twitter
My wishlist on Amazon.de
Find
Reply
03-24-2012, 07:56 AM (This post was last modified: 03-24-2012, 08:02 AM by dEnigma.)
#6
dEnigma Offline
Member
***
Posts: 138
Threads: 1
Joined: Sep 2011
Okay, so I tested the SSBB thing and it seems as if the zcomploc-support-branch fixed it, I had the "Link chasing pig" win animation about 20 times now and there was no problem with the depth. I also tested the most recent master and it still has the problem, with EFB copies set to Texture as well as to RAM (cache disabled).

edit: Will test Zelda: TP now and see if there are any problems.
[Image: postcountwe8.jpg]
---------------------------------------------------------------------------------------
[Image: 2350461.png]
Find
Reply
03-24-2012, 09:37 AM
#7
dephined Offline
Senior Member
****
Posts: 330
Threads: 12
Joined: Sep 2010
I confirm that I couldn't find any new issue with my games.
Find
Reply
03-24-2012, 10:22 AM (This post was last modified: 03-24-2012, 10:23 AM by Starscream.)
#8
Starscream Away
Above and Beyond
*******
Posts: 4,052
Threads: 213
Joined: Jun 2009
That either means there are no issues and everything is fine, or you just happened to not try a game that would display any graphic glitches from this. I wonder which one it is. Big Grin
Asus Laptop: K53TA
OS: Windows 7 Home Premium, 64-Bit - SP1
CPU: AMD Llano A6-3400M, Quad-Core, 1.4GHz-2.6GHz (Overclocked)
GPU: AMD Radeon HD6650M, 1GB GDDR3 (Catalyst 13.1)
RAM: Samsung 4GB DDR3-1333










Find
Reply
03-25-2012, 06:14 AM
#9
delroth Offline
Making the world a better place through reverse engineered DSP firmwares
**********
Developers (Some Administrators and Super Moderators)
Posts: 1,354
Threads: 63
Joined: Aug 2011
Merged to master in http://code.google.com/p/dolphin-emu/source/detail?r=0f2d31e7278b938384cceea0b3c4c0820dafb243 (3.0-505). Thanks to everyone who contributed feedback!
Pierre "delroth" Bourdon - @delroth_ - Blog

<@neobrain> that looks sophisticated enough to not be a totally dumb thing to do
Website Find
Reply
« Next Oldest | Next Newest »


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode