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  • 43 min ago
    issue 1778 (World 2 graphical problem in New Super Mario Bros Wii on D3D) commented on by treeki   -   I also see it. Here's a screenshot: http://treeki.shacknet.nu/screenshots/othergames/ d3dbgproblem.jpg Comparison with OpenGL: http://treeki.shacknet.nu/screenshots/othergames/ d3dbgproblem_compgl.jpg However, the OpenGL rendering does look a little weird. I'm not sure if the pyramid is supposed to be so blurry (although I could be wrong, can't check on my Wii right now)
    I also see it. Here's a screenshot: http://treeki.shacknet.nu/screenshots/othergames/ d3dbgproblem.jpg Comparison with OpenGL: http://treeki.shacknet.nu/screenshots/othergames/ d3dbgproblem_compgl.jpg However, the OpenGL rendering does look a little weird. I'm not sure if the pyramid is supposed to be so blurry (although I could be wrong, can't check on my Wii right now)
  • 68 min ago
    issue 1607 (D3D vs OGL: MKDD shader issues) commented on by treeki   -   It happens on New Super Mario Bros as well. I took a few screenshots to compare. See this: http://treeki.shacknet.nu/screenshots/othergames/dxvsgl.png (Left is D3D, right is OGL)
    It happens on New Super Mario Bros as well. I took a few screenshots to compare. See this: http://treeki.shacknet.nu/screenshots/othergames/dxvsgl.png (Left is D3D, right is OGL)
  • 72 min ago
    issue 1763 ([Game Report] "Emulated shake" works differently in Deep Spa...) commented on by wespipes69   -   Ok, thanks for looking into this. Quick question: Can you briefly describe what the current shake implementation does - how is it moving the wiimote/nunchuk exactly? Thank you in advance!!
    Ok, thanks for looking into this. Quick question: Can you briefly describe what the current shake implementation does - how is it moving the wiimote/nunchuk exactly? Thank you in advance!!
  • 84 min ago
    issue 1770 ("Silent Hill Shattered Memories" DOES NOT WORK!!!!!) commented on by gabrielmorano   -   First switch it to efb real then take the picture (if you take the picture on hack and try to see it on real it wont work, so you have to take the pictures with REAL on)
    First switch it to efb real then take the picture (if you take the picture on hack and try to see it on real it wont work, so you have to take the pictures with REAL on)
  • 97 min ago
    issue 1778 (World 2 graphical problem in New Super Mario Bros Wii on D3D) commented on by wespipes69   -   Same here..it's like a copy of the background flipped vertically and overlaid on top of the real background. 2-1 or 2-2 I believe, I'm at work so I cant provide a screenshot. If we can just get this and the character shadowing down, D3D would be as perfect as OpenGl.
    Same here..it's like a copy of the background flipped vertically and overlaid on top of the real background. 2-1 or 2-2 I believe, I'm at work so I cant provide a screenshot. If we can just get this and the character shadowing down, D3D would be as perfect as OpenGl.
  • 2 hours ago
    issue 1763 ([Game Report] "Emulated shake" works differently in Deep Spa...) changed by ayuanx   -  
    Status: GameIssue
    Labels: Type-Enhancement
    Status: GameIssue
    Labels: Type-Enhancement
  • 2 hours ago
    issue 1763 ([Game Report] "Emulated shake" works differently in Deep Spa...) commented on by ayuanx   -   Well the fist wiimote shake is simple, just set roll to free swing and press roll left/right The nunchuck shake... currently no way to do that unless with a real nunchuck or movements recording
    Well the fist wiimote shake is simple, just set roll to free swing and press roll left/right The nunchuck shake... currently no way to do that unless with a real nunchuck or movements recording
  • 3 hours ago
    issue 1770 ("Silent Hill Shattered Memories" DOES NOT WORK!!!!!) commented on by Klimat13   -   That's strange, "EFB (real)" trick is not working for me.
    That's strange, "EFB (real)" trick is not working for me.
