updated the latest folder with a new version, issues with custom texture loading should be fixed now.
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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12-02-2014, 12:28 AM
Yeah, it works now, good work!
It seems a little unstable, though. The first time I ran SMG and Xenoblade they froze (SMG when trying to go from menu to in-game and Xenoblade right at the start). On second run it worked fine, though. A pity the two Mario game packs were dumped at SAFE texture cache, that's really killing my frame rate in SMG. BTW, I found one little glitch with costum textures - it's also there in master build. It's that strange wide symmetric shape you see here:
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
12-02-2014, 01:26 AM
(This post was last modified: 12-02-2014, 03:55 AM by masterotaku.)
(12-01-2014, 10:14 AM)Tino Wrote: issues with custom texture loading should be fixed now.Not completely, apparently. Super Mario Sunshine works fine now, but Zelda TP only crashes in the DX11 backend as soon as the image tries to appear after loading a save. In other backends, it works. One curiosity: the texture pack has different optional faces, hair colors, pockets, etc. It seems that it loads a different set compared to the master build. By default, it loads the Mr. Bean face and blond hair in Ishiiruka (renaming the "Normal" folder to "aNormal" works for correcting this). Mr. Bean: ![]() Normal: ![]() Well, I guess I'll have to upload this texture pack..... Do you prefer RZDE01 (Wii NTSC version) or GZ2P01 (Gamecube PAL version)? It will take longer than the Mario pack. Edit: the DX9 backend doesn't work with 3D Vision. I guess that's normal, right? What a pity .
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH" RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7 OS: Windows 7 Ultimate x64
if you can upload GZ2P01 i will take a look. 3d vision suport will be reenabled when exclusive full screen is fixed.
12-02-2014, 04:03 AM
(This post was last modified: 12-02-2014, 04:04 AM by masterotaku.)
(12-02-2014, 02:45 AM)Tino Wrote: if you can upload GZ2P01 i will take a look.OK. I've just started uploading the first part. They will be 16 parts of 200MB each except the last one. I don't want to risk more upload hours with bigger files. Oh, and a year ago I modified some textures from Kakariko Village. The texture pack was made for the Wii version, so I had to flip some textures that contained text and some icons (they even appeared in wrong places because the were inside the same PNG but at the wrong place). I don't know if there are more like that in other locations, but I think I did a good job :p. (12-02-2014, 02:45 AM)Tino Wrote: 3d vision suport will be reenabled when exclusive full screen is fixed.Good . I just didn't remember if it was working before.
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH" RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7 OS: Windows 7 Ultimate x64 12-02-2014, 04:57 AM
Removing The UDP is not a good idea As the CentroidPad App uses it and in this era of smart phones we can play it. I only play it with that. As The Sensors works to move and emulates the functionality of the motion. Please add back UDP
12-03-2014, 12:31 PM
uploaded a new version, bounding box implementation in pixel shader for dx11. Testing for games that use bounding box in speed and correctness are welcome.
12-03-2014, 02:04 PM
Hello, I face the same problem here that I do on my self compiled binaries, i can't use Xbox 360 controller on your build, in the gamecube input configuration they are not present at all.
They are detected correctly on latest stable official build. 12-03-2014, 10:18 PM
That is because i have not merged recent changes from master should be solved in the next merge.
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. I just didn't remember if it was working before.

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