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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
06-14-2016, 01:02 AM (This post was last modified: 06-14-2016, 01:15 AM by MonadoBoy.)
#4,801
MonadoBoy Offline
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Hey Tino,
I am having issues when I play super mario sunshine. For some reason their is a 60 fps hack turned on in the newest version of ishiiruka (680). my computer cant handle this game with 60 fps while playing on max settings, so I try to turn it off but it wont let me, even when I go into the config it keeps resetting and going back to using 60 fps. Was the code defaulted or something? I would rather play the game at 30 fps if I could and I'm pretty sure I never turned on that code.

edit: Nevermind, I just found the code, I had to close ishiiruka before I deleted the gecko enabled spot. still not sure if it was supposed to be on in the first place though, was that intentional?
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06-14-2016, 02:11 AM
#4,802
Tino Offline
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(06-14-2016, 01:02 AM)MonadoBoy Wrote: Hey Tino,
I am having issues when I play super mario sunshine. For some reason their is a 60 fps hack turned on in the newest version of ishiiruka (680). my computer cant handle this game with 60 fps while playing on max settings, so I try to turn it off but it wont let me, even when I go into the config it keeps resetting and going back to using 60 fps. Was the code defaulted or something? I would rather play the game at 30 fps if I could and I'm pretty sure I never turned on that code.

edit: Nevermind, I just found the code, I had to close ishiiruka before I deleted the gecko enabled spot. still not sure if it was supposed to be on in the first place though, was that intentional?

no, is not on by default, if is then is an  erro i will do a clean install and test it thanks for the report
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06-14-2016, 02:46 AM
#4,803
JosJuice Offline
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That code (along with some other 60 fps codes) seem to have been enabled by default by this commit: https://github.com/Tinob/Ishiiruka/commit/a963b7f5f899b019f60f24e0ca6f9681e9de4d32
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06-14-2016, 02:58 AM
#4,804
Tino Offline
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@JosJuice: Thanks, i didn't see that one
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06-15-2016, 11:58 AM
#4,805
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updated latest folder with a new version, just some small fixes to issues reported here. testing is welcome.
Enjoy
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06-15-2016, 12:42 PM
#4,806
rlaugh0095 Offline
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(06-15-2016, 11:58 AM)Tino Wrote: updated latest folder with a new version, just some small fixes to issues reported here. testing is welcome.
Enjoy

Hey Tino, I was curious if there would be a way to make a shader that produces grass blades on certain textures?
Id totally love to try and imitate this using skyward sword. :3

https://www.youtube.com/watch?v=1rPxiXXxftE
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06-15-2016, 11:51 PM (This post was last modified: 06-15-2016, 11:57 PM by CowlScatman.)
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(06-15-2016, 12:42 PM)rlaugh0095 Wrote: Hey Tino, I was curious if there would be a way to make a shader that produces grass blades on certain textures?
Id totally love to try and imitate this using skyward sword. :3

https://www.youtube.com/watch?v=1rPxiXXxftE

I second this if it's possible. Additional grass in wind waker sounds god like to me.

I would guess it would have to be something like you take the texture you want the grass to be attached to and make a layer (underneath?) the original texture with whatever grass you want. Then have a trigger in ishiiruka that causes that layer to turn upright so that it stands up straight.
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06-16-2016, 12:16 PM (This post was last modified: 06-16-2016, 12:18 PM by rlaugh0095.)
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(06-15-2016, 11:51 PM)CowlScatman Wrote: I second this if it's possible. Additional grass in wind waker sounds god like to me.

I would guess it would have to be something like you take the texture you want the grass to be attached to and make a layer (underneath?) the original texture with whatever grass you want. Then have a trigger in ishiiruka that causes that layer to turn upright so that it stands up straight.

I was thinking of making it a model with it's own custom animation, or making each blade out of polygons like this.

http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html
and using the ingame ground texture as the spawn point for it.

You could also go all out and add some physX and make it so grass blades detect character interaction, but that sounds tough.

Oh and Also height and density should be a slider to help with overall look and performance.
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06-17-2016, 03:00 AM
#4,809
CowlScatman Offline
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(06-16-2016, 12:16 PM)rlaugh0095 Wrote: I was thinking of making it a model with it's own custom animation, or making each blade out of polygons like this.

http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html
and using the ingame ground texture as the spawn point for it.

You could also go all out and add some physX and make it so grass blades detect character interaction, but that sounds tough.

Oh and Also height and density should be a slider to help with overall look and performance.

That sounds amazing to me as long as you could customize the model that comes out. That way you can have specific models per game that you would like.
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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06-17-2016, 03:27 AM
#4,810
rlaugh0095 Offline
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(06-17-2016, 03:00 AM)CowlScatman Wrote: That sounds amazing to me as long as you could customize the model that comes out. That way you can have specific models per game that you would like.

I don't even know if it's possible though. This is all just from my head and not a preexistig thing. That's mainly why I was asking if it could be done. XD 
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