Dolphin, the GameCube and Wii emulator - Forums

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Using 5376 here, more then once quick save state will crash the emulator.
(04-18-2010, 12:02 AM)ABuNeNe Wrote: [ -> ]Using 5376 here, more then once quick save state will crash the emulator.

PrOblem was fixed in 5380
What is this, I can't load old save states from the 5310 to newer revisions?

I also seems the option fullscreen is out so something is weird with the screen. I play in window mode because MP2 lags way too much in fullscreen.. :/

dk.ryoji

It's a little late to say this, but when I start Fatal Frame : Mask of Lunar Eclipse on any revision after r4830 ,
the sound gets ahead of the video during pretty much any dialogue/cutscene/movie. It's not something that got worse over time, just a constancy of the video being ahead of the audio by an amount of time. Here is the solution of a guy in game discussion forum :

(03-04-2010, 07:48 PM)xat Wrote: [ -> ]I traced one of the audio / video sync problems to r4830 (http://code.google.com/p/dolphin-emu/source/detail?r=4830).

The "loosening" of the frame limiter caused the video to go ahead of the audio during pretty much any dialogue/cutscene/movie.

So the fix is just to revert this part of the revision in Core/Core.cpp:
Code:
        // Make the limiter a bit loose
        u32 frametime = DrawnVideo * 1000 / ++TargetVPS;
        while ((u32)Timer.GetTimeDifference() < frametime)
            Common::YieldCPU();
            //Common::SleepCurrentThread(1);
    }

    // Update info per second
    u32 ElapseTime = (u32)Timer.GetTimeDifference();
    if (ElapseTime >= 1000)
    {
        SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter;

        u32 FPS = Common::AtomicLoad(DrawnFrame) * 1000 / ElapseTime;
        u32 VPS = --DrawnVideo * 1000 / ElapseTime;

The lines of interest:
u32 frametime = DrawnVideo * 1000 / [color=red]++[/color]TargetVPS;
u32 VPS = [color=red]--[/color]DrawnVideo * 1000 / ElapseTime;

Delete the parts in red. Video and audio in sync again! Yay. Smile

This doesn't fix the inexplicable slowdown during the intro (where the game runs at about 85% for no real reason) - that seems to be something else entirely. For what it's worth, I don't experience that particular slowdown anymore ever since using the x64 build + regular JIT, but I do experience it using JITIL.

Hope this desync can be fixed in later buid.
Turn off audio throttle and try turning on vsync if that doesn't work. If those both fail then Idk.

dk.ryoji

thanks but it's not working, even worse. About the fixed code i just posted above, i haven't tested it myself because i have problems with compile dolphin. Could someone plz compile it and upload somewhrere (64-bit)
(Sorry for my bad english)
Thanks mamario. I don't know what these ungrateful corporal beings are talking about, but every release I've downloaded from you works great, keep the the great work! Also, is there anyway you might start compileing pcsx2 builds? I'd love to get my hands on one of the latest ones since Orleans is nowhere to be seen, thanks for everything you do! <3
The last 15 builds make lose some textures in Rune factory frontier in DX9. Just to tell ya Big Grin
(04-19-2010, 09:33 AM)SoL1D Wrote: [ -> ]Thanks mamario. I don't know what these ungrateful corporal beings are talking about, but every release I've downloaded from you works great, keep the the great work! Also, is there anyway you might start compileing pcsx2 builds? I'd love to get my hands on one of the latest ones since Orleans is nowhere to be seen, thanks for everything you do! <3

sorry to burst your brother bro but mario only compiles dolphin.
in latest release, the render in the second window doesn't work