Different games are allowed to use different sound formats, so you can't just have one universal sound replacement mechanism for all games. Some games use streaming music while others use sequenced music, and that poses a rather significant problem for making a simple method for rescoring games, AFAIK.
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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07-15-2015, 01:20 PM
Tino,
I have been using Ver. 310 for a while and just recently updated to Ver. 391. One of the kids wanted to go back and continue on their game of Pokemon Colosseum and when we did, the controller does not register at all. I tried a handful of other games in Ver. 391 and the controller works for all of them. Not sure what is going on, but any help would be appreciate. Ended up using Ver. 310 to continue playing. Thanks. Also, awesome job on all you do with this emulator. 07-15-2015, 03:51 PM
(07-15-2015, 12:24 PM)Flowoftruth Wrote: @Tino - Do you think it would ever be possible to implement dumping/loading custom music into games similar to how it's done in the graphics side ? I'm not sure, but i think it could only work with HLE audio. The difficult part would be to grab the sounds before they are mixed in together. If you get a piece of audio that contains music and your sword swinging, i doubt you can identify that correctly. Also, the sounds are usually in 5 ms parts, not sure if you can identify music and sounds correctly in this short timeframe. And then there seem to be sounds that are shorter than 5 ms, good luck with those. Maybe you can replace streamed music easier, because the code for this is seperate from the rest of the code. All in all, there would be much work to be done for this, and nobody is currently working on it. If you want to replace music, replace them on the disc. That already works, and it will work with HLE and LLE audio. 07-15-2015, 09:22 PM
(07-15-2015, 10:40 AM)Tino Wrote: Updated the lastes folder with a new version, only shader updates her, i'm a little overloaded in the office . What kind of updates to the shaders? 07-16-2015, 12:03 AM
07-16-2015, 02:18 AM
I have a question, Tino: why is the antialiasing option locked in the DX11 backend now?
The last build I was using before 396 was 391 and it was there. By the way, it seems that most of the pixel/vertex shaders I disabled still work . The weird thing is that the one that didn't work needed a different hash, but it also made the previous build need this new file . Weird.
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH" RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7 OS: Windows 7 Ultimate x64 07-16-2015, 02:43 AM
The AA option is working in my system, the dropdown is disabled for you or there are no options inside?
07-16-2015, 03:06 AM
(07-16-2015, 02:43 AM)Tino Wrote: The AA option is working in my system, the dropdown is disabled for you or there are no options inside? Even after deleting "gfx_dx11.ini", it looks like this: It's unselectable. Even if I have AA enabled in the other build, it stays at "None" in this one.
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH" RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7 OS: Windows 7 Ultimate x64 07-16-2015, 04:34 AM
(07-15-2015, 10:40 AM)Tino Wrote: Updated the lastes folder with a new version, only shader updates her, i'm a little overloaded in the office . Niiiiiice. I'll let you know how it works when my headset comes in. |
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