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Emulators for skyward sword rom
Emulators for skyward sword rom









emulators for skyward sword rom

Every one of those cycles is going to cost an order of magnitude more cycles for Dolphin to emulate, yet they are literally doing nothing! So, we skip them. While this is all normal, emulating this really sucks for Dolphin. Until a set time (measured by the cycle counter) has expired or an interrupt arrives, the CPU will dutifully burn cycles doing nothing. So if a CPU is waiting for something brief, such as for a frame to finish rendering and scanout, the CPU will idle loop, spinning in place doing nothing but keeping itself alive and ready.

emulators for skyward sword rom

(They are spoiler-free, which I hope people respect as this is a new game) I took some screenshots to help add detail to the nature of this issue.Stopping a CPU is an involved process, and it takes a long time for it to wake up. It appears to be that the game's special effects are being rendered backwards. Perhaps backwards is not the right way to put it though more appropriately, they are not being rendered in the correct direction. Compare the fence in the first and second screenshot:Īnd the next two screenshots, from first person view (where the effect seems drastically reduced), so you can see what the fence is supposed to look like. Note that it is still not completely correct (you can notice a white diagonal line through the fencing, seems to behave in the same way as the rest of the glitchiness). See the pillars in the next two screenshots: It does not get as bad as it does in third person, even if you step to an equivalent distance.įinally, the effect seems to work based on slices of depth from the viewer, each individual slice of which seems to be rendered "backwards". Not knowing a lot about 3D rendering technique this appears to me that it's probably an easy fix, as it's just something operating in the wrong order. It's also something that doesn't happen in the wrong order with EFB->RAM, even with texture caching enabled.

EMULATORS FOR SKYWARD SWORD ROM CODE

Let me know if there is anything further I can do to help.Īssuming that the texcache-rewrite revert caused this issue:Ī) ZTP only has a game specific hack because it was a small bunch of about 30 lines of non-fragmented and well separated code with VERY good documentation.ī) It'd be nice if the discussion could be focused on actual information which is related to this issue again rather than me debating with users about code quality.Ĭ) it's not an emulation issue. #Skyward sword rom for dolphin emulator code# EFB to texture itself is just a hack which is known to break games. Read what I said above about texcache-rewrite introducing other hacks on top of the EFB to texture hack (yayz!) to make it work anyway, probably causing all other kinds of weird regressions.ĭ) Any issue which gets fixed by enabling EFB to RAM is very likely an issue with EFB to texture for a good reason and not an emulation bug. No offense, but calling post-7719 builds inaccurate because something's broken with EFB to texture is kinda naive.

emulators for skyward sword rom

If you knew how EFB to texture/RAM work in detail, you'd realize that (yes, even concerning this issue). That said, I've got some hints from that this issue might not be fixed by texcache-rewrite at all but rather is a regression from the scissoring-fixed branch merge. However, I can't test this myself and no one else seems capable of testing the GIT revision before the scissoring-fixed branch merge. This is also the reason why I'm not further looking into this issue by the way, it's pointless to waste hours trying to find mistakes in commit X if the actual culprit is commit Y.Home The legend of zelda: skyward sword dolphin Until anyone can prove for sure that this issue was caused by scissoring-fixed rather than by the texcache-rewrite revert, I'll leave this issue closed. #Skyward sword rom for dolphin emulator code#.











Emulators for skyward sword rom