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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
10-16-2015, 06:53 AM
#3,201
Tino Offline
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@ramoncosta: did the same problem with the savestate happends in master?
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10-16-2015, 07:48 AM
#3,202
ramoncosta
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(10-16-2015, 06:53 AM)Tino Wrote: @ramoncosta: did the same problem with the savestate happends in master?

it's not a savestate, it's a normal save.
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10-16-2015, 08:15 AM
#3,203
Tino Offline
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@ramoncosta: sorry but is the same question, did the same happends using master?
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10-16-2015, 08:29 AM
#3,204
ramoncosta
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(10-16-2015, 08:15 AM)Tino Wrote: @ramoncosta: sorry but is the same question, did the same happends using master?

i haven't used master in months, so i can't tell, i started this save with ishiiruka 420 .
i will download master now and try .
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10-16-2015, 11:39 AM
#3,205
tekn0 Offline
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@Tino I just wanted to confirm the map is now fixed and working in dx9, dx11, and opengl in ver444 64bit. Thank you so very much for all of your amazing work. I really appreciate it. Smile
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10-16-2015, 01:06 PM
#3,206
Tino Offline
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updated the latest folder with a new version, merge latets master changes, fixed some issues on ishiirukafx, and limit the size of the textures when using texture scaling to avoid slowdowns.
Enjoy
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10-19-2015, 06:20 AM (This post was last modified: 10-19-2015, 06:32 AM by Depressed Osaka.)
#3,207
Depressed Osaka Offline
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Hello, i'm using the last versión of Ishiiruka and getting the following errors

[Image: Error_Dolphin.jpg]

[Image: Error_Dolphin_2.jpg]
These are the dumps:

Code:
uniform float4 color[2]  : register(c0);
uniform sampler samp0 : register(s0);
void main(
 out float4 ocol0 : SV_Target,
 in float2 uv0 : TEXCOORD0)
{
 float2 sampleUv;
 float2 uv1 = floor(uv0);
 uv1.x = uv1.x * 2,000000;
 float xl =  floor(uv1.x / 4,000000);
 float xib = uv1.x - (xl * 4,000000);
 float yl = floor(uv1.y / 4,000000);
 float yb = yl * 4,000000;
 float yoff = uv1.y - yb;
 float xp = uv1.x + (yoff * color[1].x);
 float xel = floor(xp / 4,000000);
 float xb = floor(xel / 4,000000);
 float xoff = xel - (xb * 4,000000);
 sampleUv.x = xib + (xb * 4,000000);
 sampleUv.y = yb + xoff;
 sampleUv = sampleUv * color[0].xy;
 sampleUv = sampleUv + color[1].zw;
 sampleUv = sampleUv + float2(0.0f,1.0f);
 sampleUv = sampleUv / color[0].zw;
 float4 texSample;
 float color0;
 float gUpper;
 float gLower;
 texSample = tex2D(samp0, sampleUv + float2(0.0f * (color[0].x / color[0].z), 0.0f)).rgba;
if(texSample.a > 0.878f) {
 color0 = floor(texSample.g * 255.0 / exp2(8.0 - 5.0));
 gUpper = floor(color0 / 8.0f);
 gLower = color0 - gUpper * 8.0f;
 ocol0.b = floor(texSample.r * 255.0 / exp2(8.0 - 5.0));
 ocol0.b = ocol0.b * 4.0f + gUpper + 128.0f;
 ocol0.g = floor(texSample.b * 255.0 / exp2(8.0 - 5.0));
 ocol0.g = ocol0.g + gLower * 32.0f;
} else {
 ocol0.b = floor(texSample.r * 255.0 / exp2(8.0 - 4.0));
 ocol0.g = floor(texSample.b * 255.0 / exp2(8.0 - 4.0));
 color0 = floor(texSample.a * 255.0 / exp2(8.0 - 3.0));
ocol0.b = ocol0.b + color0 * 16.0f;
 color0 = floor(texSample.g * 255.0 / exp2(8.0 - 4.0));
ocol0.g = ocol0.g + color0 * 16.0f;
}
 texSample = tex2D(samp0, sampleUv + float2(1.0f * (color[0].x / color[0].z), 0.0f)).rgba;
if(texSample.a > 0.878f) {
 color0 = floor(texSample.g * 255.0 / exp2(8.0 - 5.0));
 gUpper = floor(color0 / 8.0f);
 gLower = color0 - gUpper * 8.0f;
 ocol0.r = floor(texSample.r * 255.0 / exp2(8.0 - 5.0));
 ocol0.r = ocol0.r * 4.0f + gUpper + 128.0f;
 ocol0.a = floor(texSample.b * 255.0 / exp2(8.0 - 5.0));
 ocol0.a = ocol0.a + gLower * 32.0f;
} else {
 ocol0.r = floor(texSample.r * 255.0 / exp2(8.0 - 4.0));
 ocol0.a = floor(texSample.b * 255.0 / exp2(8.0 - 4.0));
 color0 = floor(texSample.a * 255.0 / exp2(8.0 - 3.0));
ocol0.r = ocol0.r + color0 * 16.0f;
 color0 = floor(texSample.g * 255.0 / exp2(8.0 - 4.0));
ocol0.a = ocol0.a + color0 * 16.0f;
}
 ocol0 = ocol0 / 255.0f;
}

