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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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(05-23-2016, 07:33 AM)Zipporah Wrote: [ -> ]Hello!  I was just wondering if anyone else was having problems with the links of the latest Ishiiruka versions not working.  When I click on them, the blank page keeps on trying to load without it ever actually loading. I have waited a couple of minutes, but without success.  Is there any way I can access the latest build?  Dolphin runs fine for me, but I was hoping to maybe up some of the settings a little bit more with Ishiiruka.  

  I am, however, able to access the GitHub link, but it is somewhat overwhelming.  Would I click on Download Zip in order to get the latest Ishiiruka build or can I only get that one through one of the goo.gle links?   Thanks! Smile

Idk how long this link will last before it changes
https://www.dropbox.com/sh/7f78x2czhknfrmr/AADhXhA0b8EIcCyejITS697Ca?dl=0
all this links are valid if you find a problem please let me know.
https://goo.gl/31cRcc
https://goo.gl/YzHNa5
https://goo.gl/NXV6b7
   Thank you for the quick replies!  The dropbox link worked, so thank you CowlScatman!  

   Hello, Tino, thank you for responding!  Whenever I click on any of those links it starts loading the page, but then it never fully loads and keeps saying, "Waiting for goo.gl"   It looks like the attachment that I am including in this post.  No matter how long I wait, nothing happens.  Hopefully, no one else is experiencing this.
Either routing to you is being screwed, your ISP is doing something dumb, or you have something on your system that is blocking something it shouldn't be.

Try the links later.

Erastopic

(05-22-2016, 11:09 PM)mimimi Wrote: [ -> ]Whenever you run into a problem with Ishiiruka it's a good idea to check if you get the same problem on the official version too. If it happens there too, you can post in the support forum and get support from the normal devs instead of just Tino. If it doesn't happen in the official builds, that would be important information for Tino that helps a lot.

The issue is even with the official build so seems to be a DX12 issue across unofficial and official versions. I will post the issue at the official bug report forum for the official development build version. I actually didn't know the official development build had DX12 support, figured it was unofficial versions only so, my bad.  Tongue
(05-23-2016, 05:11 PM)Erastopic Wrote: [ -> ]The issue is even with the official build so seems to be a DX12 issue across unofficial and official versions. I will post the issue at the official bug report forum for the official development build version. I actually didn't know the official development build had DX12 support, figured it was unofficial versions only so, my bad.  Tongue


I do wonder how many features / fixes Ishiiruka users think are exclusive to Ishiiruka. =/
Started Experimenting once again. I think it's starting to look pretty realistic. Smile
Just gotta fix the pathway, and make a more suitable texture for link.
Oh and desaturate the grass a bit.

[Image: 8f04c36075.png]
updated the latest folder with a new version, please dx12 users test if the issues you reported are fixed. most of them should but i-m interested in knowing what issues are left.
(05-24-2016, 12:25 PM)rlaugh0095 Wrote: [ -> ]Started Experimenting once again. I think it's starting to look pretty realistic. Smile
Just gotta fix the pathway, and make a more suitable texture for link.
Oh and desaturate the grass a bit.

Click here to see Screenshot: (Show Spoiler)
Is that Twilight Princess? I can't believe I played that on the Wii instead of in Dolphin. Sad
Nice screenshot. You're right, that grass does need some attention. I'm curious as to how it got that tall when the ground at the base of the blades indicates very poor soil (dry, little to no nutrients). Dense clusters of grass like this shouldn't be possible! Tongue

If I may make a suggestion, try adding in some Light Scattering via IshiirukaFX (Bloom tab). I'd start by setting the top three sliders (Width/Power/Intensity) to their left most value (0.5, 1.0 & 0.1 respectively). I find this to be a great base to start tweaking the remaining sliders for each game. This will produce a subtle spatial volumetric/atmospheric effect in games. Except games where none of the post-processing triggers prevent depth buffer effects from screwing up the 2d/interface elements. You can't see the volumetric effect in a screenshot and I video compression couldn't demonstrate it correctly so it's kind of hard to describe it. Since you're apparently using SSAO in that screenshot, I think this would be a great addition in that Zelda game as it would add a more realistic volume to the engine's lighting system.