  • 3 hours ago
    issue 1780 (rayman raving rabbids 2) reported by lemuel2010   -   What steps will reproduce the problem? 1.Run rayman raving rabbids 2 2.The videos have black bars with plugin Direct9 and OpenGl. 3. What version of the product are you using? On what operating system? r4680 32bit Win 7
    What steps will reproduce the problem? 1.Run rayman raving rabbids 2 2.The videos have black bars with plugin Direct9 and OpenGl. 3. What version of the product are you using? On what operating system? r4680 32bit Win 7
  • 3 hours ago
    issue 1770 ("Silent Hill Shattered Memories" DOES NOT WORK!!!!!) commented on by gabrielmorano   -   The pictures problem is fixed by switching the openGL pluggin to EFB (real) The problem with switching EFB to Real is that it breaks the flashlight... so you need to switch it back to (hack) after the picture but the flashlight will be a lil bit buggie after that
    The pictures problem is fixed by switching the openGL pluggin to EFB (real) The problem with switching EFB to Real is that it breaks the flashlight... so you need to switch it back to (hack) after the picture but the flashlight will be a lil bit buggie after that
  • 3 hours ago
    issue 1779 (Real Wii Mote doesnt work since Dolphinn r4532 x64) commented on by eva00prot   -   Same here
    Same here
  • 4 hours ago
    issue 1776 (wiimote emulation cannot be turned off for pad emulation) commented on by luisr142004   -   dam you're fast ayuanx >_>, i was about to close this issue :P
    dam you're fast ayuanx >_>, i was about to close this issue :P
  • 4 hours ago
    issue 502 (Implementing TAS (Tool-Assisted-Speedrun) features.) commented on by bichle...@gmx.net   -   I have a question. I wanted to build the TAS version of Dolphin and I heard, that I just have to uncomment the TAS thingie in setup.h, but it doesn't work. I always get many mistakes, when trying to build. Are there any other things to do, or does anyone have advices for me.
    I have a question. I wanted to build the TAS version of Dolphin and I heard, that I just have to uncomment the TAS thingie in setup.h, but it doesn't work. I always get many mistakes, when trying to build. Are there any other things to do, or does anyone have advices for me.
  • 4 hours ago
    issue 1776 (wiimote emulation cannot be turned off for pad emulation) Status changed by ayuanx   -   Added in r4681
    Status: Fixed
    Added in r4681
    Status: Fixed
  • 4 hours ago
    TAS_Tasks (Tool Assisted Speedrun design specs and TODO list) Wiki page commented on by bichle...@gmx.net   -   can anyone help me. I tried to build Dolphin with TAS features by uncommenting the TAS thingie in setup.h, but I get many mistakes.
    can anyone help me. I tried to build Dolphin with TAS features by uncommenting the TAS thingie in setup.h, but I get many mistakes.
  • 4 hours ago
    r4681 (Changed "Wiimote On" to "Input Active", so you can bypass Wi...) committed by ayuanx   -   Changed "Wiimote On" to "Input Active", so you can bypass Wiimote input when you want to use GC controller instead, even though their buttons are binded to the same keys/pads.
    Changed "Wiimote On" to "Input Active", so you can bypass Wiimote input when you want to use GC controller instead, even though their buttons are binded to the same keys/pads.
  • 5 hours ago
    issue 1702 ([D3D] Chocobo Dungeon regression) commented on by RazLaron   -   If it's implemented, it will fix issues 370, 1701 and 1702.
    If it's implemented, it will fix issues 370, 1701 and 1702.
  • 5 hours ago
    issue 1702 ([D3D] Chocobo Dungeon regression) commented on by RazLaron   -   Thanks a lot. I tried it for D3D and it works very well. Thanks a lot. Now we must wait that Developper Team put this in Dolphin for other people because yes, i can have it but others, no ^^. Thanks again.
    Thanks a lot. I tried it for D3D and it works very well. Thanks a lot. Now we must wait that Developper Team put this in Dolphin for other people because yes, i can have it but others, no ^^. Thanks again.
  • 5 hours ago
    issue 1779 (Real Wii Mote doesnt work since Dolphinn r4532 x64) reported by venom...@gmx.de   -   What steps will reproduce the problem? 1. Connect Wii Mote.... What version of the product are you using? On what operating system? Windows 7, x64 - Build 4680 x64 Please provide any additional information below. Every time i try connect a real wii mote in a newer version of dolphin the LEDs on my wii mote just turn off and ingame i get the error "Communication with wii mote has interrupted". I already tried to replace the wii mote plugin with an older one but it still doesnt work.
