(06-07-2015, 09:41 PM)ZeldaGamer23 Wrote: [ -> ]Hey, good o'l friend. Been a while since I've last communicated with you.
Have your links been broken or something? I think you might be generating too much traffic on your Dropbox. I apologize, for that.
Forguet to congratulate you, your pack is looking really good. My kids really want to replay the game with the new effects and your pack.
(06-07-2015, 11:11 PM)Tino Wrote: [ -> ] (06-07-2015, 09:41 PM)ZeldaGamer23 Wrote: [ -> ]Hey, good o'l friend. Been a while since I've last communicated with you.
Have your links been broken or something? I think you might be generating too much traffic on your Dropbox. I apologize, for that.
Forguet to congratulate you, your pack is looking really good. My kids really want to replay the game with the new effects and your pack.
Hehe, that's awesome to hear from you, man
They're gonna love it
Couldn't have made this game looking as great without your help. When the pack was front paged on Zelda Informer, I made sure I gave you credit. I'm advertising your Ishiiruka like crazy
Again, thanks, man

(06-07-2015, 11:00 PM)Tino Wrote: [ -> ]Didn't know they where down will try to add a third download link to compensate
Awesome, thanks! These people are dealing with dead links. I think I'm driving too much traffic to your download links.
a while ago, mimimi created a code to make the last story run a LOT faster on dolphin, with the side effects of break another games. Someone created a custom build with that code using the master branch, so i was wondering if someone can make the same using the ishiiruka source code. it will help with the stutter
Code:
Replace the 2nd half of TextureCache::TCacheEntry::FromRenderTarget in TextureCache.cpp(d3d version!) with:
  if (!g_ActiveConfig.bCopyEFBToTexture)
  {
    u8* dst = Memory::GetPointer(dstAddr);
    // Block of code just to get encoded_size, copied from g_encoder->Encode. OGL does this differently
    EFBRectangle correctSrc = srcRect;
    correctSrc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
    unsigned int blockH = BLOCK_HEIGHTS[dstFormat];
    unsigned int actualHeight = correctSrc.GetHeight() / (scaleByHalf ? 2 : 1);
    actualHeight = (actualHeight + blockH - 1) & ~(blockH - 1);
    unsigned int numBlocksY = actualHeight / blockH;
    size_t encoded_size = bpmem.copyMipMapStrideChannels * 32 * numBlocksY;
    size_in_bytes = (u32)encoded_size;
    if (!isIntensity && (dstFormat == 0 || dstFormat == 6) && native_height != 1 && (native_width == 64 || native_width == 128 || native_width == 256))
    {
      g_encoder->Encode(dst, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf);
      TextureCache::MakeRangeDynamic(addr, (u32)encoded_size);
    }
    hash = GetHash64(dst, (int)encoded_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
  }
since the code was posted some time ago, i think it need some changes to make it work with the efb to texture check box. Â
(06-07-2015, 06:07 AM)Tino Wrote: [ -> ]Merged latest master and some small fixes.
Nice, but another merge from master is needed to correct the remaining issues and improve the performance of Ishiiruka.
(It's still lagging behind the latest master builds)
Here's a small selecton of (recently merged) PRs:
PR #2097 (TexCache: optimization for small textures)
PR #2141 (ZFreeze: perf. improvements)
PR #2471 (Lighting fixes)
PR #2518 (Hotkey fixes + cleanup)
PR #2533 (Proper SyncGPU)
PR #2538 (Patch for the D3D XFS issue)
PR #2541 (OGL: accurate depth buffer)
PR #2545 (JIT64: accurate NaNs)
PR #2550 (D3D: Z pokes + color poke fixes)
PR #2585 (Fixed the AF option in D3D)
PR #2593 (Remove the 'Toggle IR' hotkey and re-add the 'Auto' IRs)
PR #2596 (PAL fixes part 2)
> PR #2550 (D3D: Z pokes + color poke fixes)
I'd like to see Tino implementing the pokes correctly in the merged way

(06-08-2015, 02:34 AM)ZeldaGamer23 Wrote: [ -> ] (06-07-2015, 11:11 PM)Tino Wrote: [ -> ] (06-07-2015, 09:41 PM)ZeldaGamer23 Wrote: [ -> ]Hey, good o'l friend. Been a while since I've last communicated with you.
Have your links been broken or something? I think you might be generating too much traffic on your Dropbox. I apologize, for that.
Forguet to congratulate you, your pack is looking really good. My kids really want to replay the game with the new effects and your pack.
Hehe, that's awesome to hear from you, man 
They're gonna love it 
Couldn't have made this game looking as great without your help. When the pack was front paged on Zelda Informer, I made sure I gave you credit. I'm advertising your Ishiiruka like crazy 
Again, thanks, man 
Oh wow, I didn't know you went mainstream. o.o
Grats man! XD
Heh... I'm FAR from being mainstream. I'm getting a little popular, though. Just a LITTLE bit

(06-08-2015, 09:17 AM)kirbypuff Wrote: [ -> ]PR #2532 (more PAL fixes)
I guess that fix will make it for real PAL games (25/50 fps) in Ishiiruka since it is currently broken.
Made an account just to post in here with a question or two and say that I am having a great time with SMG on your emulator.
Is there a known bug/incompatibility with Super Mario Galaxy and SSAO? I've been tweaking everything to make it look unbelievably gorgeous, but SSAO, one of my favorite graphical leaps in recent memory, is eluding me. When I toggle it on and off in IshiirukaFX or switch to it alone on the list I see no discernible difference whatsoever, nor does moving the sliders make a difference. The game does stutter when I toggle it so something is happening, but it doesn't make a visual impact.
I switched to Donkey Kong Country Returns to give it a whirl there and it indeed made a significant and glorious improvement in that game. So, what gives for SMG? Am I just out of luck and the game doesn't play well with it?
I also noticed DOF didn't seem to make a difference although I was never a fan of that effect so it isn't a big deal. SSAO not working makes me sad, though.
I think I may post a couple of screenshots after I finish my tweaking because this is looking pretty amazing...
Anyway, keep up the great work and thanks for answers!