(12-03-2013, 05:27 AM)DJBarry004 Wrote:I play The Legend of Zelda: Twilight princess(12-01-2013, 12:58 PM)dark_1212 Wrote: Hi i have a dude, which is the best configuration for dolphin 4.0.2? please i need a help ^^It depends on the game, and IMO this is not the correct thread to ask things like this.
Also, good work guys! I´m pretty sure you´ll hit 5.0 (or 4.5?) very soon with all those quick improvements.
Dolphin 4.0.2 Release Announcement
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12-10-2013, 01:27 AM
01-25-2014, 09:39 AM
(01-25-2014, 09:36 AM)saixgomez Wrote: my games keep skipping. 1- Most possible explanation: CPU too weak for the game(s) you´re trying to run. 2- Use CPU-Z and GPU-Z to look for exact info. Just putting the brand in your profile won´t help at all when asking for your specs. Rig 1: Windows 10 Home | AMD A6-1450 @ 600/1000/1400 MHz | AMD Radeon HD Graphics 8250 | 4GB RAM | HP Pavilion TouchSmart 11.
Rig 2: Windows 10 Pro | Intel Core i7-2640M @ 780/2800/3500 MHz | Intel HD 3000 Mobile | 8GB RAM | Dell Latitude 6320.
01-25-2014, 01:49 PM
@saixgomez - Please make a new thread to discuss any issues you have with Dolphin. Either use the General Discussion or Support forum. Additionally, read the rules about making new threads (like what kind of info we need from you).
02-17-2014, 09:32 AM
//Pixel Shader for TEV stages
//6 TEV stages, 3 texgens, XXX IND stages uniform sampler2D samp0 : register(s0), samp1 : register(s1), samp2 : register(s2), samp3 : register(s3), samp4 : register(s4), samp5 : register(s5), samp6 : register(s6), samp7 : register(s7); uniform float4 color[4] : register(c0); uniform float4 k[4] : register(c4); uniform float4 alphaRef[1] : register(c8); uniform float4 texdim[8] : register(c9); uniform float4 czbias[2] : register(c17); uniform float4 cindscale[2] : register(c19); uniform float4 cindmtx[6] : register(c21); uniform float4 cfog[3] : register(c27); void main( out float4 ocol0 : COLOR0, out float depth : DEPTH, in float4 rawpos : POSITION, in float4 colors_0 : COLOR0, in float4 colors_1 : COLOR1, in float3 uv0 : TEXCOORD0, in float3 uv1 : TEXCOORD1, in float3 uv2 : TEXCOORD2, in float4 clipPos : TEXCOORD3 ) { float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f); float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f); float3 tevcoord=float3(0.0f, 0.0f, 0.0f); float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f); float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f); float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f); float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f); clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w); uv0.xy = uv0.xy * texdim[0].zw; if (uv1.z) uv1.xy = uv1.xy / uv1.z; uv1.xy = uv1.xy * texdim[1].zw; if (uv2.z) uv2.xy = uv2.xy / uv2.z; uv2.xy = uv2.xy * texdim[2].zw; // TEV stage 0 tevcoord.xy = uv0.xy; textemp=tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba; konsttemp = float4(k[3].aaa, k[3].a); ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f); // color combine prev.rgb = saturate((textemp.rgb)*(ckonsttemp.rgb)); // alpha combine prev.a = saturate(textemp.a*ckonsttemp.a); // TEV done // TEV stage 1 tevcoord.xy = uv1.xy; textemp=tex2D(samp1,tevcoord.xy * texdim[1].xy).rgba; konsttemp = float4(k[3].bbb, k[3].b); ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f); // color combine prev.rgb = saturate((prev.rgb)+(textemp.rgb)*(ckonsttemp.rgb)); // alpha combine prev.a = saturate(prev.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a); // TEV done // TEV stage 2 tevcoord.xy = uv2.xy; textemp=tex2D(samp2,tevcoord.xy * texdim[2].xy).rgba; konsttemp = float4(k[3].ggg, k[3].g); ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f); // color combine prev.rgb = saturate((prev.rgb)+(textemp.rgb)*(ckonsttemp.rgb)); // alpha combine prev.a = saturate(prev.a+textemp.a*ckonsttemp.a); // TEV done // TEV stage 3 rastemp = colors_0.rgba; crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f); textemp = float4(1.0f, 1.0f, 1.0f, 1.0f); cprev = prev; // color combine prev.rgb = saturate(4.0f*((cprev.rgb)*(crastemp.rgb))); // alpha combine prev.a = saturate(cprev.a*crastemp.a); // TEV done // TEV stage 4 rastemp = colors_0.rgba; crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f); textemp = float4(1.0f, 1.0f, 1.0f, 1.0f); konsttemp = float4(k[1].rgb, k[0].a); ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f); cprev = prev; // color combine prev.rgb = saturate((prev.rgb)+(ckonsttemp.rgb)*(crastemp.aaa)); // alpha combine prev.a = saturate(cprev.a); // TEV done // TEV stage 5 textemp = float4(1.0f, 1.0f, 1.0f, 1.0f); konsttemp = float4(k[0].rgb, k[0].a); ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f); cprev = prev; cc2 = frac(c2 * (255.0f/256.0f)) * (256.0f/255.0f); // color combine prev.rgb = saturate(lerp((cprev.rgb), (cc2.rgb), (ckonsttemp.rgb))); // alpha combine prev.a = saturate(cprev.a); // TEV done if(!( (prev.a > alphaRef[0].r - (0.25f/255.0f)) && (prev.a < alphaRef[0].g + (0.25f/255.0f)))) { ocol0 = 0; depth = 1.f; discard; return; } float zCoord = czbias[1].x + (clipPos.z / clipPos.w) * czbias[1].y; depth = zCoord; float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w)); float fog = saturate(ze - cfog[1].z); fog = 1.0f - pow(2.0f, -8.0f * fog * fog); prev.rgb = lerp(prev.rgb,cfog[0].rgb,fog); ocol0 = prev; } 02-17-2014, 10:43 AM
Your "graphics card" (IGP) is way too old to run dolphin.
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
-Ron Swanson "I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. " -Mark Antony 08-01-2014, 09:52 AM
4.0.2 Is not working properly with OSX 10.9.1+ and real wiimotes
Any patch? Thanks! 08-01-2014, 11:18 AM
The stable builds are several months old now. Use one of the latest dev builds
08-01-2014, 11:53 AM
(08-01-2014, 11:18 AM)KHg8m3r Wrote: The stable builds are several months old now. Use one of the latest dev builds Saddly dev builds does not fix it I've been looking through the forum but no one respond to that issue. (The OSX do recognise the controller - with "Wjoy"- ) but the emulator doesn't . It shows Wiimote connected and in a matter of ms, wimmote disconnected. nothing works Thanks! |
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