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Dolphin_-_Ishiiruka.png

 

Adaptateur%20Manette%20Gamecube%20pour%20Wii%20U.jpgAdaptateur Manette Gamecube pour Wii U
 
Replacement%20OEM%20AC%20Adapter%20For%20Nintendo%20Gamecube.jpgReplacement OEM AC Adapter For Nintendo Gamecube
 
 
 
Compilation de shader asynchrone (éviter le temps de compilation du shader)
Encodeur/décodeur de texture DX11 de Galop (améliore le décodage de texture spécialement EFB vers RAM)
Chargeur de sommets pré-compilé et décodage de sommets optimisé à l'aide de SSSE3 et SSE4
Prise en charge de Dolpby Pro Logic II pour xaudio et openal
Résolutions internes plus grandes (IRx6) pour permettre les jeux 4K
Améliorations des textures personnalisées pour permettre le chargement direct de textures compressées, y compris les mipmaps
DSP - Option Time Streching (Améliore la sortie sonore pour éviter les sauts de son sur les machines lentes)
Prise en charge de DX9 pour les anciennes machines
Interface de post-traitement modifiée pour prendre en charge :
-Plusieurs étapes permettant des effets plus complexes.
-Profondeur et gamma natif en entrées.
-DX11/DX12.
-Version personnalisée de DolphinFX qui fonctionne sous dx11 et ogl
-SSAO et DOF.
-Prise en charge de la mise à l'échelle des textures
-Bump Mapping avec des propriétés de matériaux avancées 
-Phong Réflexion spéculaire pour améliorer la qualité de l'éclairage
-Cartographie de tessellation et de déplacement 
-Éclairage de jante 
-Génération automatique de bosses pour améliorer l'éclairage avec la prise en charge des cartes cubiques env
-Cache de l'UID du shader :
          * Les uids de shader identifient les différents shaders dont les jeux ont besoin pour restituer les graphiques, comme on le sait, la génération de shader est lente
                  et provoque un bégaiement la première fois que vous jouez à un jeu ou lorsque la version de Dolphin change.
                  L'utilisation des caches UID permet à un utilisateur ayant déjà joué au jeu de partager les informations du shader,
                  permettant ainsi aux autres utilisateurs de profiter du jeu sans bégayer.
          * Pour les utiliser, demandez simplement les fichiers à un ami ayant déjà joué au jeu.
          * Ensuite, placez simplement le dossier des fichiers [UserFolder]\Cache\ShadersUIDS et activez l'option "Compile Shaders On Startup" dans l'onglet graphique avancé.
 
Autres fonctionnalités
Compilation de shaders multithread
Mise en œuvre précoce de tests approfondis pour corriger les problèmes associés et augmenter les performances
L'option Fast-Depth contrôle désormais l'utilisation ou non de l'émulation z précoce précise, donc l'activation de la profondeur rapide donnera un boost de vitesse dans certains systèmes.
Accès EFB rapide. Implémentez le cache d'accès EFB global pour réduire les blocages du GPU causés par l'accès du CPU à l'efb (cette option est l'onglet Hack dans les options Gfx)
Réorganisation du chemin de génération de shader pour améliorer les performances
Implémentation du support 3D pour le rendu 3D côte à côte/TopBottom
De nombreuses corrections de bugs anciens de DX9 (ZComploc, émulation Tev, etc.)
Autres correctifs et petites améliorations.
 
1117(f0dd960b5) :
Fusionnez la prise en charge de plusieurs dossiers de textures à partir du maître.
 
Configuration
[ *] Full Async Shader = Aucun ralentissement causé par la compilation des shaders. -> Conditions requises : CPU faible (problèmes possibles)
Options DSP - Time streching
Activer l'étirement du son pour éviter les crépitements dus à la lenteur du VPS dans l'émulation.
Cela introduira une certaine latence.
 