    What steps will reproduce the problem? 1. Connect Wii Mote.... What version of the product are you using? On what operating system? Windows 7, x64 - Build 4680 x64 Please provide any additional information below. Every time i try connect a real wii mote in a newer version of dolphin the LEDs on my wii mote just turn off and ingame i get the error "Communication with wii mote has interrupted". I already tried to replace the wii mote plugin with an older one but it still doesnt work.
  • 5 hours ago
    issue 1770 ("Silent Hill Shattered Memories" DOES NOT WORK!!!!!) commented on by Klimat13   -   Another bug so far. All photos on the mobile phone are like this: http://g.imagehost.org/view/0355/PH
    Another bug so far. All photos on the mobile phone are like this: http://g.imagehost.org/view/0355/PH
  • 5 hours ago
    issue 889 (Dolphin Doesn't Work in Mac OS X) commented on by leon.oosterwijk   -   I got as far as karkisuni did. I compiles but then errors like so: woodstock:dolphin-emu-read-only leon$ scons verbose=yes osx=64cocoa jittest=true nowx=true CC=gcc-4.2 CXX=g++-4.2 scons: Reading SConscript files ... Checking for pkg-config version > 0.15.0... (cached) yes Looking for macports... (cached) Adding port lib and include path(cached) yes Looking for fink... (cached) no Checking for sdl lib version > 1.0.0... (cached) yes Checking for bluez... (cached) Looking for framework bluez... (cached) Using pkg-config for bluez... (cached) no Looking for lib bluez... (cached) no Checking for ao... (cached) Looking for framework ao... (cached) Using pkg-config for ao... (cached) yes Checking for alsa... (cached) Looking for framework alsa... (cached) Using pkg-config for alsa... (cached) no Looking for lib alsa... (cached) no Checking for sfml-network... (cached) Looking for framework sfml-network... (cached) Using pkg-config for sfml-network... (cached) no Looking for lib sfml-network... (cached) no WX not found or disabled, not building GUI Checking for OpenGL... (cached) Looking for framework OpenGL... (cached) yes Checking for Cg... (cached) Looking for framework Cg... (cached) yes Checking for GLEW... (cached) Looking for framework GLEW... (cached) Using pkg-config for glew... (cached) no Looking for lib GLEW... (cached) yes Checking for OpenGL... (cached) Looking for framework OpenGL... (cached) yes Checking for GLEW... (cached) Looking for framework GLEW... (cached) Using pkg-config for glew... (cached) no Looking for lib GLEW... (cached) yes scons: done reading SConscript files. scons: Building targets ... scons: building associated VariantDir targets: Build/Darwin-i386-release g++-4.2 -o Build/Darwin-i386-release/Source/Plugins/Plugin_VideoSoftware/Src/DebugUtil.os -c -fno- exceptions -fno-strict-aliasing -msse2 -Wall -Wwrite-strings -Wshadow -Wpointer-arith -Wpacked - Wno-conversion -fvisibility-inlines-hidden -fPIC -fno-exceptions -fno-strict-aliasing -msse2 -Wall - Wwrite-strings -Wshadow -Wpointer-arith -Wpacked -Wno-conversion -arch x86_64 -m64 -fPIC - D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE -DGCC_HASCLASSVISIBILITY -D_GNU_SOURCE=1 - D_THREAD_SAFE -ISource/Core/Common/Src -ISource/Core/DiscIO/Src -ISource/PluginSpecs - ISource/Core/Core/Src -ISource/Core/DebuggerWX/Src -IExternals/Bochs_disasm -IExternals/LZO - IExternals/SOIL -IExternals/Lua -IExternals/WiiUseSrc/Src -ISource/Core/VideoCommon/Src - ISource/Core/InputCommon/Src -ISource/Core/AudioCommon/Src - ISource/Core/DebuggerUICommon/Src -ISource/Core/DSPCore/Src -I/opt/local/include - I/opt/local/include/SDL Source/Plugins/Plugin_VideoSoftware/Src/DebugUtil.cpp In file included from /System/Library/Frameworks/Foundation.framework/Headers/Foundation.h:8, from /System/Library/Frameworks/Cocoa.framework/Headers/Cocoa.h:12, from Source/Plugins/Plugin_VideoSoftware/Src/../../Plugin_VideoOGL/Src/cocoaGL.h:1, from Source/Plugins/Plugin_VideoSoftware/Src/GLUtil.h:56, from Source/Plugins/Plugin_VideoSoftware/Src/HwRasterizer.h:24, from Source/Plugins/Plugin_VideoSoftware/Src/DebugUtil.cpp:27: /System/Library/Frameworks/Foundation.framework/Headers/NSObjCRuntime.h:180: error: stray '@' in program
