@robynasi: Are you even talking about normal save games or are you using save states (emulator saves)? Because the latter are always risky to use...
Xenoblade Chronicles works fine here, save games load and water is also no problem...
Sound is glitchy, though, sounds kinda shaky. Also, I've know heard that short noise at the start of a game. I think it's actually even before the game itself is started or at least in my case it came before (or at the start of) my costum textures being loaded (that always takes, like, a minute on my PC), and that is done before the game is actually booted up, isn't it?
Thanks for this build, it's the only one where ZTP Hyrule field is playable (30 fps) at least on my 4,8ghz Ivy CPU.
JMC47 or anyone with nvidia card: i having troubles identifiying the source of the graphic errors on nvidia cards, it will be a great help for me if anyone can tell me if there is a specific version where graphic glitches start or if the errors are thre from the start of this branch.
Do you have a github branch or something I can easily pull from and move revision to revision? Or do I just have to download build after build? Sorry, I haven't been following this thread from the beginning so I don't know where you have everything archived.
What graphics errors are still there, anyway?
Shadows are broken in super mario galaxy and metroid on nvidia cards. The errors seem related but i'm not sure what is the source of the problem, dx11 and ogll works well on nvidia, in amd everythings looks ok.
Hm? For me, using your latest build and using DX9, shadows seem to be fine in SMG...
OpenGL still has its black layer over the whole screen and DX11 crashes Dolphin when booting any game.
(06-15-2014, 06:20 AM)StripTheSoul Wrote: [ -> ]@robynasi: Are you even talking about normal save games or are you using save states (emulator saves)? Because the latter are always risky to use...
Xenoblade Chronicles works fine here, save games load and water is also no problem...
Sound is glitchy, though, sounds kinda shaky. Also, I've know heard that short noise at the start of a game. I think it's actually even before the game itself is started or at least in my case it came before (or at the start of) my costum textures being loaded (that always takes, like, a minute on my PC), and that is done before the game is actually booted up, isn't it?
Yes normal saves (sstate do not load on different revisions). I think that loading crash also because i seved in zones with water....maybe it's just my impression. I'm using 0300d93 and also your last ones 3f8dd02.x64 and 04b7b1e.x64. Problem still persist.
I don't use custom textures, just the original game. With NVIDIA GTX650Ti, and win7 64 bit and a core 2 duo T9500.
Also i notice that disabling dual core support it load and do not ever crash also during game, but is obviously slower.
Another think that i notice is that after take the savestate the game reach 25FPS for a fraction of a second than return to the average lower fps.
How can i help you debug this problem? The log file is fill with 0xFFFFFFFF : ? lines:
on 0300d93:
Unhandled Exception
Code: 0xC0000005
Call stack info:
0x21F2B4B4 : ?
Dolphin!0x0086A057 : ?
Unhandled Exception
Code: 0xC0000005
Call stack info:
0x233FD244 : ?
Dolphin!0x0086A057 : ?
on latest:
Unhandled Exception
Code: 0xC0000005
Call stack info:
Dolphin!0x0086A3D4 : ?
Unhandled Exception
Code: 0xC0000005
Call stack info:
0x00000001 : ?
Dolphin!0x00869DC7 : ?
Dolphin!0x00800000 : ?
updated the main post with some fixes to new sound time stretching algorithm. added an option to disable it. is disabled by default until is fully stable. problems with zelda ucode should be fixed now.
If you mean sound glitches with "problems" then they're not fixed, though, I think it has improved a little. Even on fullspeed music feels a little shaky. There's also still this echo effect sometimes; I also have that on Xenoblade Chronicles, at least when characters are shouting stuff in battle.
BTW, I noticed that Dolby Pro Logic II Decoder is now checkable for XAudio2. Does that mean you have done something there to support it? Or is it just a mistake that it's checkable in your build?