 
Manette%20Classique%20Wii%20Blanche.jpg
 
 
 
Manette%20Nunchuck%20Wii%20Blanche.jpg
 
 
 
Manette%20Nunchuk%20pour%20Wii%20U%20-%20noire.jpg
Manette%20classique%20pro.%20Wii%20Noire.jpg
 
T%C3%A9l%C3%A9commande%20Wii%20U%20Plus%20-%20noire.jpg
 
Batterie%20Rechargeable%20USB%20Haute%20Capacit%C3%A9%203800%20mAh%20pour%20Wii%20Fit%20Balance%20Board.jpgBatterie Rechargeable USB Haute Capacité 3800 mAh pour Wii Fit Balance Board

 
Dolphin Ishiiruka WIP 10-09-2020.zip 10.35 Mo    
TATSUNOKO VS. CAPCOM ULTIMATE ALL-STARS.iso 4.38 Go    
TATSUNOKO VS. CAPCOM ULTIMATE ALL-STARS.jpg 143.49 Ko    
TATSUNOKO%20VS.%20CAPCOM%20ULTIMATE%20ALL-STARS.jpg
TATSUNOKO VS. CAPCOM ULTIMATE ALL-STARS
 
 

 

 

 

 

MEmu := "Dolphin Ishiiruka "
MEmuV := ""
MURL := ["https://dolphin-emu.org/"]
MAuthor := ["djvj","bleasby"]
MVersion := ""
MCRC := ""
iCRC := ""
MID := ""
MSystem := ["Nintendo Gamecube","Nintendo Wii","Nintendo WiiWare"]
;----------------------------------------------------------------------------
; Notes:
; Bew sure you are running at least Dolphin v4.0 or greater.
; If you get an error that you are missing a vcomp100.dll, install Visual C++ 2010: http://www.microsoft.com/download/en/details.aspx?id=14632
; Also make sure you are running latest directx: http://www.microsoft.com/downloads/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3
; Dolphin will sometimes crash when connnecting a Wiimote, then going back to the game. After all Wiimotes are connected that you want to use, it shouldn't have anymore issues.
; Convert all your games to ciso using Wii Backup Manager to save alot of space by stripping everything but the game partition. http://www.wiibackupmanager.tk/
; If you want to keep your Dolphin.ini in the emu folder, create a "portable.txt" file in MyDocuments\Dolphin Emulator\
;
; Bezels:
; If the game does not fit the window, you can try setting stretch to window manually in dolphin.
;
; Setting up custom Wiimote or GCPad profiles:
; First set UseCustomWiimoteProfiles or UseCustomGCpadProfiles to true in RocketLauncherUI for this module
; Launch Dolphin manually and goto Options->(Wiimote or Gamecube Pad) Settings and configure all your controls how you want your default setup to look like. This will be used for all games that you don't set a custom profile for. No need to save any profiles.
; All your controls are stored in WiimoteNew.ini or GCPadNew.ini and get copied to a _Default_(WiimoteNew or GCPadNew).ini on first launch. This ini contains all the controls for all 4 controllers.
; Do not confuse this with Dolphin's built-in profiles as those only contain info for only one controller. The (WiimoteNew or GCPadNew).ini and all the profiles RocketLauncher uses contain info for all controllers in one file.
; This new profile now called _Default_(WiimoteNew or GCPadNew).ini will be found in Dolphins settings folder: \Config\Profiles\(Wiimote or GCPad) (RL)\Default.ini
; For each game or custom control sets you want to use, edit the controls for all the controllers to work for that game and exit Dolphin. Now copy the (WiimoteNew or GCPadNew).ini to the "(Wiimote or GCPad) (RL)" folder and name it whatever you like.
; In RocketLauncherUI's module settings for Dolphin, Click the Rom Settings tab and add each game from your xml you want to use a this custom profile for.
; Now for all those games you added, make sure the Profile setting it set to the custom profile you want to load when that game is launched.
; Any game not added will use the "_Default_(WiimoteNew or GCPadNew).ini" profile RocketLauncher makes on first launch.
