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Dolphin Emulator Download

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Dolphin Emulator Download

Messaggio  RebuMan il Mar Mag 10, 2011 1:06 pm

Revision: r7690: added hash for free dsp roms (+there is a warning, if panic alert-s are enabled)
Revision: r7689 legal minimal dsp irom replacement, good enough for zelda ucode games only (useful for gc/wii owners, who are unable to dump their irom and would like to use dolphin DSPLLE)
Revision: r7688 Shader compilation error message modified to contain some helpful information for noobs (includes a reference to the full bad shader dump).
Removed the "Hide Shader Errors" option; hide shader errors if panic handlers
are disabled now.
Removed superfluous error messages about shader compilations; display only one
error message instead.
Revision: r7687: dsphle - fix for 7686
Revision: r7686: dsphle - Added ucode used by MP1/MP2 (Metroid Prime Trilogy). Audio is not perfect + you need to replace DOLs to start those games.
Revision: r7685 Same deal...
Revision: r7684 Fix tortoisesvn link... Edited wiki page Windows_Build through web user interface.
Revision: r7683: add definitions of some bp mem bits relating to interlacing (no behavior change).
Revision: r7682 Add the DSPTool and UnitTests to the cmake build. They are optional, and to enable them add -DDSTPTOOL and -DUNITTESTS to the cmake command line.
Also, don't check to see if a directory is a wad file. They aren't. This
removes an annoying and invalid debug assertion with the debug build.
Revision: r7681 vs2010: build dsptool again
Revision: r7680 Edited wiki page DeveloperGuide through web user interface. Fixes issue 4716.
Revision: r7679: Oops. Forgot to add the CriticalAlert definitions for windows.
Revision: r7678 Add a new type of message box (CRITICAL style) which can not be disabled. Then use that message box to display shader compilation errors in the OpenGL backend to maintain consistency with the behaviour of the DirectX backends.
Also fix the wxMessageAlert called from non-gui threads in the WXGTK build to
use the passed caption.
Revision: r7677 On linux use the current desktop resolution for the default fullscreen
resolution, instead of the hard coded 640x480 resolution.
Also if the OpenGL backend throw a panic alert if the RGB to/from YUYV shaders
fail to compile instead of an error log. If these shaders fail to compile it
should be reported. I am not sure that a panic alert should be thrown in
general when any shader fails to compile (as was discussed on IRC).
Revision: r7676 Fixed hotkeys not working with the TAS Input dialog open.
Revision: r7676: Fixed hotkeys not working with the TAS Input dialog open.
Revision: r7675: Apply (a variation of) the first patch attached to issue 4608. This should
limit the amount of ACL packet loss due to the 200Hz timing (which is now 150Hz
if you disable Wiimote Speaker) and the handling of the ACL pool when it's
occasionally full (which this improves by dropping one packet instead of letting
the "pointers" overlap which would make packets unreachable).
See comment #6 for more details on the changes to WII_IPC_HLE_Device_usb.

In addition to that, rework some comments a bit (such as those from the
original patch; plus Ayuanx's one about maintaining Wiimote timing, which lost
relevance since r7272 which made Wiimote::Update timing independent from IPC
timing), and remove an unused global variable (event for watchdog hack)...

In short, this should address *some* of the Wiimote disconnection and/or
"forgotten extension" problems that appeared with r7272 and/or r7394. To
prevent the "ACL queue is full" warnings from appearing (View->Show Log), pay
attention to the amount of enabled Wiimotes (use as few as possible, connect the
extra Wiimotes only when needed), and make sure to disable the "Disable Wiimote
Speaker" option (if unneeded or causing problems) in the game properties. If
possible, make sure to use real Wiimotes instead of emulated ones, as well.
If Wiimotes disconnect forever (and cannot be reconnected using the Alt+Fx
hotkeys), open the Wiimote config window, set the faulty Wiimote's type to
"None", close/reopen the window, and set the previous Wiimote type back.