    I got as far as karkisuni did. I compiles but then errors like so: woodstock:dolphin-emu-read-only leon$ scons verbose=yes osx=64cocoa jittest=true nowx=true CC=gcc-4.2 CXX=g++-4.2 scons: Reading SConscript files ... Checking for pkg-config version > 0.15.0... (cached) yes Looking for macports... (cached) Adding port lib and include path(cached) yes Looking for fink... (cached) no Checking for sdl lib version > 1.0.0... (cached) yes Checking for bluez... (cached) Looking for framework bluez... (cached) Using pkg-config for bluez... (cached) no Looking for lib bluez... (cached) no Checking for ao... (cached) Looking for framework ao... (cached) Using pkg-config for ao... (cached) yes Checking for alsa... (cached) Looking for framework alsa... (cached) Using pkg-config for alsa... (cached) no Looking for lib alsa... (cached) no Checking for sfml-network... (cached) Looking for framework sfml-network... (cached) Using pkg-config for sfml-network... (cached) no Looking for lib sfml-network... (cached) no WX not found or disabled, not building GUI Checking for OpenGL... (cached) Looking for framework OpenGL... (cached) yes Checking for Cg... (cached) Looking for framework Cg... (cached) yes Checking for GLEW... (cached) Looking for framework GLEW... (cached) Using pkg-config for glew... (cached) no Looking for lib GLEW... (cached) yes Checking for OpenGL... (cached) Looking for framework OpenGL... (cached) yes Checking for GLEW... (cached) Looking for framework GLEW... (cached) Using pkg-config for glew... (cached) no Looking for lib GLEW... (cached) yes scons: done reading SConscript files. scons: Building targets ... scons: building associated VariantDir targets: Build/Darwin-i386-release g++-4.2 -o Build/Darwin-i386-release/Source/Plugins/Plugin_VideoSoftware/Src/DebugUtil.os -c -fno- exceptions -fno-strict-aliasing -msse2 -Wall -Wwrite-strings -Wshadow -Wpointer-arith -Wpacked - Wno-conversion -fvisibility-inlines-hidden -fPIC -fno-exceptions -fno-strict-aliasing -msse2 -Wall - Wwrite-strings -Wshadow -Wpointer-arith -Wpacked -Wno-conversion -arch x86_64 -m64 -fPIC - D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE -DGCC_HASCLASSVISIBILITY -D_GNU_SOURCE=1 - D_THREAD_SAFE -ISource/Core/Common/Src -ISource/Core/DiscIO/Src -ISource/PluginSpecs - ISource/Core/Core/Src -ISource/Core/DebuggerWX/Src -IExternals/Bochs_disasm -IExternals/LZO - IExternals/SOIL -IExternals/Lua -IExternals/WiiUseSrc/Src -ISource/Core/VideoCommon/Src - ISource/Core/InputCommon/Src -ISource/Core/AudioCommon/Src - ISource/Core/DebuggerUICommon/Src -ISource/Core/DSPCore/Src -I/opt/local/include - I/opt/local/include/SDL Source/Plugins/Plugin_VideoSoftware/Src/DebugUtil.cpp In file included from /System/Library/Frameworks/Foundation.framework/Headers/Foundation.h:8, from /System/Library/Frameworks/Cocoa.framework/Headers/Cocoa.h:12, from Source/Plugins/Plugin_VideoSoftware/Src/../../Plugin_VideoOGL/Src/cocoaGL.h:1, from Source/Plugins/Plugin_VideoSoftware/Src/GLUtil.h:56, from Source/Plugins/Plugin_VideoSoftware/Src/HwRasterizer.h:24, from Source/Plugins/Plugin_VideoSoftware/Src/DebugUtil.cpp:27: /System/Library/Frameworks/Foundation.framework/Headers/NSObjCRuntime.h:180: error: stray '@' in program
  • 6 hours ago
    issue 1702 ([D3D] Chocobo Dungeon regression) commented on by chuvit   -   right click to see properties of game and set hack if you cannot make all the thing just replace other hack with this value
    right click to see properties of game and set hack if you cannot make all the thing just replace other hack with this value
  • 6 hours ago
    issue 1778 (World 2 graphical problem in New Super Mario Bros Wii on D3D) commented on by sl1nk3.s   -   It would be helpful to provide comparison screenshots or a savefile for us to reproduce
    It would be helpful to provide comparison screenshots or a savefile for us to reproduce
  • 8 hours ago
    r4680 (Trying to constrain the seek position when file is empty doe...) committed by ayuanx   -   Trying to constrain the seek position when file is empty doesn't work out either, sorry.