;
; To Pair a Wiimote:
; Highly suggest getting a Mayflash DolphinBar as it makes pairing and using wiimotes as easy as with a real Wii: http://www.amazon.com/TOTALCONSOLE-W010-Wireless-Sensor-DolphinBar/dp/B00HZWEB74
; If using the DolphinBar, just make sure Dolphin is set to continuously scan for wiimotes and set controls to use real wiimotes for as many wiimotes you have.
; You do not need to pair the wiimote with the PC first as you would with a standard blueooth and wiimote.
; DolphinBar should be on Mode 4. Wiimotes don't get paired until after Dolphin is running, not before!!
; After Dolphin is running, press 1+2 on each wiimote and after a few moments, the wiimote will pair and vibrate and one led will lock solid. Do this for each wiimote. That's it!
;
; If using a standard LED Bar:
; Make sure all your wiimotes have already been paired with your PC's bluetooth adapter
; All 4 leds on the wiimote should be flashing
; Press your Refresh key (set in RocketLauncherUI for this module) or enable continuous scanning in Dolphin
; Press 1 + 2 on the wiimote and one led should go solid designating the player number
;
; MultiGame:
; Currently unable to get disc swapping to work. See MultiGame section below for additional details.
;
; Netplay:
; If you're using a GameCube game with saves, synchronize your memory cards, Wii NAND needs to be synchronized, and some settings (such as CPU Clock Override) must be either synchronized or disabled.
; Because netplay may require different settings than you would normally use with local play, the module will look for any inis in your Dolphin user config folder ending with "_netplay" and use those configs instead of your normal ones.
; So for example, after you tweak all your dolphin settings for netplay, copy your dolphin.ini to dolphin_netplay.ini in the same folder.
; When the module launches and you choose multiplayer from RocketLauncher on screen menu, the module will backup dolphin.ini and copy dolphin_network.ini to dolphin.IniDelete
; On exit, the module will restore your backed up dolphin.ini and any other ini files in this folder (and all subfolders) that had the "_netplay" in the name.
; Guide on tweaking performance for netplay: https://dolphin-emu.org/docs/guides/netplay-guide/
; Another guide: https://docs.google.com/document/d/1CIkBAGcf_-kBUa4urn4KUj2U4UA6y_2a7stXJz85yiE/
;
; Linking a GameCube game with VBA-M
; Game tested: Legend of Zelda, The - Four Swords Adventures (USA)
; VBA-M emulator tested: visualboyadvance-m2.0.0Beta1
; dolphin emulator tested: dolphin-master-4.0-6725-x64
; On RocketLaunchUI, dolphin, GameCube Module settings set your VBA-M executable and VBA Bios file path on the VBALink tab.
; On RocketLaunchUI, dolphin, GameCube, Game name Module Settings enable VBA Link
; If your Game Boy Advanced Windows appear frozen after the RocketLauncher fade screen loads, increase the value of the VBADelay on GameCube, VBALink settings. Default value is 500 milliseconds.
; A game with one VBA window will use a two screens bezel file, Bezel [2S].png, the first screen for the GameCube game and the second one for the VBA screen. Two VBAs = Bezel [3S].png, again first screen for the GameCube game and second and third for the VBA screens, and so on.
;----------------------------------------------------------------------------
StartModule()
BezelGui()
FadeInStart()

primaryExe := new Emulator(emuPath . "\" . executable)            ; instantiate emulator executable object