And

Code:
uniform float4 color[2]  : register(c0);
uniform sampler samp0 : register(s0);
void main(
 out float4 ocol0 : SV_Target,
 in float2 uv0 : TEXCOORD0)
{
 float2 sampleUv;
 float2 uv1 = floor(uv0);
 uv1.x = uv1.x * 2,000000;
 float xl =  floor(uv1.x / 4,000000);
 float xib = uv1.x - (xl * 4,000000);
 float yl = floor(uv1.y / 4,000000);
 float yb = yl * 4,000000;
 float yoff = uv1.y - yb;
 float xp = uv1.x + (yoff * color[1].x);
 float xel = floor(xp / 4,000000);
 float xb = floor(xel / 4,000000);
 float xoff = xel - (xb * 4,000000);
 sampleUv.x = xib + (xb * 4,000000);
 sampleUv.y = yb + xoff;
 sampleUv = sampleUv * color[0].xy;
 sampleUv = sampleUv + color[1].zw;
 sampleUv = sampleUv + float2(0.0f,1.0f);
 sampleUv = sampleUv / color[0].zw;
 float3 texSample0 = tex2D(samp0, sampleUv + float2(0.0f * (color[0].x / color[0].z), 0.0f)).rgb;
 float3 texSample1 = tex2D(samp0, sampleUv + float2(1.0f * (color[0].x / color[0].z), 0.0f)).rgb;
 float2 texRs = float2(texSample0.r, texSample1.r);
 float2 texGs = float2(texSample0.g, texSample1.g);
 float2 texBs = float2(texSample0.b, texSample1.b);
 float2 gInt = floor(texGs * 255.0 / exp2(8.0 - 6.0));
 float2 gUpper = floor(gInt / 8.0f);
 float2 gLower = gInt - gUpper * 8.0f;
 ocol0.br = floor(texRs * 255.0 / exp2(8.0 - 5.0));
 ocol0.br = ocol0.br * 8.0f + gUpper;
 ocol0.ga = floor(texBs * 255.0 / exp2(8.0 - 5.0));
 ocol0.ga = ocol0.ga + gLower * 32.0f;
 ocol0 = ocol0 / 255.0f;
}

I'm using a HD7770 1GB as GPU
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10-19-2015, 09:53 AM (This post was last modified: 10-19-2015, 09:54 AM by CowlScatman.)
#3,208
CowlScatman Offline
Texture Maker
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Posts: 134
Threads: 1
Joined: May 2015
[Image: b5cceecb25dc91e111c1dd6b16f1d553.jpg] Id like to thank you tino for this awesome version of dolphin. I found a picture online where someone had made a shader for windwaker that made it absolutely rediculous but the asshole never shared his work for anything. So i replicated it using ishiiruka Big Grin
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10-19-2015, 09:55 AM (This post was last modified: 10-19-2015, 09:55 AM by CowlScatman.)
#3,209
CowlScatman Offline
Texture Maker
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Posts: 134
Threads: 1
Joined: May 2015
also the fps in that was only for a split second cause of taking multiple screenshots lol it actually runs perfectly
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10-19-2015, 10:15 AM
#3,210
Qaazavaca Qaanic
Unregistered
 
Post a thumbnail and a link to the pictures. Nobody likes looking at Ishiiruka screenshots, let alone screenshots that take up the entire browser window.
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