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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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What happened to the good old (and extremely fast) MEGA folders? The new Dropbox d/l links are ~20x slower.
I have no problems with Dropbox on my end. Fast as usual o_O
The link was taken down by mega. There is a takedown request filed caused by a suposed copyright violation on the folder. That can be caused by a real takedown from someone that really don't like ishiiruka or is just the automatic takedown system that mega uses that take down any link that rates to hi to faster in the browsers. I hope that the second option is the one that caused the takedown. The new links are stored on dropbox as soon as i can i will create new mirrors in other cloud providers.
Here's a YT video on how the current Ishiiruka Build runs with Metroid: Other M on my PC.

https://www.youtube.com/watch?v=frXA_2bGYus

EDIT:

It runs slightly better now after doing the following:

Having a "filled out" block checkbox for all options in the game properties, except:

Speed Up Disc Transfer Rate
Deterministic dual core: fake-completion

And settings the Graphics to 2x IR
Can you add borderless to OpenGL like the master? Gives me a nice boost on the master build.
1. I think I found a bug:

Tatsunoku VS Capcom hangs on the loadingscreen before a match, when using DX9 and predictive fifo + full async shader compilation (DX11 has glitches, that's why DX9 is better here).

2. And I found another bug:

When I have DX11 set as default renderer, but select DX9 in the ini file, the emulator crashes when I exit (same game: Tatsunoku VS Capcom). Funny thing is, when I select DX9 as the default renderer and run the game, it doesn't crash. So i's the ini file which causes it?
I have DX9 set in the ini file as follows:
[Core]
GFXBackend = DX9
(02-12-2015, 08:47 PM)xystus Wrote: [ -> ]1. I think I found a bug:

Tatsunoku VS Capcom hangs on the loadingscreen before a match, when using DX9 and predictive fifo + full async shader compilation (DX11 has glitches, that's why DX9 is better here).

2. And I found another bug:

When I have DX11 set as default renderer, but select DX9 in the ini file, the emulator crashes when I exit (same game: Tatsunoku VS Capcom). Funny thing is, when I select DX9 as the default renderer and run the game, it doesn't crash. So i's the ini file which causes it?
I have DX9 set in the ini file as follows:
[Core]
GFXBackend = DX9
1- Can you point the issues in dx11?
2- Only happends with dx11 and dx9 or it can be reproduced with ogl and dx11 for example?
(02-12-2015, 10:55 PM)Tino Wrote: [ -> ]1- Can you point the issues in dx11?
2- Only happends with dx11 and dx9 or it can be reproduced with ogl and dx11 for example?

1. well, I really just follow the wiki here:
https://wiki.dolphin-emu.org/index.php?title=STKE08
DirectX 11 results in grey screens and hangs".


2. when I select OpenGL as default renderer and fire up a game with DX9 through the ini file, the emulator crashes upon exit as well - so that's the same outcome. BUT also, when I select DX9 as default renderer and I start a game which has the DX11 core in the ini selected, it crashes upon exit! So it's not DX9 related it seems, it's got something to do with switching renderer through an ini file which causes a crash.
updated the latest folder, fix the issue reported by xystus where the emulator hangs on exit if you set a different backend in a game config file.
Tino can you check if you can scale up the efb copies if anyone remembers some revs from 7713 to 7716 used to have scaled up efbs making some details look even great on higer resolutions even tho they had working 100% thermal scan on metroid prime and zelda TT map on texture full colored

[Image: 3271ZBI.png]
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