Fullscreen := moduleIni.Read("Settings", "Fullscreen","true",,1)
UseCustomWiimoteProfiles := moduleIni.Read("Settings", "UseCustomWiimoteProfiles","false",,1)    ; set to true if you want to setup custom Wiimote profiles for games
UseCustomGCPadProfiles := moduleIni.Read("Settings", "UseCustomGCPadProfiles","false",,1)    ; set to true if you want to setup custom GCPad profiles for games
HideMouse := moduleIni.Read("Settings", "HideMouse","true",,1)                    ; hides mouse cursor in the emu options
RefreshKey := moduleIni.Read("Settings", "RefreshKey",,,1)                        ; hotkey to "Refresh" Wiimotes, delete the key to disable it
Timeout := moduleIni.Read("Settings", "Timeout","5",,1)                            ; amount in seconds we should wait for the above hotkeys to timeout
renderToMain := moduleIni.Read("Settings", "Render_To_Main","false",,1)
enableNetworkPlay := moduleIni.Read("Network", "Enable_Network_Play","false",,1)
controlTypePort1 := moduleIni.Read(romName . "|Controls", "Control_Type_Port_1",,,1)
controlTypePort2 := moduleIni.Read(romName . "|Controls", "Control_Type_Port_2",,,1)
controlTypePort3 := moduleIni.Read(romName . "|Controls", "Control_Type_Port_3",,,1)
controlTypePort4 := moduleIni.Read(romName . "|Controls", "Control_Type_Port_4",,,1)

;options to Gamecube and VBA Link
enableVBALink := moduleIni.Read(romName, "enableVBALink", "false",,1)
VBAExePath := moduleIni.Read("VBA Link", "VBAExePath",,,1)
VBABiosPath := moduleIni.Read("VBA Link", "VBABiosPath",,,1)
VBADelay := moduleIni.Read("VBA Link", "VBADelay", 500,,1)

If (renderToMain = "true") {
    emuPrimaryWindow := new Window(new WindowTitle("Dolphin","wxWindowNR"))    ; instantiate primary emulator window object
    emuGameWindow := emuPrimaryWindow
} Else {
    emuPrimaryWindow := new Window(new WindowTitle("Dolphin","wxWindowNR"))    ; instantiate primary emulator window object
    emuPrimaryWindow.ExcludeTitle := "FPS"    ; when main window doesn't have the game, FPS will not be on the title bar
    emuGameWindow := new Window(new WindowTitle("FPS","wxWindowNR"))
}
emuPrimaryWindow := new Window(new WindowTitle("Dolphin","wxWindowNR"))    ; instantiate primary emulator window object
emuGameWindow := If renderToMain = "true" ? emuPrimaryWindow : new Window(new WindowTitle("FPS","wxWindowNR"))    ; Older dolphins used "FPS ahk_class wxWindowClassNR"
emuScanningWindow := new Window(new WindowTitle("Scanning for ISOs","#32770"))
emuNetPlaySetupWindow := new Window(new WindowTitle("Dolphin NetPlay Setup","wxWindowNR"))
emuNetPlayWindow := new Window(new WindowTitle("Dolphin NetPlay","wxWindowNR"))
emuWiimoteWindow := new Window(new WindowTitle("Dolphin Controller Configuration","#32770"))
emuOpenROMWindow := new Window(new WindowTitle("Select","#32770"))
emuErrorWindow1 := new Window(new WindowTitle("Warning","#32770"))
emuErrorWindow2 := new Window(new WindowTitle("Error","#32770"))
emuWiimoteWindow.CreateControl("OK")

; Determine where Dolphin is storing its ini, this will act as the base folder for settings and profiles related to this emu
dolphinININewPath := new File(A_MyDocuments . "\Dolphin Emulator\Config\Dolphin.ini")    ; location of Dolphin.ini for v4.0+
dolphinINIOldPath := new File(emuPath . "\User\Config\Dolphin.ini")    ; location of Dolphin.ini prior to v4.0
portableTxtFile := new File(emuPath . "\portable.txt")
If (!portableTxtFile.Exist() && dolphinININewPath.Exist())
{    dolphinBasePath := A_MyDocuments . "\Dolphin Emulator"
    RLLog.Info("Module - Dolphin's base settings folder is not portable and found in: " . dolphinBasePath)
} Else If (portableTxtFile.Exist() || dolphinINIOldPath.Exist())
{    dolphinBasePath := emuPath . "\User"
    RLLog.Info("Module - Dolphin's base settings folder is portable and found in: " . dolphinBasePath)
} Else
    ScriptError("Could not find your Dolphin.ini in either of these folders. Please run Dolphin manually first to create it.`n" . dolphinINIOldPath.FileFullPath . "`n" . dolphinININewPath.FileFullPath)
dolphinINI := new IniFile(dolphinBasePath . "\Config\Dolphin.ini")

