(06-11-2010, 03:02 AM)Xtreme2damax Wrote: [ -> ]So does this finally mean that the fifo and gpu will be more tightly synchronized with the cpu and other parts of the emulator just like on the actual hardware?
Yes, the FPS and VPS are now nearly always the same.
I will try to make the GPU speed hacks optional, but sometimes making something an option slows down the whole emulator. It kinda depends.
I see, thanks for explaining. Really impressed so far, keep up the good work.
I really got to buy another Wii soon, since I bricked my Wii and sold it, I've been using my parents Wii to play most of these games.
This is great news! Awesome progress, skid. Well done.
skid,when are you going to release this?
At the moment, I am testing various games with the new fifo code. Compatibility has taken quite a hit which means that I cannot merge the code into trunk just yet. So far, I have found that Metroid Prime 2 no longer works past the warning screen. Starfox Adventures and Battalion Wars still freeze at some point. Metroid Prime and Super Mario Galaxy need an alternate code path to run.
I will look into Starfox Adventures and maybe Metroid Prime 2 to see if I can get those games working. It appears that Metroid Prime 2 and Battalion Wars rely on the Vertex Manager timing (which is the big roadblock with the plan).
After that I will re-add the dual core mode and strip out the debug code.
I am undecided whether to release the code as an early patch/build before re-adding the DC mode for testers.
Eternal Darkness seems to run without any further major problems that I could see in my limited testing. After removing the debug code from the JIT, the game runs at 50% in-game in SC mode.
if you ask me you could even commit it in an early stage, as long as you keep working on it and revert it if necessary (not like Ayuanx whose issues are are still in today's code

)
Personally I feel you should release it as an early wip patch, have members test some games with the new code, gather feedback, bug reports, reports of stability issues and breakage in compatibility. Once it's deemed stable enough and most games are working fine with the new code, then commit to the repository.
You can also do what StripTheSoul mentioned and just fix issues as they are reported. The choice is yours, it's just if it is committed and ends up breaking some games, I can foresee the newbies getting pissed, leaving a lot of -1 spam and negative comments.
Hey all. I'm new here and trying to figure things out. Am I correct in understanding that Eternal Darkness DOES currently work in some limited capacity? I've been trying to get mine to open, but get a black screen with the yellow text at the top that comes up when games start. Using the Direct3D9, I get no frames/sec, while using Open DL, I get some, but still black screen.
This game is pretty much the only reason I want to use an emulator. I love it that much. Would love to be able to match someone's settings to see what's going on with mine.
Hi anseio,
Eternal Darkness is actually one of the hardest games to emulate on the GC. Right now the game doesn't really do anything. Skid has done some AMAZING work and gotten the game running but he hasn't released any Eternal Darkness "ready" builds yet. I'm praying to the emulation gods that we might see a WIP release soon.
