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DolphinWx r5000 [2295][andys], 2010-02-03 11:08:30

[Source: http://code.google.com/p/dolphin-emu/source/list]

Projekt emulatora systemów Gamecube, Wii oraz Triforce doczekał się właśnie pełnego numerka svn co daje nam okazję do zaktualizowania projektu oraz przetestowania zmian jakie w nim zaszły.

    r4923
    Play button is now be enabled and disabled at the correct times.
    Game list is hidden while games are running.
    Fixes issue 2078
    r4924
    Merged PadSimple with nJoy (Linux build could be broken, X360Pad support could be broken)
    r4925
    If you're Wiimotes input was a real Wiimote and you decided to play a Gamecube Game, then you'd eventually get the message "Wiimote has been disconnected", and it would harshly mess up your game play. Fixed it so that message only appears during Wii game play. Should we checked if Wiimote was ever connected for that gaming session?
    r4926
    Sorry, a quick fix.
    r4927
    win64 Buildfix
    r4928
    Fixes Issue 2115
    Fix Dolphin from saving the minimized position causing it to load up at Xpos:-32000,Ypos:-32000
    r4929
    Added support for X360pad rumble
    Need someone who has a X360pad to test.
    r4930
    Experimental FIFO thread. Speeds up the emulator by moving FIFO to its own thread. This will work best with quad cores, though there is a noticeable improvement on my dual core.
    Enable the thread by adding this line to the video plugin ini files, "UserConfiggfx_dx9.ini" and "UserConfiggfx_opengl.ini":
    UseFIFOThread = True
    The line should be added under the UseXFB line.
    To disable the FIFO thread, use this line:
    UseFIFOThread = False
    If the line is not in the ini file, the default is disabled (i.e. False).
    The FIFO thread causes an error when the OpenGL plugin is used. The D3D plugin works.
    Only top left quarter of the screen can be seen when rendering to main window.The entire screen can be viewed when running in a window.
    r4931
    this was a hard fix to found: if a degenerated primitive is passed to the VertexManager treat it as a compatible primitive, for example if a 5 vertex quad is passed treat it as a triangle fan.
    as crazy at this seems it fix the sun glare in ZWW, please test an d let me know if it make a difference in other games
    r4932
    Added GCpad to SConstruct, should compile fine on Linux and Mac OSX now. (some things need cleanup, waiting for ayuanx to finish it)
    r4933
    Fixes Rumble Strength for XInput
    r4934
    Fixes Rumble Strength for XInput
    r4935
    Fixes the capital letter as well as path that could cause problem in future (Step 1)
    r4936
    Fixes the capital letter as well as path that could cause problem in future (Finish)
    r4937
    Wiki edit: Ayuanx is responsible for this one
    r4938
    Reverted the FIFO thread change
    r4939
    Fix changing disc on win32, (my dumb mistake, strlen doesnt include ) make changing disc a little less ugly.
    Fixes issue 2114
    r4940
    Fix wiimote config dialog.In linux if the dialog is opened and then the program is closed without running a game the program hangs and has to be killed because the dialog was never destroyed. In both windows and linux if the dialog is opened and then a game is run, the program hangs or segfaults (for the respective os's) when the game is stopped.This will also need to be done with the pad plugin as the same issue is there.
    r4941
    quiet some compile-time warnings
    r4942
    gcc buildfix
    r4943
    fix linux gcpad symbol missing
    r4944
    Deleting wiki page Facts_And_Questions.
    r4945
    sorry about that, misunderstood an order :p
    r4946
    Edited wiki page through web user interface.
    r4947
    Make sure wiiuse is cleaned up on exit.
    r4948
    Fix the PadSimple and GCPad plugins so their dialogs close properly.
    Get rid of g_FrameOpen variable in Wiimote plugin. It isn't needed anymore.
    r4949
    Make sure configuration can only be opened once
    r4950
    Don't delete dialogs. Let wxWidgets take care of this.
    r4951
    Fix the linux keyboard.
    r4952
    fix issue caused by r4941: ppc debugger would think the instruction size was 0, which is rarely a good thing
    r4953
    Fix the linux keyboard in the GCPad plugin too.
    Thanks j4ck.fr0st
    r4954
    this should solve issue 2128 please test because i don't have the games mentioned in that issue
    r4955
    Minor fixes
    r4956
    Sanity check, this could help us to figure out the ARAM DMA crash.
    r4957
    If the saved position is out of screen, start Dolphin in default position. e.g. When last time you closed Dolphin on a second monitor but now you have ejected that monitor or have changed the position from horizontal tile to vertical tile.
    r4958
    Should fix crashes caused by aram dma reading off the end of our aram size.
    r4959
    ...comment out some PanicAlerts added in last commit that people will probably find annoying
    r4960
    Edited wiki page through web user interface.
    r4961
    Added mouse support for linux. It is still rather crude, but it works.
    Unfortunately the mouse pointer doesn't match up very well with the IR pointer yet.
    Also, I had to add the PointerMotionMask to XSelectInput which adds overhead to the already stressed X event loops. Five event loops by my count, really?
    r4962
    Fix a compile issue on platforms other than windows and linux
    r4963
    Adapts emulated trigger range to Gamecube trigger range
    r4964
    OpenGL fix: s_swapRequested must be volatile.
    r4965
    quick fix for issue 2086
    r4966
    small wad startup patch (if only wad-s were enabled, there was gamelist refresh instead of game starting)
    r4967
    Make arrow and home keys work in wiimote emulator.
    r4968
    Fixes Issue 2125
    An XInput trigger should not be mapped to a button.
    r4969
    Change default wiimote emulation key settings to lowercase in linux
    r4970
    Make arrow keys (and others) work with the GCPad plugin.
    r4971
    EXPERIMENTAL:
    rewrite frame dumping and screen shots to make them more stable and correct enable viewport resizing for all cards, the emulation is more correct in this way test this a lot please.
    r4972
    In linux the controller plugins need to put back some events for the video plugin
    r4973
    Fix mistake from last commit
    r4974
    Oops. Forgot a semicolon. Sorry, I usually test before I commit.
    r4975
    This should fix some of the crashes after loading a state for Wii games.
    r4976
    PadSimple is out of phase.
    Thanks to glennricster for testing GCPad on Linux.
    r4977
    small fix for my last commit, resizing is working again but screenshot do not work when rendering to main
    r4978
    This should make anti-alias effective again in DX9, though it seems it was turned off deliberately.
    r4979
    Revert r4978.
    Until anti-alias is implemented, turning it on will only slow things down.
    r4980
    Fixes an issue caused by r4964
    FrameUpdate() must be called even when a frame is skipped, otherwise frameskipping will freeze.
    r4981
    Fixes Issue 2180
    r4982
    Fixes Issue 2164
    Conflicts are due to same file name when omitting full path
    r4983
    Build fix
    r4984
    Fies Issue 1584
    OSD and Hotkey to do quick config toggling
    r4985
    Fixes Issue 2176 (SysConf on OSX), plus some initialization order warning fix in VolumeDirectory.cpp
    r4986
    Changed OnLoadWiiMenu to walk the same path as starting a game from GameListCtrl.
    This fixes some flickering and resizing stuff when using Render-to-main, where the GameListCtrl would not be hidden (and show over the rendering surface)
    r4987
    Enables detecting pad axes whose range is smaller than usual ones, e.g. from 0 to 255
    r4988
    Fix minor issue with inclusion of OpenAL headers
    r4989
    Fixes issue 1777 .
    plus a fix for wiimote detection on win32 when using the default MS stack
    r4991
    Some small clean up + fixes to make valgrind happy
    r4992
    This fixes some of the crash-on-stop when your joypad is plugged in.
    The problem is that there is no cheap method to do communications between two DLLs that employ the same device.
    r4993
    Disable LoadStorePaired on Linux, this seems to cause the crashes reported in Issue 2097
    Update issue 2097
    Summary: Linux segfault with LoadStorePaired enabled
    Disabling LoadStorePaired might affect performance just as Sonics change in r4897 does with OSX.
    Leaving this issue open since this is not a fix, just a workaround; this and Issue 2053 might suffer from some problem with Paired instructions altogether.
    r4994
    Linux global build. At least the basic footwork is done here.
    Basic usage: "sudo scons install=global install"
    Hopefully this doesn't break builds on Macs. I have tested this on linux and windows.
    r4995
    Code cleanup to improve readability.
    r4996
    Merges the original copyright header from both nJoy & PadSimple
    r4997
    Fixes detection of some wii root files
    r4998
    Falcon4ever prefers to keep a standalone code copy of nJoy in repository.
    Nakee, please make a branch/tag after release so that the code of nJoy will be saved as a standalone plugin
    r4999
    Revert commit 4997 and fix in a way that is more consistent with the structure before the global build patch
    r5000
    a lot of modifications here :)
    first fixed scaling when updating backbuffer to make it friendly with encoders, now frame dumping must work without errors in any codec. clean screenshot and frame dumping code now is more correct, faster and stable. improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the final hash of the texture, and making use of a 64 bit
    hash to make it more accurate. clean a lot of code and corrected some missused vertex formats when drawing full screen quads. and biggest change last: implemented pseudo antialiasing: a image post-process algorithm that mimics antialiazing and is fare more easier to implement in this scenario. you can change the intensity of the effect changing the values of the antialiasing combo. the right value depends on the game. for example mkwii looks awesome with 8x.
    please try all the changes and let me know the results. if something is broken, please let me know and will fix it asap.


