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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
11-23-2013, 02:21 AM
#71
Tino Offline
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thanks fr the info will try to fix it
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11-24-2013, 12:49 PM (This post was last modified: 11-24-2013, 12:54 PM by Mush Man.)
#72
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(11-20-2013, 03:39 AM)dephined Wrote: The update to Vs2013 has caused me to get an error message when I start dolphin, something like "unable to find entry point if_indextoname of procedure IPHLPAPI.DLL"
How do I fix this? (I'm on Win XP)

(11-20-2013, 04:15 AM)xemnas Wrote: This error occurs on Windows Vista as well: https://code.google.com/p/dolphin-emu/issues/detail?id=6805

(11-20-2013, 04:52 AM)Tino Wrote: thanks for the report will look at it

EDIT: post updated with a posible fix please test and let me know the results.

Yeah, I created that issue. I've tested the latest DX9-Final build in the OP and Dolphin does not crash on my Vista computer anymore. Please merge this fix into the Master branch. I will test again to make sure the issue is resolved. I have updated the issue.
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11-25-2013, 04:54 PM
#73
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Is it possible to implement TEV fixes into this DX9 version ?
Silent Hill Shattered Memories shows correct graphics (without black lines) only with TEV fixes branch...
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11-25-2013, 11:16 PM
#74
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interesting, you see that on the original tev-fixes branch or on the tev-fixes-new?
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11-25-2013, 11:54 PM (This post was last modified: 11-25-2013, 11:55 PM by neobrain.)
#75
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tev-fixes-new fixes the issue completely on OpenGL, for some reason D3D (11, haven't tested 9) is broken differently though. It's related to alpha testing, and by tuning the current alpha testing hack (in master, dunno how it looks in your branch) you'll probably manage to make it work but it'll break other games.
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11-26-2013, 03:30 AM
#76
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thanks for the info neo will take a look at that
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11-26-2013, 04:49 PM
#77
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No, I've tested latest tev-fixes-new 4 with Silent Hill SM, but OpenGL shows popping texture artifacts, like broken lighting projections. Before it was fine and clear in DX9 only, but with native resolution and no AA applied. With any IR higher than native - all backends starting to show that broken light projections or flashing textures...

Using EFB2Ram and texture cache with maximum safety level. Ignore format change disabled, everything set for accuracy.
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11-26-2013, 06:56 PM (This post was last modified: 11-26-2013, 06:56 PM by neobrain.)
#78
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The current tev-fixes-new has some experimental code in it which is known to be broken a bit, particularly on nvidia GPUs for some reason. I'm currently waiting for my NV GPU to arrive so that I can start debugging that.

Try testing revision 1251fcabe495, that should hopefully work fine.
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11-27-2013, 12:12 AM
#79
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Tino Thank you very much and all forums Dolphin emu Big Grin
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11-28-2013, 06:52 AM
#80
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I wanted just to report that 4.0-147 Dx9 Final branch breaks completely OpenGL (at least on my system: WinXP and Amd Hd4850)...anyway it's not a real problem because already months ago due to the the GLS merge (or what the name was) for me OpenGL became 50% slower so practically unplayable...
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