If (enableVBALink = "true"){
    VBAExePath := AbsoluteFromRelative(EmuPath, VBAExePath)
    VBABiosPath := AbsoluteFromRelative(EmuPath, VBABiosPath)
    StringUtils.SplitPath(VBAExePath, VBAFile, VBAPath)
    SelectedNumberofPlayers := NumberOfPlayersSelectionMenu(4)
    If (SelectedNumberofPlayers = 1) {
        enableVBALink := "false"
    } Else {
        ; backup original ini
        dolphinINIBackup := new File(dolphinBasePath . "\Config\Dolphin_Backup.ini")
        dolphinINI.Copy(dolphinINIBackup.FileFullPath)
        Loop, % SelectedNumberofPlayers
        {     tempCount := A_Index-1
            dolphinINI.Write(5, "Controls", PadType%tempCount%)
        }
    }
}

If (enableVBALink = "true")
    BezelStart(SelectedNumberofPlayers+1)
Else
    BezelStart()

If (enableVBALink = "true" and !bezelPath)   ; disabling fullscreen if VBA Link mode
    Fullscreen := "false"

If (renderToMain = "true" && (enableVBALink = "true" || bezelEnabled = "true")) {   ; disabling toolbar and statusbar if bezels or vba link is used as it will show when rendering to the main window
    dolphinINI.Write("False", "Interface", "ShowToolbar")
    dolphinINI.Write("False", "Interface", "ShowStatusbar")
}

If (renderToMain = "true")
    hideEmuObj := Object(emuScanningWindow,0,emuNetPlayWindow,0,emuNetPlaySetupWindow,0,emuErrorWindow1,0,emuErrorWindow2,0,emuGameWindow,1)
Else
    hideEmuObj := Object(emuScanningWindow,0,emuNetPlayWindow,0,emuNetPlaySetupWindow,0,emuErrorWindow1,0,emuErrorWindow2,0,emuPrimaryWindow,0,emuGameWindow,1)

; Set control types in each port
dolphinDevice := 0
Loop 4 {
    If controlTypePort%A_Index%
        dolphinINI.Write(controlTypePort%A_Index%, "Core", "SIDevice" . dolphinDevice)
    dolphinDevice++
}

7z(romPath, romName, romExtension, sevenZExtractPath)

If StringUtils.Contains(romExtension,"\.zip|\.7z|\.rar")
    ScriptError(MEmu . " does not support compressed roms. Please enable 7z support in RocketLauncherUI to use this module/emu.")

If RefreshKey {
    RefreshKey := xHotKeyVarEdit(RefreshKey,"RefreshKey","~","Add")
    xHotKeywrapper(RefreshKey,"RefreshWiimote")
}

Fullscreen := If Fullscreen = "true" ? "True" : "False"
HideMouse := If HideMouse = "true" ? "True" : "False"

networkSession := ""
If (enableNetworkPlay = "true") {
    RLLog.Info("Module - Network Multi-Player is an available option for " . dbName)
    dolphinNickname := dolphinINI.Read("NetPlay", "Nickname")
    dolphinAddress := dolphinINI.Read("NetPlay", "Address")
    dolphinCPort := dolphinINI.Read("NetPlay", "ConnectPort")
    dolphinHPort := dolphinINI.Read("NetPlay", "HostPort")
    netplayNickname := moduleIni.Read("Network", "NetPlay_Nickname","Player",,1)
    getWANIP := moduleIni.Read("Network", "Get_WAN_IP","false",,1)
    networkPlayers := 4    ; Max amount of networkable players

    If (getWANIP = "true")
        myPublicIP := GetPublicIP()

    defaultServerIP := moduleIni.Read("Network", "Default_Server_IP", myPublicIP,,1)
    defaultServerPort := moduleIni.Read("Network", "Default_Server_Port",,,1)
    lastIP := moduleIni.Read("Network", "Last_IP", defaultServerIP,,1)    ; does not need to be on the ISD
    lastPort := moduleIni.Read("Network", "Last_Port", defaultServerPort,,1)    ; does not need to be on the ISD

