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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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If it works, it works.

Are you talking about Direct Connect? If so, that was only implemented for the Wii U controller adapter or adapters that implement a Wii U mode. Purely because we could pass it through and the game would happily use it, with more accurate input.

You can't use direct connect on anything that isn't a Wii U controller adapter. That just goes against what it's designed to do. You'll be exposing something to the game that it has no idea what to do with.
(06-04-2016, 04:37 AM)Emufan Wrote: [ -> ]Can you support this adapter? http://www.mayflash.com/Products/NINTENDOWiiGC/PC051.html

I can confirm this one works. It's the exact one I use.
While playing in The Gutter (in Dark Souls 2 Big Grin) I had another idea I wanted to share. It's another one where I don't think about the technical side of things. It's not even an original idea, but something I thought was worth "stealing" from another game because it in theory would be useful.

"Animated" custom textures. This being similar to that of sprite sheet animation, but not restricted to the same texture file--split frames into seperate textures with a name/tag/prefix/suffix so Dolphin/Ishiiruka knows what to do with it.
In my mind, I'm thinking of a graphics option that would force reload textures at a some user defined setting. The special texture tag would be used to identify each animation frame and the order in which they cycle.

Examples:
I) Swaps after every frame. Possibly demanding from tons of read/write calls.
II) Swaps synced to GC/Wii cpu clock timings. Could have slightly better performance. Or worse. Purpose is to swap texture frames for cadence, similar to how VSync works to eliminate frame tearing.
III) Custom timings, like every 100/500/1000ms.
IV) Any of the above + distance rolloff. Think mipmaps, but some can be animated and not the others. Could have animations only visible on base texture and first mipmap while the rest remain static due to distance from screen/player.
V) Animation frames can not only loop, but also play once per load. I'm thinking smoother transitions between mipmaps. Can't think of any other uses ATM.
VI) Can shaders use a texture? I'm visualizing a shader that uses an animated dithering/bump/specular/material texture to do frame prediction post-processing. Like dithering being applied to specific areas rendered instead of the whole screen at once. Dithering gets triggered and applied only to the DOF transition point so it's not a harsh edge at the point where DOF and no DOF meet. Or a texture being used as tiled masking texture for another shader (FXAA) to turn FXAA into a psuedo ordered/rotated/sparse grid AA. This could also be configured to only work during movement to help motion/temporal aliasing like TXAA does.

To better illustrate what I'm trying to convey, take a look at the cave wall at 2:50. Video is from EpicNameBro, and is 45 minutes long so I linked to the timestamp.
In this video you can see some liquid substance like water running down the face of the wall, which is what this post is based on.
(06-03-2016, 12:39 AM)Tino Wrote: [ -> ]@Alexking0615: can you send me your original config files so i can debug the source of the hang?

D3D12 QueuedCommandList BackgraundThreadFunction Failed

Tino I already know what the problem with this error, the problem is with the DX12 Shader Cache
I remove the file as a game metal gear solid works without crashes and without this error which I wrote, but for the moment the file itself appears DX12 and other cache, and each time I have to delete the file if it is repaired?
(06-04-2016, 12:17 PM)Kamikaze_Ice Wrote: [ -> ]While playing in The Gutter (in Dark Souls 2 Big Grin) I had another idea I wanted to share. It's another one where I don't think about the technical side of things. It's not even an original idea, but something I thought was worth "stealing" from another game because it in theory would be useful.

"Animated" custom textures. This being similar to that of sprite sheet animation, but not restricted to the same texture file--split frames into seperate textures with a name/tag/prefix/suffix so Dolphin/Ishiiruka knows what to do with it.
In my mind, I'm thinking of a graphics option that would force reload textures at a some user defined setting. The special texture tag would be used to identify each animation frame and the order in which they cycle.

Examples:
I) Swaps after every frame. Possibly demanding from tons of read/write calls.
II) Swaps synced to GC/Wii cpu clock timings. Could have slightly better performance. Or worse. Purpose is to swap texture frames for cadence, similar to how VSync works to eliminate frame tearing.
III) Custom timings, like every 100/500/1000ms.
IV) Any of the above + distance rolloff. Think mipmaps, but some can be animated and not the others. Could have animations only visible on base texture and first mipmap while the rest remain static due to distance from screen/player.
V) Animation frames can not only loop, but also play once per load. I'm thinking smoother transitions between mipmaps. Can't think of any other uses ATM.
VI) Can shaders use a texture? I'm visualizing a shader that uses an animated dithering/bump/specular/material texture to do frame prediction post-processing. Like dithering being applied to specific areas rendered instead of the whole screen at once. Dithering gets triggered and applied only to the DOF transition point so it's not a harsh edge at the point where DOF and no DOF meet. Or a texture being used as tiled masking texture for another shader (FXAA) to turn FXAA into a psuedo ordered/rotated/sparse grid AA. This could also be configured to only work during movement to help motion/temporal aliasing like TXAA does.

To better illustrate what I'm trying to convey, take a look at the cave wall at 2:50. Video is from EpicNameBro, and is 45 minutes long so I linked to the timestamp.
In this video you can see some liquid substance like water running down the face of the wall, which is what this post is based on.


D3D12 QueuedCommandList BackgraundThreadFunction Failed

I already know what the problem with this error, the problem is with the DX12 Shader Cache
I remove the file as a game metal gear solid works without crashes and without this error which I wrote, but for the moment the file itself appears DX12 and other cache, and each time I have to delete the file if it is repaired?
Shameless Screenshot. :3
I love how the ground looks damp.
Got to fix my tree NRM though. I used the encoder tool on a completed nrm map to creat mipmaps and it cause the final nrm to screw up.
 Also got to finish the rest of the minor foliage in the are. They look so bad in comparison to the leaves of the trees. XD

[Image: 3b06607327.png]
I am having issues with using Ishiiruka-shaders on other games than The Legend Of Zelda: Twilight princess, especially Super Mario Galaxy - where any shader at all makes this weird shadow glitch below Mario. Is this a bug or am I missing something? I am also experiencing very hard lag during pre-rendered ".mp4 cutscenes", such as the ones in Super Mario Sunshine and Mario Galaxy - even without graphical enhancements enabled. Thanks in advance, ~Henriko
(06-05-2016, 10:02 PM)HenrikoMagnifico Wrote: [ -> ]I am having issues with using Ishiiruka-shaders on other games than The Legend Of Zelda: Twilight princess, especially Super Mario Galaxy - where any shader at all makes this weird shadow glitch below Mario. Is this a bug or am I missing something? I am also experiencing very hard lag during pre-rendered ".mp4 cutscenes", such as the ones in Super Mario Sunshine and Mario Galaxy - even without graphical enhancements enabled. Thanks in advance, ~Henriko

If you have any scaling turned on the mp4 cutscenes it tries to scale every frame of the video messing with performance. Same thing with dumping textures, it dumps every single frame of the video but it's always blank.
Here is what I worked on tonight. I did textures from midnight to 1pm XD

[Image: 96ab7a8870.png]

Necron N.N

Guys, I have a problem building Ishiiruka in Linux. I'm using Debian Testing, 64 bits machine. I was able to compile Dolphin 4.0-9399 with no issues.

Here's the output of "cmake .."


And this is the error output (ignore the Spanish, but it's the "failed to find the instructions to make blahblah" error):

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