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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
06-04-2016, 08:30 AM (This post was last modified: 06-04-2016, 08:32 AM by Helios.)
#4,731
Helios Offline
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If it works, it works.

Are you talking about Direct Connect? If so, that was only implemented for the Wii U controller adapter or adapters that implement a Wii U mode. Purely because we could pass it through and the game would happily use it, with more accurate input.

You can't use direct connect on anything that isn't a Wii U controller adapter. That just goes against what it's designed to do. You'll be exposing something to the game that it has no idea what to do with.
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06-04-2016, 10:02 AM
#4,732
CowlScatman Offline
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(06-04-2016, 04:37 AM)Emufan Wrote: Can you support this adapter? http://www.mayflash.com/Products/NINTENDOWiiGC/PC051.html

I can confirm this one works. It's the exact one I use.
Pc spec: i7-4790k 4.0 ghz/ asus gtx 760 oc 2gb/ 16 gb gskill ripjaw ram/ z97x killer 3 motherboard fatality edition Cool
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06-04-2016, 12:17 PM
#4,733
Kamikaze_Ice Offline
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While playing in The Gutter (in Dark Souls 2 Big Grin) I had another idea I wanted to share. It's another one where I don't think about the technical side of things. It's not even an original idea, but something I thought was worth "stealing" from another game because it in theory would be useful.

"Animated" custom textures. This being similar to that of sprite sheet animation, but not restricted to the same texture file--split frames into seperate textures with a name/tag/prefix/suffix so Dolphin/Ishiiruka knows what to do with it.
In my mind, I'm thinking of a graphics option that would force reload textures at a some user defined setting. The special texture tag would be used to identify each animation frame and the order in which they cycle.

Examples:
I) Swaps after every frame. Possibly demanding from tons of read/write calls.
II) Swaps synced to GC/Wii cpu clock timings. Could have slightly better performance. Or worse. Purpose is to swap texture frames for cadence, similar to how VSync works to eliminate frame tearing.
III) Custom timings, like every 100/500/1000ms.
IV) Any of the above + distance rolloff. Think mipmaps, but some can be animated and not the others. Could have animations only visible on base texture and first mipmap while the rest remain static due to distance from screen/player.
V) Animation frames can not only loop, but also play once per load. I'm thinking smoother transitions between mipmaps. Can't think of any other uses ATM.
VI) Can shaders use a texture? I'm visualizing a shader that uses an animated dithering/bump/specular/material texture to do frame prediction post-processing. Like dithering being applied to specific areas rendered instead of the whole screen at once. Dithering gets triggered and applied only to the DOF transition point so it's not a harsh edge at the point where DOF and no DOF meet. Or a texture being used as tiled masking texture for another shader (FXAA) to turn FXAA into a psuedo ordered/rotated/sparse grid AA. This could also be configured to only work during movement to help motion/temporal aliasing like TXAA does.

To better illustrate what I'm trying to convey, take a look at the cave wall at 2:50. Video is from EpicNameBro, and is 45 minutes long so I linked to the timestamp.
In this video you can see some liquid substance like water running down the face of the wall, which is what this post is based on.
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06-05-2016, 12:19 AM
#4,734
zerr11 Offline
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(06-03-2016, 12:39 AM)Tino Wrote: @Alexking0615: can you send me your original config files so i can debug the source of the hang?

D3D12 QueuedCommandList BackgraundThreadFunction Failed

Tino I already know what the problem with this error, the problem is with the DX12 Shader Cache
I remove the file as a game metal gear solid works without crashes and without this error which I wrote, but for the moment the file itself appears DX12 and other cache, and each time I have to delete the file if it is repaired?
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06-05-2016, 12:20 AM
#4,735
zerr11 Offline
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(06-04-2016, 12:17 PM)Kamikaze_Ice Wrote: While playing in The Gutter (in Dark Souls 2 Big Grin) I had another idea I wanted to share. It's another one where I don't think about the technical side of things. It's not even an original idea, but something I thought was worth "stealing" from another game because it in theory would be useful.

"Animated" custom textures. This being similar to that of sprite sheet animation, but not restricted to the same texture file--split frames into seperate textures with a name/tag/prefix/suffix so Dolphin/Ishiiruka knows what to do with it.
In my mind, I'm thinking of a graphics option that would force reload textures at a some user defined setting. The special texture tag would be used to identify each animation frame and the order in which they cycle.