    If (netplayNickname != dolphinNickname)
        dolphinINI.Write(netplayNickname, "NetPlay", "Nickname")

    MultiplayerMenu(lastIP,lastPort,networkType,networkPlayers,0)
    If networkSession {
        RLLog.Info("Module - Using a Network for " . dbName)

        restoreIniObject := Object()    ; initialize object
        currentObj := ""
        dolphinConfigPath := dolphinBasePath . "\Config"
        Loop, % dolphinConfigPath . "\*.ini"
        {
            If StringUtils.InStr(A_LoopFileName, "_netplay.ini",,,,0) {
                RLLog.Info("Module - Found a network specific ini: " . A_LoopFileFullPath)
                networkIni%A_Index%File := new File(A_LoopFileFullPath)
                originalIni%A_Index%File := new File(StringUtils.RegExReplace(A_LoopFileFullPath, "_netplay",,,-1,15))
                backupIni%A_Index%File := new File(originalIni%A_Index%File.FileFullPath . ".backup")
                originalIni%A_Index%File.Move(backupIni%A_Index%File,1)    ; backup original ini
                networkIni%A_Index%File.Copy(originalIni%A_Index%File)    ; copy network ini to original name
            }
        }
        
        moduleIni.Write(lastPort, "GlobalModuleIni", "Network", "Last_Port")

        If (networkType = "client") {
            moduleIni.Write(lastIP, "GlobalModuleIni", "Network", "Last_IP")    ; Save last used IP and Port for quicker launching next time
            dolphinINI.Write(lastIP, "Network", "Address")
            dolphinINI.Write(lastPort, "Network", "ConnectPort")
        } Else    ; server
            dolphinINI.Write(lastPort, "Network", "HostPort")

        dolphinINI.Write(romPath, "Network", "ISOPath0")    ; makes browser only show the one game we want to play
        dolphinINI.Write(1, "General", "ISOPaths")    ; makes browser only show the first path set
        dolphinINI.Write(romPath . "\" . romName . romExtension, "General", "LastFilename")
        RLLog.Info("Module - Starting a network session using the IP """ . networkIP . """ and PORT """ . networkPort . """")
    } Else
        RLLog.Info("Module - User chose Single Player mode for this session")
}

gcSerialPort := 5    ; this puts the BBA network adapter into the serial port. If previous launch was Triforce, AM-Baseboard would be set here and would result in Unknown DVD command errors

; Compare existing settings and if different than desired, write them to the emulator's ini
dolphinINI.Write(Fullscreen, "Display", "Fullscreen", 1)
dolphinINI.Write(renderToMain, "Display", "RenderToMain", 1)
dolphinINI.Write(HideMouse, "Interface", "HideCursor", 1)
dolphinINI.Write("False", "Interface", "ConfirmStop", 1)
dolphinINI.Write("False", "Interface", "UsePanicHandlers", 1)
dolphinINI.Write(gcSerialPort, "Core", "SerialPort1", 1)

 ; Load default or user specified Wiimote or GCPad profiles for launching
If (StringUtils.InStr(systemName, "wii") && UseCustomWiimoteProfiles = "true")
    ChangeDolphinProfile("Wiimote")
If (UseCustomGCPadProfiles = "true")
    ChangeDolphinProfile("GCPad")

HideAppStart(hideEmuObj,hideEmu)

If networkSession
    primaryExe.Run()    ; must be launched w/o /b for browser list to work
Else
    primaryExe.Run(" -b -e """ . romPath . "\" . romName . romExtension . """")    ; -b = batch (exit dolphin with emu), -e = load file

emuGameWindow.Wait()
emuGameWindow.Get("ID")
emuGameWindow.WaitActive()

If networkSession {
    RLLog.Info("Module - Opening NetPlay window")

