Dolphin, the GameCube and Wii emulator - Forums

Full Version: Synchronised FIFO patch (for Eternal Darkness)
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What do the developers that develop Dolphin use to test things on the actual hardware, for the DSP and other things? Perhaps a piece of homebrew code can be written for the very purpose of finding out what the actual hardware is doing that Dolphin isn't doing or doing correctly. Allow the hombrew to boot games through it like a bootloader and log the information to a log on the SD card.

I realize it may not be that simple, but I know I would be interested to see what the hardware itself is doing while running the games that Dolphin isn't doing correctly. It's just too bad that accurate documentation on the Gamecube and Wii is so scarce.
dolphin devs write the homebrew. Look at dspspy.
Is that the only piece of hombrew though or is there more for debugging and development? As I mentioned I would be interested in running some tests on the hardware and providing the results to developers, I just talked to my mother today about buying my parents old Wii since I bricked mine months back. Are you a Dolphin developer boogerlad? For some reason I could have sworn you are a Dolphin developer, but my memory is fuzzy. Tongue
hehe, I wish. Still learning c++, read and played with the code a bit. Don't parents share consoles with their kids lol?
Well they do, but I need something of my own since I'm into homebrew and dumping my games, they don't want me soft modding theirs since I bricked my last Wii.
I am just taking a look into your patch,what i basically see is that u completely avoided fifo to work on its own,meaning u are forcing fifo to always be at max,is this the only way to make this game to work with videos?i know that sync is lost and it hang,but is there no other way?
The idea of the patch boils down to timing. The patch measures the number of millisecs that the CPU has used to execute a block of CPU instructions. It then asks the GPU to execute GPU instructions for the same number of millisecs.

The FIFO is not at max/full. The watermarks are functional.
i'm looking to integrate your patch into last svn to check up on dx11,but i am having a bit of a struggle with new fifobusy it does not like your changes very much,what do u make of it?

so far if svn could run videos without hang it would work without problems with this game,but since it hang on every video it also couses sound to stop working,due to audio stream loose sync,since savestate can't load them.

The main reason of this attempt is couse of speed of game,in your build i can't go above 25 (17-25) of 30fps while in svn when finally game loads it goes constantly 50/60(25/30) (pal/ntsc) fps at 100% speed.
The patch is not stable, it needs time to be perfected and doesn't work well with dual core mode. The patch fails miserably when trying to merge it into the current trunk so some adjustments need to be made for it to work. I'm/we're eagerly awaiting any improvements and updates to the patch so it can be tested, ED currently hangs at certain parts throughout the game.
u mean videos hang?
well thats what i am saying
here game runs slow,but does not hang in videos at least i didn't come to any (yet) OGL + DC
but svn runs extremely fast (full speed) but every video hangs.
here i also see in log's breakpoint msg every second where video would usually hang,u understand my meaning?
how to update breakpoint to update instead to hang fps
in svn dx11 also does not need any hacks graphic is perfect.
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