Note that it's not a *complete* fix for issue 4608! This only fixes about half
(or maybe third) of the possible causes of this issue... But at least this
should make the accurate Wiimote emulation (I mean, with the limitation of the
ACL queue included) more usable in some cases (such as multi-player).
Nope, I didn't (and can't yet) perform in-depth tests on the real hardware
myself (unlike some developers), I just rely on the given "accurate" code and
numbers (such as the 10-packet limit implemented by godisgovernment)...
Maybe I'll get to fixing other problem "causes" (if I feel like doing it), maybe
not in a while... After all, I have other hobbies, and it's the summer holidays
for me...

Anyway, feel free to test and comment.

Update issue 4667
Update issue 4608
Update issue 4604
Update issue 4583
Update issue 4436
Update issue 4353
Update issue 4013
Revision: r7674 The read-only movie flag now taken into account for save states. Fixes Issue 4463 .
Revision: r7673 OGL: Fix issue 4696. This fixes MP1's visors and probably fixes many other glitches.
Revision: r7672 Make PatchAddEdit complain and not modify entry if fields are invalid instead of just filling in zeros. Fixes issue 4291.
Revision: r7671: DX9: Fix issue r4638: Invalid Call error when resizing the window.
Revision: r7670: anti-minimize workaround (MainWindowPosX/Y = -32000 prob).
Revision: r7669: added 1.5x, 2.5x, 4x internal resolution.
Revision: r7668: VideoCommon: Always update pixel shader constants when tevregs change
This time, it doesn't break the games i tested, and still fixes
Metroid Prime 3 texts/colors.
Revision: r7667 Fix GLSL shaders for virtual EFB copies.
Revision: r7666 Revert r7665. Breaks about all other games. Sorry, MP3 users will have to wait a bit longer
Revision: r7665 VideoCommon: Always update pixel shader constants when tevregs change
Fixes texts staying visible and strange colors in Metroid Prime 3.
Revision: r7664 Adjust the character counts in the debug views to more closely resemble the original pixel counts
Revision: r7663 Fix libavcodec detection for some linux systems.
Revision: r7662: OGL: Use GLSL shader to make virtual EFB copies.
Revision: r7661 Various UI and documentation improvements to the GFX debugger.
Revision: r7660: Improve text positioning in debug views by adding a static pixel offset.
Revision: r7659 Make the debug views use the actual rendered pixel size of the fonts. Fixes debug view rendering on non-96dpi displays.
Revision: r7658 PPC-Jit: Fix cache invalidation when doing a memory exception on 64bit
Revision: r7657 JIT: Get rid of SHLs with shifts of 1, 2, 3 Also contains a few other minor jit code optimizations.
Revision: r7656 JIT: Use RAX instead of INVALID_REG for offsetOrBaseReg in MScaled Fixes asserts triggering in WriteRex with 32bits.
Revision: r7655 dsp/jit - super super tiny speed up.
Revision: r7654: Fix some texture glitches in DX11 from my last commit.
Revision: r7653 use same region memcards as the nand title that is being launched
... this patch has been sitting in my working copy for ages :O
fixes issue 4657.
Revision: r7652JIT: Add support for memory accesses with scaled index register but without base register
This is mostly useful for removing SHLs by constant 1, 2, 3, which this
commit implements in one place.
Revision: r7651DSP/Jit: Combine clrp memory writes back to two 32bit writes This time without the (char*)/(u64*) confusion.
Revision: r7650OGL/Depalettizer: cast the ints to float
Fixes shader errors from nvidia-driver:
0(12) : error C7011: implicit cast from "int" to "float"
0(13) : error C7011: implicit cast from "int" to "float"
Revision: r7649: Combine more texture decoding routines to TextureDecoder.
Revision: r7648Remove disable-alpha bools in virtual copy shaders.
Revision: r7647: Even more texture decoder cleanup, also combine some common texture cache code.
Revision: r7646 DX9: Decode paletted RAM textures on GPU.
Revision: r7645 Fix OpenMP compiler errors
Revision: r7644 Wii Save Export no longer requires anything additional to create saves that can be copied to the wii
thanks to shuffle2 for the NG_id, NG_key_id, NG_priv, NG_sig from his wii
Revision: r7643 More features/fixes for the TAS Input plugin. Buttons added to window and input is restricted to the 1st controller only (until multicontroller support is added). Fixed bug with sliders not appearing correctly on Linux.
Revision: r7642: Wii Save Export can now successfully create data.bin files that the wii will accept as long as the user has their wii's private keys.
requires NG-id, NG-key-id, NG-priv, NG-sig sorry for not fixing this sooner, I forgot that I cleared my wiis private keys before the initial commit
Revision: r7641 Edited wiki page DolphinUbuntuPackages through web user interface.
Revision: r7640 More cleanup for texture decoder.
Revision: r7639 Cleanup for texture decoder.
Revision: r7638 texcache-rewrite: This branch has been integrated into trunk.
Revision: r7637 Cleanup for palette loaders.
Revision: r7636 Remove the Danish translation from the build.
Revision: r7635: Clean up compiler warnings.
Revision: r7634 OGL: Use shader to depalettize RAM textures.
Revision: r7633 Add new cpp files to SConstruct scripts, the same ones I added to the CMake lists for Linux.
Revision: r7632 Remove warning-spam in OGL plugin when depalettizing.
Revision: r7631 This ought to fix a few more OSX build errors. I don't have a Mac, so I'm guessing at what the problem is.
Revision: r7630 This ought to fix one OSX build error.
Revision: r7629 windows buildfix: same as last commit
Revision: r7628 Linux version now builds. Tested with Kubuntu 11.04 in VirtualBox.
Revision: r7627 3.0: Fix SCons build
Revision: r7626 Fix GCC issue (I cannot test, so I only hope it works)
Revision: r7625 Reintegrate texcache-rewrite! I apologize in advance for all the problems that are bound to crop up.
Revision: r7624 texcache-rewrite: Last merge from trunk before reintegrating.
Revision: r7623: Fix scons build, please comment if it's still broken.
Revision: r7622 Version bump for CPack in trunk as well Wink
Revision: r7621: missed files from r7620
Revision: r7620 New "TAS Input" feature for precise joystick inputs. The feature is still a work in progress, but is functional. Currently overwrites any joystick/keyboard
analog inputs and does so for all controllers.
Renamed OnFrame.cpp/h to a more accurate Movie.cpp/h. Made some small changes
that may improve movie synchronization.
Revision: r7619 stable branch moved to tags/2.0, doesn't need to be duplicated in branches/
Revision: r7618 texcache-rewrite: This revision is Version 3.0 + texcache-rewrite. Shall I merge texcache-rewrite to trunk? There might be some problems.