I do think the bloom shown is too strong though. Looks very out of place on my display, calibrated to Rec. 709 standards. But game in general don't adhere to those standards, and few developers like Naughty Dog actually design with and for such standards. Just wanted to mention that as constructive criticism since you mentioned the game looking more realistic (No Nintendo game follows any standards. They don't even support Limited or Full range RGB options for HDMI on consoles!)


If you have Xenoblade, you can try my settings out if you're curious about the subtle volumetric effect. If you do, be sure to set the post-processing trigger to "On EFB Copy" (Same shader settings used with "On Swap" will be too weak).
SSAO2.ini
SSGI.ini
IshiirukaFX.ini



Another trick you can try is to use SSAO2 in conjunction with IshiirukaFX's Tonemapping (with Filmic and using tonemap type "1") together.
SSAO2 acts as a dynamic overlay "mask" for the tonemapping.
Tonemap type "1" is used because it covers low mid and high contrast ranges. I use an aggressive tonemap type 1 configuration because it gets masked by SSAO2 in a non-linear fashion. Mostly on the high end, a little less on the low end and even less for the midrange. This also helps deal with almost all color saturation and you only need to use the Pixel Vibrance tab to (de)saturate the color(s) that is the developers were really lacking. I like to leave BLUE alone at 1.0 and adjust red first and then green, if needed. I do this because Blue is the color hardest to see by typical human eyes (green being the easiest). Just look at the corners of a CIE chart, blue covers the smallest area of the viewable spectrum (triangle).


@Tino:
Just to keep my post on topic (sorry Tongue), as a future feature request I'd like to see a way to save configurations in the interface itself. Game specific configs would be nice (hook or inside <GameID>.ini?).
But I'd really like some sort of A/B/X comparison method. If you're unfamiliar with the term, it's mostly used in the speaker/home theatre/recording communities.
The TL;DR of this is basically a single button/box to instantly change between settings. Now users don't need to waste time changing settings every time they want to check the other configuration.
Again, just something to think about in the future. This could be extended to video/post-processing configurations as well.
Another log of a potential FIFO issue only in Ishiiruka (see bottom of post)

Game: Baten Kaitos: Eternal Wings and the Lost Ocean (GameID = GKBEAF)
Console: Gamecube
Build: Ishiiruka 665 (b587dcb)

Note: There might be a problem while recording a FIFO file. I made three recordings, all with different settings and at different locations in the game. I didn't think to log the first two recordings until updating to Ishiiruka 665 (b587dcb). THIS FIFO is the third, and is where all the logs come from.  
Of the first two recordings I made, the first entered an endless loop of panic handler prompts that required terminating dolphin.exe. Second was error free but was a black frame (Frame analysis tab does list objects). The third was same as the first but without that endless loop.


Code:
30:41:059 ConfigManager.cpp:85 N[BOOT]: Saving settings to C:/Users/Kami/Documents/Dolphin Emulator/Config/Dolphin.ini
30:41:068 Core.cpp:890 W[COMMON]: Want determinism <- false
30:41:227 Boot\Boot.cpp:248 N[BOOT]: Booting C:\_Games\Dolphin\baten kaitos fifo.dff
30:42:893 MsgHandler.cpp:88 E[*]: Warning: GFX FIFO: Unknown Opcode (0x63 @ 000000002C654E69, preprocessing=preprocess=false).
This means one of the following:
* The emulated GPU got desynced, disabling dual core can help
* Command stream corrupted by some spurious memory bug
* This really is an unknown opcode (unlikely)
* Some other sort of bug

Further errors will be sent to the Video Backend log and
Dolphin will now likely crash or hang. Enjoy.
30:50:084 MsgHandler.cpp:88 E[*]: Warning: Illegal command 63
CPBase: 0x003afca0
CPEnd: 0x003efc80
CPHiWatermark: 0x0002ffe8
CPLoWatermark: 0x00000000
CPReadWriteDistance: 0x00000020
CPWritePointer: 0x003b4b20
CPReadPointer: 0x003b4b00
CPBreakpoint: 0x00000000
bFF_GPReadEnable: true
bFF_BPEnable: false
bFF_BPInt: false
bFF_Breakpoint: false
bFF_GPLinkEnable: true
bFF_HiWatermarkInt: false
bFF_LoWatermarkInt: false