    ; Get the 6-letter ID of the game
    If (romExtension = ".wbfs")
        gameID := RLObject.readFileData(romPath . "\" . romName . romExtension,512,6,"UTF8")
    Else If (romExtension = ".iso")
        gameID := RLObject.readFileData(romPath . "\" . romName . romExtension,0,6,"UTF8")
    Else If (romExtension = ".ciso")
        gameID := RLObject.readFileData(romPath . "\" . romName . romExtension,32768,6,"UTF8")

    ; Must wait for Dolphin to finish scanning isos before netplay window can be opened so the game list is populated. Opening too early and the game list will be blank or partially filled.
    If emuScanningWindow.Exist()
        emuScanningWindow.WaitClose(60)    ; wait 60 seconds max. hopefully doesn't take longer than that to scan your isos...
    Else {
        errlvl := emuScanningWindow.Wait(5)    ; wait 5 seconds max to appear
        If errlvl
            RLLog.Info("Module - Timed out waiting for ""Scanning for ISOs"" window to appear. It may have finished before it could be detected, moving on.")
        Else
            RLLog.Info("Module - ""Scanning for ISOs"" window found.")
    }
    emuPrimaryWindow.MenuSelectItem("Tools", "Start NetPlay")
    matchMode := A_TitleMatchMode    ; store for restoration later
    MiscUtils.SetTitleMatchMode(3)    ; changes match mode so title must match exactly
    emuNetPlaySetupWindow.Wait()
    emuNetPlaySetupWindow.WaitActive()
    emuNetPlayWindow.ExcludeTitle := emuNetPlaySetupWindow.WinTitle.GetWIndowTitle()        ; set emuNetPlayWindow exclude title for the below command
    If (networkType = "client") {
        RLLog.Info("Module - Clicking Connect button")

        emuNetPlaySetupWindow.CreateControl("Button1")        ; instantiate new control for button1
        emuErrorWindow1.CreateControl("Button1")
        emuErrorWindow2.CreateControl("Button1")

        While !breakLoops {
            emuNetPlaySetupWindow.GetControl("button1").Click()    ; click connect button
            RLLog.Info("Module - Waiting for Host to start game")
            errlvl := emuNetPlayWindow.Wait(2)    ; waits 2 seconds
            If errlvl {    ; 1 if timed out, now check for any error windows and close them
                Loop, 2        ; loop through both error windows
                    If emuErrorWindow%A_Index%.Exist()    ; error windows that can appear when host is not running yet
                        emuErrorWindow%A_Index%.GetControl("button1").Click()    ; click ok to clear the error
                RLLog.Info("Module - Host not running yet, trying again")
                Continue
            } Else {    ; window exists
                RLLog.Info("Module - Connected to host, waiting for host to start game")
                Break
            }
        }
    } Else {    ; server
        emuNetPlayWindow.CreateControl("ListBox1")    ; create a control called ListBox1
        emuNetPlayWindow.CreateControl("Button8")    ; create a control called Button8 (the Host's Start button)
        emuNetPlaySetupWindow.CreateControl("ListBox1")    ; create a control called ListBox1
        emuNetPlaySetupWindow.CreateControl("Button3")    ; create a control called Button3 (the Host button)
        emuNetPlaySetupWindow.GetControl("ListBox1").Get("List")    ; Get the text from the ListBox
        loopList := emuNetPlaySetupWindow.GetControl("ListBox1").List    ; can't use this object directly on the Parse Loop below
        Loop, Parse, loopList, `n
        {
            If StringUtils.InStr(A_Loopfield, gameID,,,,0) {
                idLocation := A_Index    ; record the location in the ListBox of our game
                RLLog.Info("Module - Game list shows """ . A_LoopField . """ as item " . A_Index)    ; logging each items in ListBox
            }
        }
        If !idLocation {    ; game was not found in list
            ScriptError("Could not find your """ . romName . """ in the game selection window for netplay. Possibly the gameID could not be found in your game. Please check your the RocketLauncher log and report this error.",,,,,1)
            Gosub, CloseProcess
            FadeInExit()
            Goto, CloseDolphin
        }
        emuNetPlaySetupWindow.GetControl("ListBox1").Control("Choose",idLocation)    ; selects our game in the ListBox
        RLLog.Info("Module - Clicking Host button")
        emuNetPlaySetupWindow.GetControl("Button3").Click()    ; click host button
        emuNetPlayWindow.Wait()    ; this window should now appear when hosted correctly
        RLLog.Info("Module - Waiting for " . networkPlayers . " players until the game is started")
        While !breakLoops {
            emuNetPlayWindow.GetControl("ListBox1").Get("List")    ; Get the text from the ListBox
            If StringUtils.InStr(emuNetPlayWindow.GetControl("ListBox1").List,"[" . networkPlayers . "]",,,,0) {
                RLLog.Info("Module - All players have joined, starting game")
                Break
            }
            TimerUtils.Sleep(100,0)
        }
        emuNetPlayWindow.GetControl("Button8").Click()    ; click Start button
    }
    MiscUtils.SetTitleMatchMode(matchMode)    ; restore old match mode
}