texcache-rewrite known issues:
- OpenGL: Metroid Prime visors have wrong colors if Virtual EFB copies are
enabled.
- OpenGL and D3D9: Paletted RAM textures are decoded on the CPU, so they may be
slower than trunk.
- All: High-res texture support is gone.

These are pretty minor. Let me know if it's OK.
Revision: r7617 3.0: Add the languages which were chosen to be release-worthy.
Uhm, unless I forgot something important, I guess we can declare 3.0 as
officially released now and stuff. Cheers Wink
Revision: r7616 3.0: Removed SVNRevGen stuff; changed revision string to 3.0; Removed installer since it was vastly outdated; Bumped CMake major version to 3
Revision: r7615 Tag Dolphin 3.0
Revision: r7614 Tag Dolphin 2.0
Revision: r7613: The user Config directory in the dolphin emu distributed files is now an empty directory (since the portable file has been removed). Hence that directory should be created and not copied. This fixes a downstream packaging issue. Downstream packages strip empty directories from the install. So users of those packages will find that their settings are not saved.
Revision: r7612: Small update for disabled Fog for older hardware that fails to divide by zero in shaders.
Revision: r7611 texcache-rewrite: OpenGL depalettizer using GLSL shaders. Twilight Princess map works, but Metroid Prime visors have wrong colors.
Revision: r7610 texcache-rewrite: Merge latest from trunk
Revision: r7609 texcache-rewrite: Work-in-progress on the OpenGL depalettizing shader. The actual shader is still missing. I'm not sure if I should use GLSL or not.
When this is fully implemented, all the video backends will have feature parity
under texcache-rewrite. Then perhaps we could think about merging to trunk!
Revision: r7608: Make sure the play button is disabled while a game is starting when not rendering to main. This should fully resolve issue 4602.
Revision: r7607 If hardware fails to initialize when emulation starts, die gracefully. This should fix issue 4602 .
Also don't try to save and load states when the emulator is not running. This
should fix most of issu 4600.
Revision: r7606: On linux don't check to see if the xdg-screensaver program is present at build time. Just build in the code to call the program. If the program does not exist it will silently fail, and the screensaver will not be inhibited.
Revision: r7605 Properly enable audio backend changes. Fixes issue 4601.
Revision: r7604 Properly destroy cheat manager window when closed. Fixes issue 4595.
Revision: r7603 texcache-rewrite: An attempt to speed up DX11's texture encoder. Not sure if I made much difference. Also, is Wind Waker's pictobox faster?
Revision: r7602 texcache-rewrite: Fix crashes and memleaks caused by r7600
Revision: r7601 Add D3DBlob files. Why didn't it add automatically?
Revision: r7600 texcache-rewrite: Merge latest from trunk. There's been a lot of work since the last merge, and I need to make some fixes.
Revision: r7599: PPC/faddsx/jit - fix for Starfox Assault (invisible boss problem).
Revision: r7598: Apply the simple NULL-checking patch from issue 4311.
Judging by the feedback provided by other OSX users, this appears to fix the crash when starting Dolphin on OSX with devices that have an empty name.
Revision: r7597: Adjusted the IPC_HLE timing to fix the stuck rumble problem in some games. Fixes issue 4532.
Revision: r7596: Make sure to reserve() exactly the right amount of elements for the std::vector before filling it with CheatSearchResult's, in order to prevent automatic re-allocations.