    Trying to constrain the seek position when file is empty doesn't work out either, sorry.
  • 8 hours ago
    issue 1772 (IR cursor doesn't work) commented on by Autor...@yandex.ru   -   All games for me, what settings are you use
    All games for me, what settings are you use
  • 8 hours ago
    r4679 (Oops, a quick bug.) committed by ayuanx   -   Oops, a quick bug.
    Oops, a quick bug.
  • 9 hours ago
    r4678 (Cleanup FS and FILEIO a bit. PS: Mario Kart Wii cannot crea...) committed by ayuanx   -   Cleanup FS and FILEIO a bit. PS: Mario Kart Wii cannot create a new savedata because it tries to seek position in file "rksys.dat" with a very huge number even though it already knows the file is newly created, and then write to that file with 2MB data of all zeros (wrong mem addr?). Can't find a reason yet.
    Cleanup FS and FILEIO a bit. PS: Mario Kart Wii cannot create a new savedata because it tries to seek position in file "rksys.dat" with a very huge number even though it already knows the file is newly created, and then write to that file with 2MB data of all zeros (wrong mem addr?). Can't find a reason yet.
  • 10 hours ago
    issue 1778 (World 2 graphical problem in New Super Mario Bros Wii on D3D) reported by dartaz0   -   What steps will reproduce the problem? 1.Run game New Super Mario Bros Wii with D3D Plugin 2.Select either EFB to Ram or to Texture 3.Select disable Fog What is the expected output? What do you see instead? When you play World 2 (The Pyramid levels), you would see graphical problems in the background. I don't get this graphical problem with OpenGL What version of the product are you using? On what operating system? r4658, r4661 and r4669 (32-bit) I'm using Windows XP SP3 professional Please provide any additional information below. I have Geforce 8800GTS
    What steps will reproduce the problem? 1.Run game New Super Mario Bros Wii with D3D Plugin 2.Select either EFB to Ram or to Texture 3.Select disable Fog What is the expected output? What do you see instead? When you play World 2 (The Pyramid levels), you would see graphical problems in the background. I don't get this graphical problem with OpenGL What version of the product are you using? On what operating system? r4658, r4661 and r4669 (32-bit) I'm using Windows XP SP3 professional Please provide any additional information below. I have Geforce 8800GTS
  • 12 hours ago
    issue 1763 ([Game Report] "Emulated shake" works differently in Deep Spa...) commented on by wespipes69   -   About 10-15 min - until you go inside the building - after activating the "thing". The first one wants the Wiimote to "shake". This still doesn't work properly, but it can be done. I have to have to hold the wiimote pitch in the up position while I press my shake button. That's enough to activate the "Glow Worm". But then about 5- 10 min. later, after killing some dudes, you're required to shake the nunchuk, and here, I have no way to pass. Nothing I do works, nothing! Could this have to do with the adjustments to the "shake" feature from last month or is it game specific or did the nunchuk ever "shake" properly?
    About 10-15 min - until you go inside the building - after activating the "thing". The first one wants the Wiimote to "shake". This still doesn't work properly, but it can be done. I have to have to hold the wiimote pitch in the up position while I press my shake button. That's enough to activate the "Glow Worm". But then about 5- 10 min. later, after killing some dudes, you're required to shake the nunchuk, and here, I have no way to pass. Nothing I do works, nothing! Could this have to do with the adjustments to the "shake" feature from last month or is it game specific or did the nunchuk ever "shake" properly?