Examples:
I) Swaps after every frame. Possibly demanding from tons of read/write calls.
II) Swaps synced to GC/Wii cpu clock timings. Could have slightly better performance. Or worse. Purpose is to swap texture frames for cadence, similar to how VSync works to eliminate frame tearing.
III) Custom timings, like every 100/500/1000ms.
IV) Any of the above + distance rolloff. Think mipmaps, but some can be animated and not the others. Could have animations only visible on base texture and first mipmap while the rest remain static due to distance from screen/player.
V) Animation frames can not only loop, but also play once per load. I'm thinking smoother transitions between mipmaps. Can't think of any other uses ATM.
VI) Can shaders use a texture? I'm visualizing a shader that uses an animated dithering/bump/specular/material texture to do frame prediction post-processing. Like dithering being applied to specific areas rendered instead of the whole screen at once. Dithering gets triggered and applied only to the DOF transition point so it's not a harsh edge at the point where DOF and no DOF meet. Or a texture being used as tiled masking texture for another shader (FXAA) to turn FXAA into a psuedo ordered/rotated/sparse grid AA. This could also be configured to only work during movement to help motion/temporal aliasing like TXAA does.

To better illustrate what I'm trying to convey, take a look at the cave wall at 2:50. Video is from EpicNameBro, and is 45 minutes long so I linked to the timestamp.
In this video you can see some liquid substance like water running down the face of the wall, which is what this post is based on.


D3D12 QueuedCommandList BackgraundThreadFunction Failed

I already know what the problem with this error, the problem is with the DX12 Shader Cache
I remove the file as a game metal gear solid works without crashes and without this error which I wrote, but for the moment the file itself appears DX12 and other cache, and each time I have to delete the file if it is repaired?
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06-05-2016, 07:42 AM
#4,736
rlaugh0095 Offline
God of Conquest
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Shameless Screenshot. :3
I love how the ground looks damp.
Got to fix my tree NRM though. I used the encoder tool on a completed nrm map to creat mipmaps and it cause the final nrm to screw up.
 Also got to finish the rest of the minor foliage in the are. They look so bad in comparison to the leaves of the trees. XD

[Image: 3b06607327.png]
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06-05-2016, 10:02 PM
#4,737
HenrikoMagnifico Offline
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I am having issues with using Ishiiruka-shaders on other games than The Legend Of Zelda: Twilight princess, especially Super Mario Galaxy - where any shader at all makes this weird shadow glitch below Mario. Is this a bug or am I missing something? I am also experiencing very hard lag during pre-rendered ".mp4 cutscenes", such as the ones in Super Mario Sunshine and Mario Galaxy - even without graphical enhancements enabled. Thanks in advance, ~Henriko
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06-06-2016, 12:53 PM
#4,738
CowlScatman Offline
Texture Maker
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Posts: 134
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(06-05-2016, 10:02 PM)HenrikoMagnifico Wrote: I am having issues with using Ishiiruka-shaders on other games than The Legend Of Zelda: Twilight princess, especially Super Mario Galaxy - where any shader at all makes this weird shadow glitch below Mario. Is this a bug or am I missing something? I am also experiencing very hard lag during pre-rendered ".mp4 cutscenes", such as the ones in Super Mario Sunshine and Mario Galaxy - even without graphical enhancements enabled. Thanks in advance, ~Henriko

If you have any scaling turned on the mp4 cutscenes it tries to scale every frame of the video messing with performance. Same thing with dumping textures, it dumps every single frame of the video but it's always blank.
Pc spec: i7-4790k 4.0 ghz/ asus gtx 760 oc 2gb/ 16 gb gskill ripjaw ram/ z97x killer 3 motherboard fatality edition Cool
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06-07-2016, 03:21 AM
#4,739
rlaugh0095 Offline
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Posts: 519
Threads: 28
Joined: Oct 2013
Here is what I worked on tonight. I did textures from midnight to 1pm XD

[Image: 96ab7a8870.png]
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06-07-2016, 05:04 AM
#4,740
Necron N.N
Unregistered
 
Guys, I have a problem building Ishiiruka in Linux. I'm using Debian Testing, 64 bits machine. I was able to compile Dolphin 4.0-9399 with no issues.