It turns out that this (somewhat) gets rid of memory-related exceptions which used to occur (especially) during 8-bit cheat searches. At least this is the case with my computer that has 3GB of RAM (the issue didn't seem to be caused by 100% of RAM usage, however).

Hopefully you'll be able to perform the following steps without errors now:
1. Open any game in Dolphin;
2. Go to Tools->Cheats Manager, and open the "Cheat Search" tab;
3. Preferably set the "Data Size" to 8-bit (the smaller, the more initial search results);
4. Press the "New Scan" button;
5. Use the "Unknown" search filter (which won't narrow the results down at all);
6. Press the "Next Scan" button.

(oh, and fix a typo in a comment I introduced in r6791 :p)

Anyway, make sure to tell me any eventual errors/regressions.
Revision: r7595 Revert r7078.
Downgrades Cg to 3.0.0007 again since the November release caused too much trouble for some users.
Fixes issue 4107.
Revision: r7594: Wiimote configuration dialog: Select first Wiimote tab by default. Fixes issue 4587.
Revision: r7593 Windows: Sets the cwd to the folder that dolphin.exe resides in.
Removes the ugliness that was the portable file, and now creating a shortcut or file association is less of a pain it is still necessary to modify the file association from ".../dolphin.exe" "%1" to ".../dolphin.exe" /e "%1"
Revision: r7592 Revert r7421 and r7422. Should fix issue 4413.
Revision: r7591 just a little cleanup to maintain minimal interfaces
Revision: r7590: We need to require at least shader 2.0a now.
Revision: r7589: dsplle - small optimization for my previous commit + some cleaning.
Revision: r7588 fix infinitely recursive deletion from r7587 and actually update locations of content.map and uid.sys
Revision: r7587: fix a small oversight to changing NAND root, update locations of content.map and uid.sys.
Revision: r7586 fix build.
Revision: r7585 Allows DX9 shaders to be SM2 compatible again at the loss of accuracy. SM3 is recommended. Fixes issue 4546 .
Revision: r7584: Fix a couple of strings for translation.
Revision: r7583 dsplle-jit - fix for 3 conditions + removed interpreter fallbacks
Revision: r7582 Fix the OSX Build, since noone else seems to care...
Revision: r7581 Make use of wxStdDialogButtonSizer wherever appropriate.
This makes button spacing more consistent and uses the native button order of the OK/Cancel/... buttons.
(Mostly) fixes issue 4390.
Revision: r7580: Change behavior of NTSC-J option:
Left unselected, dolphin defaults to nstc-u and sets ntsc-j if the iso is japanese (old behavior).
Selected, ntsc-j is forced.
Revision: r7579 fix wxw errors:
sliders being unresponsive during emulation. Fixes issue 4496 .
wxw complaining about non-stock menuitem without text (sysmenu menuitem).
Revision: r7578 Linux build fix. Also take care of a few compiler warnings that have developed.
Revision: r7577 Last major UI change before release.
- Moved display related options in the "Display" tab from the general config to
the gfx config, renamed the tab to "Interface"
- Moved Wiimote related options in the "Wii" tab from the general config to the
wiimote config
- Moved various other options to more appropriate places ("Set Console as
NTSC-J", "Skip GC BIOS"
- Dropped "Window Size" adjustment
- Now displaying a warning if one tries to enable software rendering
- Other minor changes.
Revision: r7576: DSP analyzer workaround. Should fix DSPJIT on thread problems.
Fixes issue 4498 .
Revision: r7575 Potential fix for errors related to 'Not enough free blocks'
changes fs getusage to return 1 additional inode to account for the directory
itself
Fixes save creation for at least two games, R8XE52 (Jurassic: The Hunted),
STEETR (Tetris Party Deluxe)
doesnt harm save creation in any games that i tested (about 25)