  • 12 hours ago
    issue 1770 ("Silent Hill Shattered Memories" DOES NOT WORK!!!!!) commented on by wespipes69   -   Has it been mentioned that the game cannot be loaded with IL - only the non-IL exe. Just wanted to make sure! :)
    Has it been mentioned that the game cannot be loaded with IL - only the non-IL exe. Just wanted to make sure! :)
  • 15 hours ago
    issue 1295 (Audio desync in cut scenes and screen anomoly (Metroid Prime...) commented on by brotherofmetal2   -   Bumping the issue. Has there been any progress on this?
    Bumping the issue. Has there been any progress on this?
  • 16 hours ago
    issue 1770 ("Silent Hill Shattered Memories" DOES NOT WORK!!!!!) commented on by gabrielmorano   -   OK so far im in the 4th nightmare in r4664m and the game works ALMOST perfect so far Sound problems are fixed flashlight is fixed (or at least it does not interfere with the progress...) (the letters ones is there, but you can fix them with texture thing..., and that is not really important since it's almost all speaked) the only problem i found so far is that when there are many enemies in screen and you are runing the game tends to either slow down a lot or chopp like if you where using frameskips. great ;) now all we need is someone to record the needed movemnts on the wiimote pluggin or add a directionable shake (sometimes it's REALLY hard to avoid all the enemies, 3rd nightmare was a pain in the ass to do) xD
    OK so far im in the 4th nightmare in r4664m and the game works ALMOST perfect so far Sound problems are fixed flashlight is fixed (or at least it does not interfere with the progress...) (the letters ones is there, but you can fix them with texture thing..., and that is not really important since it's almost all speaked) the only problem i found so far is that when there are many enemies in screen and you are runing the game tends to either slow down a lot or chopp like if you where using frameskips. great ;) now all we need is someone to record the needed movemnts on the wiimote pluggin or add a directionable shake (sometimes it's REALLY hard to avoid all the enemies, 3rd nightmare was a pain in the ass to do) xD
  • 17 hours ago
    issue 1776 (wiimote emulation cannot be turned off for pad emulation) commented on by luisr142004   -   well that checkbox was programmed to be grayed o_o, but well i see what you mean :P
    well that checkbox was programmed to be grayed o_o, but well i see what you mean :P
  • 17 hours ago
    issue 1777 (Dolphin cannot open some games, saying the file is not found) reported by d.rudie   -   What steps will reproduce the problem? 1. Compile a x64 JITIL build with MSVS2010 Beta 2. Start Dolphin, with a configured directory for games some games don't show up in the list 3. Try to open the game manually What is the expected output? What do you see instead? The game should be in the list and should open just fine. What happens instead is that Dolphin says the file does not exist (when it clearly does). What version of the product are you using? On what operating system? r4667 Built with MSVS2010 Beta 2 on Windows 7 x64 Please provide any additional information below. I looked into the function that was looking for the file. It was in FileUtil.cpp under the File::Exists() function. I originally edited it to return the result of errno, which gets set by stat(), and when opening the game it would return -1 but report that there was no error. I'm not sure if this is a bug with the include files of MSVS2010 Beta or not. I couldn't figure out what exactly was the cause of it. Other people that build Dolphin with MSVS2008 do not have this problem. I decided to replace the code within the function with a C++ version. This code works fine on Windows; I have not tested it on Linux or Mac OS X. I imagine it should work on them since it's just the std namespace. I've included a diff with the changes I made.
    What steps will reproduce the problem? 1. Compile a x64 JITIL build with MSVS2010 Beta 2. Start Dolphin, with a configured directory for games some games don't show up in the list 3. Try to open the game manually What is the expected output? What do you see instead? The game should be in the list and should open just fine. What happens instead is that Dolphin says the file does not exist (when it clearly does). What version of the product are you using? On what operating system? r4667 Built with MSVS2010 Beta 2 on Windows 7 x64 Please provide any additional information below. I looked into the function that was looking for the file. It was in FileUtil.cpp under the File::Exists() function. I originally edited it to return the result of errno, which gets set by stat(), and when opening the game it would return -1 but report that there was no error. I'm not sure if this is a bug with the include files of MSVS2010 Beta or not. I couldn't figure out what exactly was the cause of it. Other people that build Dolphin with MSVS2008 do not have this problem. I decided to replace the code within the function with a C++ version. This code works fine on Windows; I have not tested it on Linux or Mac OS X. I imagine it should work on them since it's just the std namespace. I've included a diff with the changes I made.