Here's the output of "cmake .."

Spoiler: (Show Spoiler)
-- The C compiler identification is GNU 5.3.1
-- The CXX compiler identification is GNU 5.3.1
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found Git: /usr/bin/git (found version "2.8.1")
x86_64
-- Performing Test FLAG_TYPE_LIMITS
-- Performing Test FLAG_TYPE_LIMITS - Success
-- Performing Test FLAG_SIGN_COMPARE
-- Performing Test FLAG_SIGN_COMPARE - Success
-- Performing Test FLAG_IGNORED_QUALIFIERS
-- Performing Test FLAG_IGNORED_QUALIFIERS - Success
-- Performing Test FLAG_UNINITIALIZED
-- Performing Test FLAG_UNINITIALIZED - Success
-- Performing Test FLAG_LOGICAL_OP
-- Performing Test FLAG_LOGICAL_OP - Success
-- Performing Test FLAG_SHADOW
-- Performing Test FLAG_SHADOW - Success
-- Performing Test FLAG_INIT_SELF
-- Performing Test FLAG_INIT_SELF - Success
-- Performing Test FLAG_MISSING_DECLARATIONS
-- Performing Test FLAG_MISSING_DECLARATIONS - Success
-- Performing Test FLAG_MISSING_VARIABLE_DECLARATIONS
-- Performing Test FLAG_MISSING_VARIABLE_DECLARATIONS - Failed
-- Performing Test FLAG_VISIBILITY_INLINES_HIDDEN
-- Performing Test FLAG_VISIBILITY_INLINES_HIDDEN - Success
-- Performing Test FLAG_VISIBILITY_HIDDEN
-- Performing Test FLAG_VISIBILITY_HIDDEN - Success
-- Looking for pthread.h
-- Looking for pthread.h - found
-- Looking for pthread_create
-- Looking for pthread_create - not found
-- Looking for pthread_create in pthreads
-- Looking for pthread_create in pthreads - not found
-- Looking for pthread_create in pthread
-- Looking for pthread_create in pthread - found
-- Found Threads: TRUE  
-- Found PkgConfig: /usr/bin/pkg-config (found version "0.29")
-- Found OpenGL: /usr/lib/x86_64-linux-gnu/libGL.so  
-- Found ALSA: /usr/lib/x86_64-linux-gnu/libasound.so (found version "1.1.0")
ALSA found, enabling ALSA sound backend
ao NOT found, disabling ao sound backend
bluez found, enabling bluetooth support
PulseAudio NOT found, disabling PulseAudio sound backend
-- Could NOT find OpenAL (missing:  OPENAL_LIBRARY OPENAL_INCLUDE_DIR)
OpenAL NOT found, disabling OpenAL sound backend
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
-- Found X11: /usr/lib/x86_64-linux-gnu/libX11.so
X11 support enabled
Xrandr found
-- Checking for module 'xi>=1.5.0'
--   Found xi, version 1.7.6
-- Checking for modules 'libavcodec>=54.35.0;libavformat>=54.20.4;libswscale>=2.1.1;libavutil>=52.3.0'
--   Found libavcodec, version 57.24.102
--   Found libavformat, version 57.25.100
--   Found libswscale, version 4.0.100
--   Found libavutil, version 55.17.103
libav/ffmpeg found, enabling AVI frame dumps
-- Performing Test PORTAUDIO
-- Performing Test PORTAUDIO - Failed
PortAudio not found, disabling mic support
-- Found LIBUDEV: /usr/lib/x86_64-linux-gnu/libudev.so  
-- Found libevdev: /usr/lib/x86_64-linux-gnu/libevdev.so  
libevdev/libudev found, enabling evdev controller backend
Using named pipes as controller inputs
Watching game memory for changes
Using static enet from Externals
-- Looking for fcntl
-- Looking for fcntl - found
-- Looking for poll
-- Looking for poll - found
-- Looking for getaddrinfo
-- Looking for getaddrinfo - found
-- Looking for getnameinfo
-- Looking for getnameinfo - found
-- Looking for gethostbyname_r
-- Looking for gethostbyname_r - found
-- Looking for gethostbyaddr_r
-- Looking for gethostbyaddr_r - found
-- Looking for inet_pton
