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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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(06-24-2017, 02:59 AM)Fizzi Wrote: [ -> ]@Tino

Is there a guide or some help somewhere to get Ishiiruka to build?

I know that this guide exists for dolphin:
https://github.com/dolphin-emu/dolphin/wiki/Building-for-Windows

Does Ishiiruka use a different version of VS? The readme on github says VS2015 Update 2. Seems like it was easier to get VS2015 Update 3. In any case, any guidance for developing for Ishiiruka is apprecia
Forguet to update the doscs, you should use visual studio 2017 for ishiiruka, also you shloud isntall directx sdk (the old version) to support dx9. the rst is the same as master
(06-23-2017, 04:38 AM)Tino Wrote: [ -> ]can you please confirm the last exact version that worked for you?

Alright, I downloaded a ton of builds to pinpoint exactly when things stopped working, and found some interesting details (Just tested one by one until things stopped working / changed):

- 3d vision works perfectly in Ishiiruka up until build 849; builds 847 and prior load 3d vision correctly

-Builds 849 up to 866 do not enable 3d vision at all; when 3d vision is selected from the settings (with exclusive fullscreen enabled of course), you get a 2d image, adjusting depth just moves the image left or right.

-Builds 868 and up actually enable 3d, but the effect is rendered incorrectly; You can adjust 3d via Nvidia's hot keys. however you cannot adjust 3d using the settings inside dolphin; like in the older builds adjusting depth in dolphin just moves the image left or right.


For both vanilla builds and Ishiiruka builds, adjusting the 3d via Nvidia hotkeys causes various visual bugs in most games. Adjusting depth and convergence in the dolphin settings allows the emulator to handle rendering 3d effects instead of Nvidia's driver which gives almost perfect results.

I hope this info will help, fingers crossed for proper 3d support again Smile 
EDIT: I was having the issue in the following screenshot and it sort of sorted itself out... Not really sure how. I installed 8.1 as described and also installed vc++ tools on visual studio 2015 and restarted my computer. Not sure what did it but it's mostly compiling now...

http://imgur.com/a/6XR6U

Having trouble compiling on VS2017 as well. I noticed Windows SDK Version is set to 8.1 on the projects so I installed that as well even though the building on windows wiki suggests 10.0.15063.0.

https://github.com/JLaferri/Ishiiruka

The above is the github. I actually forked a fork of your main project, not sure how far off it is from your current version.
I think the issue is your vc++ library, check the path. I can compile ishiiruka though.
Well, I feel bad spamming this thread but I'm almost there and I think once this builds I should be good to go.

Only a few errors left:
identifier "m_qos_handle" is undefined
identifier "m_qos_flow_id" is undefined
's_pCurBufferPointer': undeclared identifier
Error LNK1181 cannot open input file 'C:\Users\Fizzi\Documents\Github\Ishiiruka\Build\x64\Release\SoundTouch\bin\SoundTouch.lib'

http://imgur.com/a/ARZtI

Any help is appreciated... One thing to note is that when I try to install DX SDK June 2010 it seems to work, mostly, but it ends with the following error screen: http://imgur.com/a/CvQXE

EDIT: This did not solve the m_qos_handle issue but I did successfully install DXSDK by following the suggestions here: https://stackoverflow.com/questions/4102259/directx-sdk-june-2010-installation-problems-error-code-s1023
EDIT2: I fixed the LNK errors by simply rebuilding the externals. m_qos_handle still doesnt work but I can successfully launch the program if I comment out that block.
(06-24-2017, 04:32 PM)kevlahnota Wrote: [ -> ]S1023 because of recent redistributable, have a read here: https://blogs.msdn.microsoft.com/chuckw/2011/12/09/known-issue-directx-sdk-june-2010-setup-and-the-s1023-error/

Yeah. Thanks for that. I fixed that issue as mentioned in my edits. The last remaining thing is the m_qos issues but I can successfully launch the program if I just comment out that section of code.

That also only seems to be in the fork of the program I'm using so I figure as far as this thread is concerned my issues are solved? Thanks for the help.

DarkSagaBR

Tino.

I was able to fix the screen corruption problem (not sure which method did it).
   But still H-B mode is still punishing the vc games even on RIP mode.

 Any hope for a optimization for the Hybrid-Bicubic mode for 16bits?
  Apparently their screens are overwhelming with corrections for the effect, modern games are not displaying such behavior (fps) only vc...


  If not one last question, why I've being unable to use my shaders when on fullscreen mode? Referring to the swap it's fine windowed and FS...
  Although the After Blit "is only" ported into fullscreen mode when the resolution is at 1x5...
  I like to emulate using 1440p for fullscreen and 9x for internal resolution (more details). But by some unknown reason the after blits aspect is never ported into fullscreen, thus full screen becomes equal to on swap again when on it...

 Is this meant to be so?
(06-25-2017, 02:50 AM)DarkSagaBR Wrote: [ -> ]Tino.

I was able to fix the screen corruption problem (not sure which method did it).
   But still H-B mode is still punishing the vc games even on RIP mode.

 Any hope for a optimization for the Hybrid-Bicubic mode for 16bits?
  Apparently their screens are overwhelming with corrections for the effect, modern games are not displaying such behavior (fps) only vc...


  If not one last question, why I've being unable to use my shaders when on fullscreen mode? Referring to the swap it's fine windowed and FS...
  Although the After Blit "is only" ported into fullscreen mode when the resolution is at 1x5...
  I like to emulate using 1440p for fullscreen and 9x for internal resolution (more details). But by some unknown reason the after blits aspect is never ported into fullscreen, thus full screen becomes equal to on swap again when on it...

 Is this meant to be so?

the cpu filters are really heavy on those games because they keep uploading and downloading data from gpu and in that proccess the filter is applyed multiples times so i dont see a real solution for that.
Has there been a change to how custom textures are loaded in Dolphin? I just upgraded from Ishi Iruka 890 to 950 but when I load up games with texture packs the textures don't look the same as they used to.
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