  • 17 hours ago
    issue 1776 (wiimote emulation cannot be turned off for pad emulation) reported by ebir...@gmail.com   -   What steps will reproduce the problem? 1. open wii remote plugin configuration 2. "wiimote on" is greyed out What is the expected output? What do you see instead? id expect it to be functional. What version of the product are you using? On what operating system? any version. windows 7 Please provide any additional information below. once a gamepad is set up as an emulated wiimote, you cannot use it as a pad (for mario kart, etc) unless you manually edit the wiimote.ini and change [Wiimote1] Enabled = True to False.
    What steps will reproduce the problem? 1. open wii remote plugin configuration 2. "wiimote on" is greyed out What is the expected output? What do you see instead? id expect it to be functional. What version of the product are you using? On what operating system? any version. windows 7 Please provide any additional information below. once a gamepad is set up as an emulated wiimote, you cannot use it as a pad (for mario kart, etc) unless you manually edit the wiimote.ini and change [Wiimote1] Enabled = True to False.
  • 17 hours ago
    issue 303 (Super Smash Bros Brawl: Dual Layer "Please Insert SSBB Gamed...) commented on by skidau   -   Writing the Game ID to 0x80000000 is optional. If you'd like me to create a new patch without those changes, let me know.
    Writing the Game ID to 0x80000000 is optional. If you'd like me to create a new patch without those changes, let me know.
  • 18 hours ago
    issue 303 (Super Smash Bros Brawl: Dual Layer "Please Insert SSBB Gamed...) commented on by godisgovernment   -   "because Dolphin automatically mirrors the MEM1 memory ranges." yeah, exactly :) so why does the gameid still have to be written to 0x80000000? "The PPC code is definitely correct, so I guess there is something missing in the DSP implementation." Also probably correct. the DSP/AI/AR interfaces generally are a bit barebones currently (as there haven't really been problems implementing just what is there now); it's very interesting this game trips it up though.
    "because Dolphin automatically mirrors the MEM1 memory ranges." yeah, exactly :) so why does the gameid still have to be written to 0x80000000? "The PPC code is definitely correct, so I guess there is something missing in the DSP implementation." Also probably correct. the DSP/AI/AR interfaces generally are a bit barebones currently (as there haven't really been problems implementing just what is there now); it's very interesting this game trips it up though.
  • 18 hours ago
    issue 303 (Super Smash Bros Brawl: Dual Layer "Please Insert SSBB Gamed...) commented on by skidau   -   Changing the bs2writes to 0x8XXXXXXX is optional. I changed it to make it consistent with how the wiibrew memory map has got it documented. SSBB reads the Game ID from 0x80000000, not 0x00000000 - so it makes sense to write the Game ID at 0x80000000. However, leaving the bs2 writes in the 0x0XXXXXXX range will also work because Dolphin automatically mirrors the MEM1 memory ranges. The read from the DVD for the Game ID needs to remain however. SSBB verifies the memory range from 0x80000000 to 0x80000007. SSBB is setting AR_DMA_ARADDR_H to 0 and then requesting a DMA for 0x20 bytes soon after. The PPC code is definitely correct, so I guess there is something missing in the DSP implementation.
    Changing the bs2writes to 0x8XXXXXXX is optional. I changed it to make it consistent with how the wiibrew memory map has got it documented. SSBB reads the Game ID from 0x80000000, not 0x00000000 - so it makes sense to write the Game ID at 0x80000000. However, leaving the bs2 writes in the 0x0XXXXXXX range will also work because Dolphin automatically mirrors the MEM1 memory ranges. The read from the DVD for the Game ID needs to remain however. SSBB verifies the memory range from 0x80000000 to 0x80000007. SSBB is setting AR_DMA_ARADDR_H to 0 and then requesting a DMA for 0x20 bytes soon after. The PPC code is definitely correct, so I guess there is something missing in the DSP implementation.