also it is now possible to boot a nand title by selecting the tmd file using
File > Open
Revision: r7574: Fix applying anti-aliasing without having to open the gfx config. Thanks to skid for pointing out the VerifyValidity problem to me Wink
Fixes issue 4498 .
Revision: r7573 Fix build on openSUSE 11.4 (not sure why it worked fine everywhere else anyway).
Fixes issue 4537.
Revision: r7572: dspjit - iram/codespace reset fixed, decreased dspjit codespace to 2MB.
Revision: r7571 correction to r7568. Correctly get the offset to the 10th wm struct in bdtinf
if you have a sysconf from r7568-this revision that was used for a wii game
unfortunately it is corrupted, either delete it and start with a new one, or
clear out the number of wiimotes in btdinf (change to 0) using a hex editor
Revision: r7570: dsphle - lets save some vars for ax/axwii and mailqueue - should improve savestates and fix issue 4542.
Revision: r7569 Cleaned up, and added some error-checking to the CARCodeAddEdit::SaveCheatData() function which deals with the parsing (and decrypting whenever needed) of lines of codes entered in the Add/Edit AR code dialog.
I believe this makes Dolphin more reliable than GCNcrypt v1.1 which seems to add (prepend) a buggy line when decrypting...
- Split lines using SplitString() once more (as done with ' ' and '-' already), instead of relying on find() and substr() and the (size_t)line variable.
- Rename some variables, use a for() loop instead of a while() loop.
- Apply the StripSpaces() function to each line before attempting to parse them as encrypted/decrypted AR code lines. Without this, lines such as "B1PD-DXRQ-GTRKM " (notice the unexpected space character) would be recognized neither as encrypted nor as decrypted, which could result in badly decrypted codes (a problem I had tried to explain here: [Devi essere iscritto e connesso per vedere questo link]
- For the sake of error-checking, after pressing OK, throw a warning in the following situations: when a line of code is not in a valid encrypted or decrypted format, and whenever the resulting decrypted code doesn't contain any lines.
Revision: r7568 Always write connected wiimotes to sysconf. Ensures that they are in the slot (1-4) that they are expected to be.
Next time someone remind me to look at libogc before figuring it out myself :p
(http://devkitpro.svn.sourceforge.net/viewvc/devkitpro?view=revision&revision=3013)
Fixes issue 4368.
Revision: r7567: Since LLE can now output at 48kHz, adjust the audio dumper so that it will respect the set sample rate for LLE as well as HLE. This fixes audio dumping for LLE at 48kHz.
Revision: r7566 texcache-rewrite: Merge latest from trunk.
Revision: r7565 texcache-rewrite: Cleanup by moving more common stuff into TextureCacheBase.
Revision: r7564 Improve WII state saves by saving /tmp and IPC request/reply queues mp3:c stores temporary files in /tmp and needs them restored to resume properly.
Revision: r7563 Edited wiki page Facts_And_Questions to fix links to windows and linux build wiki pages.
Revision: r7562 texcache-rewrite: Fix compilation.
Revision: r7561: small dsp cleanup.
Revision: r7560 some code cleanup i have left in my folder Smile
Revision: r7559 Added a game specific property to disable the speaker on real Wiimotes. Fixes issue 4185.
Revision: r7558: texcache-rewrite: Merge latest from trunk.
Revision: r7557 texcache-rewrite: Fix EFB-access to depth buffer in DX11. Still broken when anti-aliasing is on.
Revision: r7556 A long time since my last commit but i have a lot of work. hope to find some time to fix more things.
some little corrections in dlist cache code, i thing they will not have effect
in the remaining issues but now the code behaves more correctly in some
situations.
