updated in the main post. 2 version available, a fix for the previus commit, and a new version with the core updated to the latest master.
feedback is welcome.
Thanks for that last update, Tino. Keep up the good work! Tried SMG with your current latest x64(3f8dd02) and it is going really smooth at 100% speed on both LLE and HLE audio on my 2500K@4.5ghz. Btw, is it just me or all your dx9 releases show a black screen when crop is enabled? (even if emulation goes on in the background)
Edit: The first time I played a level I experienced hiccups (that were few and far between) , but if i replayed that level no hiccups at all. (Maybe its Shader Cache related?)
Oh nice, already done
@ Delphinidae: Yeah, if those hiccups happen only the first time around they're typical Shader Cache hiccups.
Alright, here my first findings...
- played a little and didn't find any new glitches or anything, also no crashes for now.
- I can now edit my Miis just like in master build

- noticed one thing, but checking back, this also seems to happen in your last build: When opening gfx settings while ingame (SMG), my speed goes up - but that seems to be because EFB Access from CPU seems to get disabled (automatically). I cannot use those blue stars anymore.
- now to performance: I had hoped this build would be even faster (than Ishiiruka.d30d8ca.x64) because there were quite a few performance+ commits recently in Master, but it's actually the same or a little slower in most cases it seems.
In SMG, just standing in the Observatory, with 4x resolution there's no difference, but at 1x the old build gets 51-53 FPS while the new one gets 50. I first felt like it was now much worse but that's because the zelda ucode stuff is now merged and sound crawls as badly as the graphics ^^
Mario Kart Wii race mode menu is the same in both builds.
Kirby's Epic Yarn, just opening up the level description of the first level (so there's just a non-moving image), with 4x resolution I get 50-51 FPS with old build, and 40-43 FPS with the new one, so that's pretty big a difference...
I guess you haven't yet included galop1n's booster? (
https://forums.dolphin-emu.org/Thread-code-to-review-for-a-boost-in-the-d3d-backend )
yes galop1n changes are implemented but they affect only dx11, the common part of galop1n's changes causes the poligon problem you see in my previus commit so i reverted them until i have time to debug it properly.
Great, almost every issue that I reported has been fixed with the last master core merged:
Michael Jackson Experience - graphical bugs fixed
Prince of Persia Forgotten Sands - black background fixed
Final Fantasy Chronicles - coloured borders fixed
P.N.03 - garbled text fixed
Games that need MMU speed hack - game boot up fixed
The little "issue" of Pandora's Tower (graphic a bit darker and blurred at low res) is still there and strangely the issue of Batman Begins (already reported at page 32) too (in fact for now this is my only major issue left)
http://postimg.org/image/kvtk4egbb/ (this is how it should look like:
http://postimg.org/image/5mfsecv45/ )
P.S. specifically wich one of the previous revisions had the galop1n changes implemented?
the last 2, the stable and core merged versions have galop1n changes in dx11.
dephined: the batman Issue is present in master?
At the momenti I cannot tell, because master doesn't work anymore with XP...anyway I don't see such a report on the issue tracker (I think someone should have already noticed that bug...unless nobody's playing/testing this game anymore?)
OpenGL has the same problem as DX9, so maybe that could be a good clue that current master is also affected as well?
Guys, am I the only one getting a blackscreen when crop is enabled?