30:51:284 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x63 @ 000000002C654E69, preprocessing = no)
30:51:284 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x6c @ 000000002C654E6A, preprocessing = no)
30:51:284 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x63 @ 000000002C654E8D, preprocessing = no)
30:51:284 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x3d @ 000000002C658E92, preprocessing = no)
30:51:285 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0b @ 000000002C66CC93, preprocessing = no)
30:51:285 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x3d @ 000000002C66CC96, preprocessing = no)
30:51:285 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x52 @ 000000002C66CC97, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692D83, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x4e @ 000000002C692D84, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692D85, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692D8B, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x4e @ 000000002C692D8C, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692D8D, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x4e @ 000000002C692D8E, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692D8F, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x15 @ 000000002C692D90, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692D91, preprocessing = no)
30:51:286 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x2c @ 000000002C692D92, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692D93, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x2c @ 000000002C692D94, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692D95, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x39 @ 000000002C692D96, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692D97, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x4f @ 000000002C692D98, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692D99, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x4f @ 000000002C692D9A, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692D9B, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x14 @ 000000002C692D9C, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692D9D, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x2d @ 000000002C692D9E, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692D9F, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x2d @ 000000002C692DA0, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692DA1, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692DA7, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x1a @ 000000002C692DA8, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DA9, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x2a @ 000000002C692DAA, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DAB, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x2a @ 000000002C692DAC, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692DAD, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x3b @ 000000002C692DAE, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DAF, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x58 @ 000000002C692DB0, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DB1, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x58 @ 000000002C692DB2, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692DB3, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0c @ 000000002C692DB4, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DB5, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x2b @ 000000002C692DB6, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DB7, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x2b @ 000000002C692DB8, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692DB9, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x3a @ 000000002C692DBA, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DBB, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x55 @ 000000002C692DBC, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DBD, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x55 @ 000000002C692DBE, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692DBF, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0f @ 000000002C692DC0, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DC1, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x37 @ 000000002C692DC2, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DC3, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x37 @ 000000002C692DC4, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x0d @ 000000002C692DC5, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x2e @ 000000002C692DC6, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692DC7, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692E08, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0xd7 @ 000000002C692E09, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x07 @ 000000002C692E0A, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x7c @ 000000002C692E0B, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692E0C, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0xd4 @ 000000002C692E0D, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692E0E, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0xd4 @ 000000002C692E0F, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x07 @ 000000002C692E10, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x7f @ 000000002C692E11, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692E12, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0xc9 @ 000000002C692E13, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x04 @ 000000002C692E14, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0xc9 @ 000000002C692E15, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x07 @ 000000002C692E16, preprocessing = no)
30:51:287 OpcodeDecoding.cpp:352 E[Video]: FIFO: Unknown Opcode(0x14 @ 000000002C694142, preprocessing = no)
[*]


I don't know what I did to log this, so this might be unrelated, but I noticed it while writing this post (FIFO was still "playing" in the background). I started and finished all of my logging with it set to log Warnings.




Code:
32:57:889 VolumeCreator.cpp:204 W[DIO]: No known magic words found
32:57:889 VolumeCreator.cpp:205 W[DIO]: Wii  offset: 0x18 value: 0xc0040000
32:57:890 VolumeCreator.cpp:206 W[DIO]: WiiC offset: 0x60 value: 0x00000000
32:57:890 VolumeCreator.cpp:207 W[DIO]: WAD  offset: 0x02 value: 0x010d0300
32:57:890 VolumeCreator.cpp:208 W[DIO]: GC   offset: 0x1C value: 0x00000000
32:57:890 VolumeCreator.cpp:74 N[DIO]: \_Games\Dolphin\baten kaitos fifo.dff does not have the Magic word for a gcm, wiidisc or wad file
Set Log Verbosity to Warning and attempt to load the game again to view the values

[*]






As I mentioned at the start of my post, my FIFO file works fine in Master dev builds (no prompts, two warnings). Well I say that but honestly I only checked in only one Master Build, 4.0-9392. Log is hidden below.



And if needed, here are the logs when starting the game (stopped after "Licensed by Nintendo" fades out). Bolded the red portion of both logs.
Baten Kaitos Origin basically has the same log (Signature.cpp lines).

Ishiiruka: (Show Spoiler)




Does anyone think the bolded portions should be reported in the Master's support section??
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