Архив за месяц: Октябрь 2010

Dolphin SVN r6298

Revision 6298:

Applied the change from r6297 to the DX11 plug-in.

Revision 6297

VideoInterface and Progressive Scan fixes
The «Enable Progressive Scan» option in the Wii menu now controls whether the Wii/GC will detect a progressive scan display. This affects the timing of some games (both GC and Wii). Usually, the checkbox should be unticked as progressive scan displays require higher bandwidth.

This fixes the slow speed in NBA JAM. This also fixes the hang in Megaman Network Transmission. This should fix Deadly Creatures (turn off progressive scan).

Fixes issue 3314.
Fixes issue 3066.
Fixes issue 2571.

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Dolphin SVN r6296

Revision 6296:

Put infrastructure in place so that other plugins may support dual-source blending.

Revision 6295

Quick fix for Issue 2820 — build works on my system with or without this patch, but it doesn’t hurt.
Thanks Karloathian for the solution!

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Dolphin SVN r6294

Revision 6294:

DX11 plugin: Do destination-alpha in a single pass. No more drawing the same geometry twice! SMG is faster now because it uses destination-alpha extensively. This uses dual-source color blending, a DirectX 10-level feature. The equivalent OpenGL function comes from the GL_ARB_blend_func_extended extension, which was made core in OpenGL 3.3.

Revision 6293

DX11 plugin: Fix numerous Metroid Prime glitches. The «techno energy ball lighting» glitch is remains, however.

Revision 6292

DX11 plugin: Use a better mechanism to load vertex and index buffers; prevent a potential bug where triangles, lines, and points could fight over the same buffers

Revision 6291

Clarify texture cache code. Previously, there were THREE sets of texture dimensions, and it was hard to tell which set was for what purpose.
Now, there are two:
Real dimensions: Width and height of the original GameCube texture
Virtual dimensions: Width and height of the texture used by dolphin-emu’s renderer

Revision 6290

Goto’ing past variable initializations is undefined behavior.

Work around different gcc versions giving conflicting warnings
about signed/unsigned comparisons involving bit fields.

Revision 6289

Made it easer to use mouse/keyboard and a gamepad together on the same emulated wiimote. Renamed mouse buttons from «Button N» to «Click N» so they do not conflict with gamepad buttons.(hopefully not too ugly, mouse buttons will need to be reconfigured) (Fixes issue 3363)

Revision 6288

Merged common texture cache code from video plugins into VideoCommon. (DX11 native mipmaps currently broken, disabled) Hopefully everything else should still be working.

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Dolphin SVN r6284

Revision 6284:

Added Wii disc speed emulation
Added disc access time emulation
Enabled the disc transfer speed by default
Changed the system timing back to the pre-r6090 default (thanks to tsilibourditsas for testing)
Changed the game property to «Speed up disc transfer rate». Leave this disabled for the most compatible setting.

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Dolphin SVN r6283

Revision 6283:

JitIL: Fixed the folding rules. This was the underlying bug of the bad collision checking bug reported in Issue 3097.

Revision 6282

JitIL: Added an IR instruction. Fixed the NSMBW bug reported in Issue 3097.
In Issue 3097, two bugs are reported (The bad collision checking in NSMBW and MP2 collision issue). In this commit, the bug in NSMBW is fixed.

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Dolphin SVN r6281

Revision 6281:

Core/DSPCore: Jit: only end emitting the current block when hitting an
unconditional branch(or idle skip), emit check g_dsp.pc and return when
hitting a conditional branch.

Revision 6280

Core/DSPCore: Only check for internal exceptions in DSPEmitter::checkException, but
call it for every instruction, like in DSPInterpreter::Step. Fix the analysis lookups
for DSP_IDLE_SKIP and DSP_LOOP_END.

After this patch, the block_size and the return value from the block always match,
except when an internal exception is detected. This will change in a later patch,
so we actually get some benefits from checking if we need to call HandleLoop().

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Dolphin SVN r6279

Revision 6279:

allow dumping of mem2 as well as aram. thanks Treeki

Revision 6278

Core/DSPCore: Initialise all of the code blocks

It is pure luck that we did get a fresh (thus zeroed) memory area when not putting DSPLLE on thread. ClearIRAM() is supposed to only clear the non-static part.

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