i discover the solution for the remaining issues bur requires some changes in
the vertex translator so will work on them after the upcoming Release.
Revision: r7555 Adds the option to change the path to the wii nand root when nand root is changed the current sysconf is saved,
and the sysconf in the new location is either loaded (if exists) or the default sysconf is created wii menu item is updated when the root changes small fix to saving gamelist paths to .ini paths that are removed from the gui are now removed from the ini instead of simply changing the number of paths.
Revision: r7554 Fix a minor translation issue in the video config dialog.
Revision: r7553: dsplle-jit abs() fix.
Revision: r7552: just a test for shfl2|bot.
Revision: r7551 Fix the cmake build for natty to find the glib libraries properly. Yuck!
Fix a few minor compiler warnings.
Revision: r7550: Fix issue 4509.
Revision: r7549 texcache-rewrite: Virtual EFB copies for OpenGL.
We still need a depalettizing shader for OpenGL.
Revision: r7548 texcache-rewrite: Nothing exciting, just some cleanup.
Revision: r7547: Fix IOCTL_ES_GETVIEWCNT (uninitialized data)
GH5 Loads again use the existing function instead of checking titleid each time a NANDLoader is needed.
Revision: r7546: To me, the Free Look option wasn't really broken; for quite a long time, it simply required the SHIFT key to be held before pressing any of the WASD/R/0/9 keys.
So, clarify this by rewriting the "tooltip" for the Free Look option. This
should close issue 2882 and its duplicates.
Revision: r7545 texcache-rewrite: In DX11, use more efficient formats for virtual EFB copies.
Reduce video memory usage.
Revision: r7544 texcache-rewrite: In DX11, don't decode I and IA textures to RGBA. Reduce the amount of data that has to be uploaded to VRAM.
Revision: r7543 texcache-rewrite: Load ALL mip levels. A bunch of clean-up.
Revision: r7542 texcache-rewrite: Fix compiling
Revision: r7541 texcache-rewrite: Merge latest from trunk
Revision: r7540: Dynamically load bthprops.cpl during runtime.
Makes Dolphin run fine under Wine again.
Revision: r7539 texcache-rewrite: Bring back ZTP speedup hack to make Hyrule field playable again. Reduce memory thrashing in Metroid Prime. Rename TexCopyLookaside to VirtualEFBCopy to be consistent.
Revision: r7538 Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
Revision: r7537 texcache-rewrite: Fix DX9 window resizing again.
Revision: r7536: texcache-rewrite: Depalettizing shaders in DX9.
Not yet used for RAM textures, but they are used when a game interprets an EFB
copy with a palette. For example, Twilight Princess does this to colorize the
map, and Metroid Prime does this for the thermal and X-ray visors. Now, these
things will appear in high-resolution when virtual EFB copies are on.
Revision: r7535: texcache-rewrite: Improve EFB copies in DX9 by adding support for depth and scaling.
Revision: r7534 texcache-rewrite: Fix window resizing in DX9. Also make some tweaks in DX11.
Revision: r7533 Fix non-Windows build.
Revision: r7532 texcache-rewrite: Merge latest from trunk
Revision: r7531 texcache-rewrite: Fix EFB copies in DX9.
As a bonus, dolphin will no longer resize the render target every time a
viewport goes over the edge.
Please test DX9, it is definitely the fastest backend.
Revision: r7530 NAND:Consolidate Wad/Directory loading in CNANDContentLoader to one function
add ticket to CNANDContentLoader
move wad installer to CNANDContentManager
system menu can now be launched from a wad file without being installed first,
(return to system menu from another title will still only work if system menu is
installed) cdb.vff: flushed to disc immediately, creates if the file exists but is too
small, moved creation to Boot_WiiWad

RebuMan

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