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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
10-07-2016, 07:21 PM
#5,631
Bighead Offline
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I think I found Ishiiruka Tool bug(s). Using command line option "-frommaterial" does not work properly with (.mat) files.

- Bug 1: If also using "-savecolor", the combined material (.mat) is created, but the color texture is not created.
- Bug 2: PNG Mipmaps come out with the wrong name:
tex1_256x256_m_e3487d3b2a9d3e11_14.mat_mip1.png
... instead of ....
tex1_256x256_m_e3487d3b2a9d3e11_14_mip1.mat.png

I could probably make a workaround by renaming .mat to .nrm temporarily because those still work, but I thought I'd let you know if you wanted to fix it officially. Everything else still seems to work correctly from what I can see.
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10-07-2016, 10:57 PM
#5,632
Tino Offline
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@Bighead: thanks for the testing will try to fix those this weekend.
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10-08-2016, 10:39 AM
#5,633
MonadoBoy Offline
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Hey Tino,
First off keep up the good work, I love dolphin Ishiiruka, its absolutely fantastic. You are a great programmer! Secondly, Im not sure if anyone has reported this issue so I will, whenever I boot up a game and try to open up the graphics tab, ishiiruka freezes. This only happens if Im using opengl. Also, if I dont have a game open, I can open the graphics tab. This does not occur with any other backend but opengl, and only occurs if I have a game open already. Im using version 785.
Again keep up the great work, we all appreciate you! Dont work too hard!
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10-08-2016, 07:35 PM (This post was last modified: 10-08-2016, 07:50 PM by Bighead.)
#5,634
Bighead Offline
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(10-07-2016, 07:21 PM)Bighead Wrote: I think I found Ishiiruka Tool bug(s). Using command line option "-frommaterial" does not work properly with (.mat) files.

- Bug 1: If also using "-savecolor", the combined material (.mat) is created, but the color texture is not created.
- Bug 2: PNG Mipmaps come out with the wrong name:
tex1_256x256_m_e3487d3b2a9d3e11_14.mat_mip1.png
... instead of ....
tex1_256x256_m_e3487d3b2a9d3e11_14_mip1.mat.png

I could probably make a workaround by renaming .mat to .nrm temporarily because those still work, but I thought I'd let you know if you wanted to fix it officially. Everything else still seems to work correctly from what I can see.

- Bug 3: Using emissive (lum) textures does not seem to work correctly using GUI or command line. I get 2 textures, the material map, but not a color texture. Instead it just gives back the lum texture with incorrect name.
tex1_256x256_m_e3487d3b2a9d3e11_14.mat.dds
tex1_256x256_m_e3487d3b2a9d3e11_14_lum.dds

If I do not include a lum texture, its the same as always.
tex1_256x256_m_e3487d3b2a9d3e11_14.dds
tex1_256x256_m_e3487d3b2a9d3e11_14.mat.dds

Here is my (lum) test case including the materials and how they were generated depending whether or not lum was used.
http://www.mediafire.com/file/473mtr1ayk9sl5k/Ishiiruka+Tests.7z

- Bug 4: GUI "Use Existing Materials" does not work with (.mat). Color texture is created but material is not. Similar to issue 1 except its the reverse.
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10-08-2016, 08:37 PM
#5,635
Tino Offline
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@Bighead: bug 3 is not a bug, the result texture is the color data with the lum data encided in the alpha channel , the _lum sufix is added to the file to differentiate normal color files from emisive ones
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10-08-2016, 08:50 PM (This post was last modified: 10-08-2016, 10:35 PM by Bighead.)
#5,636
Bighead Offline
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Okay so the name is intended to be that way. I'm just making 100% this is correct then because according to GIMP the _lum has nothing in the RGB channels. In the image below is what GIMP shows, what textures are going in, and how the _lum is coming out (its all monochrome looking).

http://i.imgur.com/vTyB7X8.jpg

Edit: Nvm, I forgot that if you hide alpha it hides all channels in GIMP. So I'm assuming its correct then, you know better than I do. Tongue I'm guessing the lum I'm using is just bad because I don't know how they "should" look since I can't find much about them. I can find all kinds of info on normal maps, specularity, and bump maps but not emissive/luminance whatever it is.

- Bug 5: Command line '-savecolor' '-frommaterial' does not work with (_lum) files. The (.mat) is created but not the (_lum).

- Bug 6: GUI "Use existing materials" does not work with (_lum). The (_lum) is created but not the (.mat).
- To add on to this bug, generated mipmaps for lum don't go lower than 256x256 (sizes - appearance).

My guess is these are related to each other since "_lum" is probably not being accounted for because the material does not have it.
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10-10-2016, 01:32 AM
#5,637
zerr11 Offline
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hi tino*

in version Ishiiruka.785(3858113).x64 New Super Mario Bros 1 have problem with sound some little glitches sound (Audio ) in Level Wanter *
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10-10-2016, 06:49 AM (This post was last modified: 10-10-2016, 06:49 AM by Zerowalker.)
#5,638
Zerowalker Offline
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How does the "Compile Shader on Startup" work?
I get what it says, but i mean, aren't shaders always compiled before the game if it's been cached?
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10-10-2016, 08:57 AM
#5,639
Tino Offline
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(10-08-2016, 08:50 PM)Bighead Wrote: Okay so the name is intended to be that way. I'm just making 100% this is correct then because according to GIMP the _lum has nothing in the RGB channels. In the image below is what GIMP shows, what textures are going in, and how the _lum is coming out (its all monochrome looking).

http://i.imgur.com/vTyB7X8.jpg

Edit: Nvm, I forgot that if you hide alpha it hides all channels in GIMP. So I'm assuming its correct then, you know better than I do. Tongue I'm guessing the lum I'm using is just bad because I don't know how they "should" look since I can't find much about them. I can find all kinds of info on normal maps, specularity, and bump maps but not emissive/luminance whatever it is.

- Bug 5: Command line '-savecolor' '-frommaterial' does not work with (_lum) files. The (.mat) is created but not the (_lum).
[color=#ff3333]the input should be .lum.xxx files for ezample aaaa.png, aaaa.lum.png, aaaa.nrm.png, aaaa.spec.png, aaaa.bump.png, and the output will be aaaa_lum.png, aaaa.map.png[/color]

- Bug 6: GUI "Use existing materials" does not work with (_lum). The (_lum) is created but not the (.mat).
- To add on to this bug, generated mipmaps for lum don't go lower than 256x256 (sizes -  appearance).
[color=#ff3333]use existing materials now only supports .mat files you will have to rename your old builded materials to .mat intead of .nrm
-can you share the files you used for testing i cannor reproduce the issue with the mipmap sizes.[/color]
My guess is these are related to each other since "_lum" is probably not being accounted for because the material does not have it.
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10-10-2016, 09:01 AM
#5,640
Tino Offline
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(10-10-2016, 06:49 AM)Zerowalker Wrote: How does the "Compile Shader on Startup" work?
I get what it says, but i mean, aren't shaders always compiled before the game if it's been cached?

normal dolphin compiles the shaders when it detects the need for a new shader, store the compiled shaders, and then load it at startup of the game. when you download a new version all starts from zero.
Ishiiruka is alitle different, it compiles the shaders when it detect the need and also stores the uids detected on every game. so when you change versions, intead wait for the shader to be needed to compile it, it uses the uid database to compile all the shaders on startup if the option ou mentiones is cheked.
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