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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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robynasi: you will have to help me then, because I can not reproduce your error, please contact me when you have some free time to see if we can debug the problem.
(07-02-2014, 10:04 AM)Tino Wrote: [ -> ]if you open the graphic menu while the game is runing you are overriding the games default settings so is the spected result. you will see the warning when the game starts.


No, this issue doesn't happen in the master.
https://www.youtube.com/watch?v=JuA6YPfGzhY&feature=youtu.be

dx9 unofficial
https://www.youtube.com/watch?v=LWA-pZqPLMs&feature=youtu.be
(07-02-2014, 10:04 AM)Tino Wrote: [ -> ]anyone uses destination alpha disabled, becuse I'm thinking in removing any options that should be always on.

In this case disable destination alpha should be always unchecked.


IMO, you shouldn't remove Disable Destination Alpha, cause it works pretty well in most games and the speed boost that it gives, alows to improve IR or more AA. (See my two lists below, one with games that works with no notable issues and the another with games that has minor issues.)


Disable Destination Alpha Checked, No issues in the games bellow:


007 From Russia With Love (I have not tested much this game, but it probably works with no issues too)
Eternal Darkness
Metroid Prime 1 GC
Metroid Other M
MURAMASA
New Super Mario Bros. Wii
Pandora's Tower (I have not tested much this game, but it probably works with no issues too)
Resident Evil 0 GC and Wii
Resident Evil 1 Remake GC and Wii
Resident Evil 2
Resident Evil 3 (I have not tested RE3 much, but it probably works with no issues too)
Resident Evil Code Veronica X
Sonic Adventure DX
SoulCalibur II
Super Smash Bros Brawl
The Last Story


Disable Destination Alpha Checked, Minor issues in the games bellow:


F-Zero GX (shadows are turned Off)
Resident Evil 4 GC and Wii (runs almost perfect when you are using the Custom Projection Hack of Zelda TP Bloom Hack)
Sonic Adventure 2 Battle (some minor issues with the text in Chao world, other than that, works pretty well too)
hyperspeed: tested the exact same steps and it didn't happend to me. can you delete your dx9 configuration file and try again just to be shure to start fresh?
Thanks for that list Hyperspeed. Didn't know there were that many games which benifit from disable dest. Alpha, WITHOUT any negative effects!

Will check em out soon.
Wanted to report a quick comparison between commit b7ccb7a and 31302ab with Super Mario Galaxy: at the very beginning of the game (when Mario automatically enters the park) with commit b7ccb7a fps are stable at 70 (against the 65 of commit 31302ab), after that when the game becomes "heavier" the speed gain for me (e8400 - Gtx650ti - WinXP) seems to be in order of 1 or maybe 2 fps...when I'll have more time I'll test other games.

P.S. I wouldn't remove destination alpha, from what I remember it gave a good speed boost at least in Metroid other M...
(07-03-2014, 03:04 AM)Tino Wrote: [ -> ]hyperspeed: tested the exact same steps and it didn't happend to me. can you delete your dx9 configuration file and try again just to be shure to start fresh?

I deleted the config and used the portable.txt in both (dolphin-master and dolphin-DX9-unofficial) to make sure and the issue is still there, it only happens with DX9.

Can anyone test this issue and see if it happens for you too?

@xystus, you're welcome!


Edit: Maybe this issue only happens in NVIDIA cards?
Updated the Latest folder with a new version with some fixes.
robynasi: thanks for the help debuging the errors you posted.
(07-03-2014, 05:02 AM)dephined Wrote: [ -> ]P.S. I wouldn't remove destination alpha, from what I remember it gave a good speed boost at least in Metroid other M...

I don't thinking that's possible..? It can break effects when you disable dest. alpha, making it a "speed up" hack. So (enabled) dest. alpha doesn't speed up anything - right?
Errata corrige: there is a strange behavior... using the dolphin.exe that you gave me and starting it directly from the archive, it successfully load the savegames, but the interface lack of icons (becouse I started it from the archive), while the last release also crash during load.

So I tryed to replace the dolphin.exe in the dolphin folder with the one that you gave me that work if started from the archive alone, but it also crash during load.