-- Looking for inet_pton - found
-- Looking for inet_ntop
-- Looking for inet_ntop - found
-- Performing Test HAS_MSGHDR_FLAGS
-- Performing Test HAS_MSGHDR_FLAGS - Success
-- Check size of socklen_t
-- Check size of socklen_t - done
Using static xxhash from Externals
-- Found ZLIB: /usr/lib/x86_64-linux-gnu/libz.so (found version "1.2.8")
Using shared zlib
Using static lzo from Externals
Using shared libpng
-- Checking for module 'libusb-1.0'
--   Found libusb-1.0, version 1.0.20
-- Found libusb-1.0: /usr/include/libusb-1.0, /usr/lib/x86_64-linux-gnu/libusb-1.0.so
Using shared LibUSB
Could NOT find SFML (missing:  SFML_NETWORK_LIBRARY SFML_SYSTEM_LIBRARY)
Using static SFML 2.1 from Externals
-- Could NOT find MINIUPNPC (missing:  MINIUPNPC_INCLUDE_DIR MINIUPNPC_LIBRARY MINIUPNPC_API_VERSION)
Using static miniupnpc from Externals
-- Performing Test MBEDTLS_VERSION_OK
-- Performing Test MBEDTLS_VERSION_OK - Failed
-- Could NOT find MBEDTLS (missing:  MBEDTLS_INCLUDE_DIR MBEDTLS_LIBRARY MBEDX509_LIBRARY MBEDCRYPTO_LIBRARY MBEDTLS_VERSION_OK)
Using static mbed TLS from Externals
Using static SOIL from Externals
-- Found wxWidgets: -L/usr/lib/x86_64-linux-gnu;-pthread;;;-lwx_gtk2u_xrc-3.0;-lwx_gtk2u_html-3.0;-lwx_gtk2u_qa-3.0;-lwx_gtk2u_adv-3.0;-lwx_gtk2u_core-3.0;-lwx_baseu_xml-3.0;-lwx_baseu_net-3.0;-lwx_baseu-3.0 (found version "3.0.2")
-- Found wxWidgets: -L/usr/lib/x86_64-linux-gnu;-pthread;;;-lwx_gtk2u_core-3.0;-lwx_gtk2u_aui-3.0;-lwx_gtk2u_adv-3.0;-lwx_baseu-3.0 (found version "3.0.2")
Found wxWidgets version 3.0.2
-- Found GTK2_GTK: /usr/lib/x86_64-linux-gnu/libgtk-x11-2.0.so  
wxWidgets found, enabling GUI build
-- Could NOT find GTest (missing:  GTEST_LIBRARY GTEST_INCLUDE_DIR GTEST_MAIN_LIBRARY)
Using static gtest from Externals
-- Found Gettext: /usr/bin/msgmerge (found version "0.19.7")
-- Configuring done
-- Generating done
-- Build files have been written to: *****/Ishiiruka/Build

And this is the error output (ignore the Spanish, but it's the "failed to find the instructions to make blahblah" error):

Spoiler: (Show Spoiler)
Scanning dependencies of target audiocommon
[ 20%] Building CXX object Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/AudioCommon.cpp.o
[ 20%] Building CXX object Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/DPL2Decoder.cpp.o
[ 20%] Building CXX object Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/Mixer.cpp.o
[ 20%] Building CXX object Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/WaveFile.cpp.o
[ 20%] Building CXX object Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/SoundStream.cpp.o
**/Ishiiruka/Source/Core/AudioCommon/SoundStream.cpp:12:35: fatal error: soundtouch/SoundTouch.h: No existe el fichero o el directorio
compilation terminated.
Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/build.make:163: fallo en las instrucciones para el objetivo 'Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/SoundStream.cpp.o'
make[2]: *** [Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/SoundStream.cpp.o] Error 1
CMakeFiles/Makefile2:948: fallo en las instrucciones para el objetivo 'Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/all'
make[1]: *** [Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/all] Error 2
Makefile:160: fallo en las instrucciones para el objetivo 'all'
make: *** [all] Error 2
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