Dolphin, the GameCube and Wii emulator - Forums

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(10-18-2015, 05:37 AM)JosJuice Wrote: [ -> ]
(10-18-2015, 02:39 AM)ISuperMarioI Wrote: [ -> ]
(10-17-2015, 05:08 PM)JosJuice Wrote: [ -> ]If you would be able to try it out right now, you would get more graphics problems and worse performance.

Are those issues occurring on Windows x64?

Yes.

Would the APK file from phire be compiled once the graphical issues and performance issues are fixed?
(10-18-2015, 03:01 PM)ISuperMarioI Wrote: [ -> ]
(10-18-2015, 05:37 AM)JosJuice Wrote: [ -> ]
(10-18-2015, 02:39 AM)ISuperMarioI Wrote: [ -> ]
(10-17-2015, 05:08 PM)JosJuice Wrote: [ -> ]If you would be able to try it out right now, you would get more graphics problems and worse performance.

Are those issues occurring on Windows x64?

Yes.

Would the APK file from phire be compiled once the graphical issues and performance issues are fixed?

Maybe? Whether it builds on Android or not isn't really related to those issues. All I can say is that it will be able to build on Android before the PR gets merged into the development builds.
Today, I have some bad news; the freezing issue still exists in New Super Mario Bros. Wii and hasn't been fixed yet in the latest build. Another issue that wasn't fixed was in Newer Super Mario Bros. Wii in which the game will freeze when you walk onto the bottom part of the slope in World 1-2 (https://www.youtube.com/watch?v=O5YQ2bgoEkc&list=PLw1sMD7aQ1fwi71fds3ZCAU54E53PqW_0&index=1).
This NSMBW freeze is well known. It's because of not caring about floating point single precision. It would be quite easy to just cast it after every operation (as x64 does it), but this would slow down *a lot*. There was an idea to keep track about single vs double to to use single instructions on the host if possible, but nobody did work on it.
(10-26-2015, 06:02 PM)degasus Wrote: [ -> ]This NSMBW freeze is well known. It's because of not caring about floating point single precision. It would be quite easy to just cast it after every operation (as x64 does it), but this would slow down *a lot*. There was an idea to keep track about single vs double to use single instructions on the host if possible, but nobody did work on it.

Well that is unfortunate. Would it be possible for you to see if the idea of single instructions on the host would fix the hanging bug in Newer Super Mario Bros. Wii without slowing the emulation down to unplayability? If it works, at least Newer Super Mario Bros. Wii won't have as much of an issue with hanging.
I've tried to slow part, so yes, it will. But it's a lot of work. And neither Sonic nor me had much spare time to work on dolphin recently...
(10-27-2015, 07:20 AM)degasus Wrote: [ -> ]I've tried to slow part, so yes, it will. But it's a lot of work. And neither Sonic nor me had much spare time to work on dolphin recently...

If you have time, would you be able to use that method?
Why do two shadows of the character you're either playing as or fighting against appear on two different platforms (https://www.youtube.com/watch?v=E7VC4at5nt4)?
When using Cached Interpreter, I'm able to pluck Pikmin from the ground in Project M, unlike JIT ARM64 Recomplier (https://www.youtube.com/watch?v=zluI0C-kBQc).
Today, I saw an issue in Dolphin Emulator Issue Tracker talking about Luigi's Mansion having issues with graphics such as Luigi's head and flashlight not appearing and the fact that the game will freeze once you use the Poltergust 3000 (https://bugs.dolphin-emu.org/issues/9048). I tested the game out on the latest build to see if this was true, and sure enough, it was (https://www.youtube.com/watch?v=yG10z43B3wU).

NOTE: If I run this game with Cached Interpreter, Luigi's head and flashlight will show up as normal. This implies that the issue has something to do with JIT ARM64 Recompiler.
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