So the same dolphin.exe (eb06ec5) alone load the game correctly (if i do not move the gamepad! otherwise it crash!) but give the errors on startup:
filed to load sys\themes\...
and ths error on game start: Error: Trying to access ANSI fonts but their are not loaded...
than the game start and I can load the saves correctly.
Still crash sometimes during gameplay

Replacing the last build with dolphin.exe (eb06ec5) in the folder crash on loading saves.

Also tryed c98d198 but crash on load saves.

------------------------Debugging last revision (it load saves correctly sometimes / crash during gameplay):

> Dolphin.exe!Pos_ReadIndex_Float_SSSE3<unsigned char,1>() Riga 112 C++
pData Variabile ottimizzata e non disponibile.



-----------------Debugging with dlist cheked (it load saves correctly sometimes / crash during gameplay):
> Dolphin.exe!GetMurmurHash3(const unsigned char * src, int len, unsigned int samples) Riga 179 C++
+ src 0x0000000000000000 <NULL> const unsigned char *
len Variabile ottimizzata e non disponibile.
samples Variabile ottimizzata e non disponibile.
k1 Variabile ottimizzata e non disponibile.
k2 Variabile ottimizzata e non disponibile.
Step 1 unsigned int
c2 5545529020109919103 unsigned __int64
tail Variabile ottimizzata e non disponibile.
c1 9782798678568883157 unsigned __int64
h1 10621991767809651316 unsigned __int64
h2 6371974587529090045 unsigned __int64
i 1 int
k1 Variabile ottimizzata e non disponibile.
k2 Variabile ottimizzata e non disponibile.


Dolphin.exe!HandleDisplayList(unsigned int address, unsigned int size) Riga 747 C++
address 1231971186 unsigned int
size 1700885349 unsigned int
vhash 0 unsigned __int64
+ Parentiter {...} std::_Tree_iterator<std::_Tree_val<std::_Tree_simple_types<std::pair<unsigned __int64 const ,DLCache::VDlist> > > >
childexist Variabile ottimizzata e non disponibile.
+ dl {dl_hash=4294957504 Regions=0x0000000000000000 <NULL> LastRegion=0x0000000000000000 <NULL> ...} DLCache::CachedDisplayList
dl_id 5291275955185218405 unsigned __int64
iter Variabile ottimizzata e non disponibile.
dlvatused 0 unsigned int
dl Variabile ottimizzata e non disponibile.
old_datareader Variabile ottimizzata e non disponibile.
+ vdl {dl_map={ size=13893232 } VATUsed=210171304 count=0 } DLCache::VDlist

Dolphin.exe!ExecuteDisplayList(unsigned int address, unsigned int size) Riga 117 C++
Dolphin.exe!DLCache::AnalyzeAndRunDisplayList(unsigned int address, unsigned int size, DLCache::CachedDisplayList * dl) Riga 319 C++
Dolphin.exe!HandleDisplayList(unsigned int address, unsigned int size) Riga 746 C++
Dolphin.exe!ExecuteDisplayList(unsigned int address, unsigned int size) Riga 117 C++
Dolphin.exe!DLCache::AnalyzeAndRunDisplayList(unsigned int address, unsigned int size, DLCache::CachedDisplayList * dl) Riga 319 C++
Dolphin.exe!HandleDisplayList(unsigned int address, unsigned int size) Riga 746 C++
Dolphin.exe!Decode() Riga 337 C++
Dolphin.exe!OpcodeDecoder_Run(bool skipped_frame) Riga 502 C++
Dolphin.exe!RunGpuLoop() Riga 175 C++
Dolphin.exe!Core::EmuThread() Riga 472 C++
[Codice esterno]
Hi Tino,

I'm glad to see that you're still working on this. I haven't used Dolphin for quite a while. Just use it again recently. I found that the latest x86 build can't run a game with custom textures (Super Smash Bros. Brawl); it crashes. The latest working x86 build is Dolphin-DX9-Final.4.0-164.Win32. Builds after that either corrupt the custom textures or crash.

Is it enough to just replace Dolphin.exe when I want to try a different build?
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