  • 18 hours ago
    r4677 (Fix a crash reported in r4671, plus a fix related to issue 1...) committed by sl1nk3.s   -   Fix a crash reported in r4671, plus a fix related to issue 1523 i forgot a month ago >.>
    Fix a crash reported in r4671, plus a fix related to issue 1523 i forgot a month ago >.>
  • 18 hours ago
    issue 1772 (IR cursor doesn't work) commented on by wespipes69   -   Works fine for me (emulated) and everyone one else. If the IR was broken, we would have heard about it the build after probably. :) Check your settings. What game are you trying?
    Works fine for me (emulated) and everyone one else. If the IR was broken, we would have heard about it the build after probably. :) Check your settings. What game are you trying?
  • 19 hours ago
    issue 303 (Super Smash Bros Brawl: Dual Layer "Please Insert SSBB Gamed...) commented on by godisgovernment   -   well having bs2 write to 0x8xxxxxxx is wrong I think, it sounds like some memory flush is not being performed correctly? If there's no way around it, we should probably mirror the low mem region ourselves in the BS2 HLE for wii. Also, I highly doubt DSPInterface hardware is designed to silently drop writes to low mem...
    well having bs2 write to 0x8xxxxxxx is wrong I think, it sounds like some memory flush is not being performed correctly? If there's no way around it, we should probably mirror the low mem region ourselves in the BS2 HLE for wii. Also, I highly doubt DSPInterface hardware is designed to silently drop writes to low mem...
  • 19 hours ago
    issue 303 (Super Smash Bros Brawl: Dual Layer "Please Insert SSBB Gamed...) changed by XTra.KrazzY   -   Actually, the patch looks good. If it works and its content is correct, we should apply it.
    Status: Started
    Cc: hrydgard
    Actually, the patch looks good. If it works and its content is correct, we should apply it.
    Status: Started
    Cc: hrydgard
  • 19 hours ago
    issue 1775 (Wiimote doesn't work anymore) Status changed by godisgovernment   -  
    Status: Invalid
    Status: Invalid
  • 20 hours ago
    issue 1707 (Dolphin crashes when codes for Yu-Gi-Oh: The Falsebound King...) commented on by andrewst...@gmail.com   -   It works w/o no cheats.
    It works w/o no cheats.
  • 21 hours ago
    issue 1775 (Wiimote doesn't work anymore) commented on by knowital...@embarqmail.com   -   never mind, mark this issue as invalid It works now for some reason or another;)
    never mind, mark this issue as invalid It works now for some reason or another;)
  • 21 hours ago
    issue 1775 (Wiimote doesn't work anymore) reported by knowital...@embarqmail.com   -   What steps will reproduce the problem? 1.Start Dolphin 2.Press button on wiimote 3.Nothing happens What is the expected output? What do you see instead? The light on my remote is on, but nothing happens on screen. What version of the product are you using? On what operating system? I am using the latest revision and Windows 7. Please provide any additional information below.
    What steps will reproduce the problem? 1.Start Dolphin 2.Press button on wiimote 3.Nothing happens What is the expected output? What do you see instead? The light on my remote is on, but nothing happens on screen. What version of the product are you using? On what operating system? I am using the latest revision and Windows 7. Please provide any additional information below.
  • 21 hours ago
    issue 1753 (Zelda TP Cinematic music is broken) commented on by ricardosilva11.03   -   That would be nice. :)
    That would be nice. :)
  • 21 hours ago
    issue 1301 (Please mute sound when pause game) Status changed by XTra.KrazzY   -  
    Status: Fixed
    Status: Fixed
  • 21 hours ago
    r4676 (Fixed annoying sound when pausing/shutting down (please test...) committed by XTra.KrazzY   -   Fixed annoying sound when pausing/shutting down (please test for ALL backends) (couldn't do this for CoreAudio and PulseAudio too)
    Fixed annoying sound when pausing/shutting down (please test for ALL backends) (couldn't do this for CoreAudio and PulseAudio too)
  • 22 hours ago
    issue 303 (Super Smash Bros Brawl: Dual Layer "Please Insert SSBB Gamed...) commented on by nebetsu   -   skidau's patch worked for me.
    skidau's patch worked for me.
 
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