COMMENTS

tlx
03.02.2010, 12:13
Czy są już dostępne "obrazy" gier triforce?? np. Super Mario Arcade (2)
mrdarek
03.02.2010, 21:45
5000 to ładny wynik, szkoda, że wciąż mało przykładają się do dźwięku - najbardziej szkodzi to tales of symphonia - niby 5 gwiazdek ale na wielu testowanych przez mnie releasach zawsze gubi instrumenty w ścieżce dźwiękowej. To samo skies of arcadia. Cóż - na razie mam fire emblem - path to radiance - to się emuluje idealnie, a że nie gram za szybko to mają czas popracować nad kolejnymi rpgami dla mnie :)
pecet
04.02.2010, 20:51
Znacie jakieś częściej niż to - http://www.nyleveia.com/daco/ aktualizowane źródło buildów na win64?
andys
04.02.2010, 21:04
możesz korzystać z buildow orleansa ktore sa czasami uaktualniane nawet po kilka razy dziennie http://cid-ec92aae47a89073b.skydrive.live.com/browse.aspx/Emulation/Dolphin?view=details
xeran
04.02.2010, 23:49
Ja używam tej wersji i jeszcze wersji r4700 ponieważ o dziwo na niej np. Soul Calibur II ma lepszy dźwięk co mnie dziwi. Na r5000 muzyka się psuje :D
powerzx
05.02.2010, 12:59
@pecet to ze nie zamieszczam na stronie wiekszej ilosci buildow to chyba oczywiste, ale widze ze nie dla wszystkich. @andys pc co dajesz link do Orleansa? Wiele z tych buildow jest tak eksperymentalna ze nie nadaje sie do uzytku lub cos psuje np: save z gier. Moje kompilacje, ktore zamieszczam na stronie sa sprawdzone i nie powinny sprawiac problemow.
andys
05.02.2010, 13:14
Kolega sie pytal o 64bitowa wersje. A o ile sie orientuje kompilowales caly czas 32bit.

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