If (enableVBALink = "true") {
    vbaINI := new IniFile(VBAPath . "\vbam.ini")
    vbaINI.CheckFile()
    vbaINIBackup := new File(VBAPath . "\vbam_Backup.ini")
    vbaINI.Copy(vbaINIBackup.FileFullPath)
    ;removing fullscreen from VBA-M
    vbaINI.Write(0, "preferences", "fullScreen")
    ;setting other VBA-M ini options
    VBABiosPathDoubleSlash := StringUtils.Replace(VBABiosPath,"\","\\","all")
    vbaINI.Write(0, "preferences", "pauseWhenInactive")
    vbaINI.Write(VBABiosPathDoubleSlash, "GBA", "BiosFile")
    vbaINI.Write(1, "GBA", "LinkAuto")
    vbaINI.Write("127.0.0.1", "GBA", "LinkHost")
    vbaINI.Write(3, "GBA", "LinkType")
    vbaINI.Write(SelectedNumberofPlayers, "preferences", "LinkNumPlayers")
    vbaINI.Write(1, "preferences", "useBiosGBA")
    vbaINI.Write(1, "Display", "Stretch")
    vbaINI.Write(1, "Display", "Scale")
    
    ;running VBA-M
    Loop % SelectedNumberofPlayers {
        currentScreen := A_Index + 1
        VBA%currentScreen%Exe := new Process(VBAExePath)    ; instantiate a new process for each instance of VBA we need to run
        VBA%currentScreen%Exe.Run(" """ . VBABiosPath . """")
        ; msgbox % "PID: " . VBA%A_Index%Exe.PID . "`nVBABiosPath: " . VBABiosPath
        VBA%currentScreen%Window := new Window(new WindowTitle(,,,,VBA%currentScreen%Exe.PID))
        VBA%currentScreen%Window.Wait()
        TimerUtils.Sleep(VBADelay,0)
        bezelBottomOffsetScreen%currentScreen% := 24 ; to hide emu bottom bar
    }
    ;waiting for VBA-M windows bios loading
    timeout := A_TickCount
    VBAGBABiosWindow := new Window(new WindowTitle("gba_bios - VisualBoyAdvance-M"))
    Loop {    
        VBAGBABiosWindow.Get("List")    ; Get a list of all vba-m hwnd IDs
        If (VBAGBABiosWindow.List[0] = SelectedNumberofPlayers){
            Loop % VBAGBABiosWindow.List[0] {    ; loop through each vba-m window
                currentScreen := A_Index + 1
                Screen%currentScreen%ID := VBAGBABiosWindow.List[A_Index]    ; record each vba-m window's hwnd ID
            }
            RLLog.Info("Module - gba_bios Loaded")
            Break
        }
        If (timeout < A_TickCount - 10000) {
            RLLog.Warning("Module - Timed out waiting gba_bios to load")
            Break
        }
        TimerUtils.Sleep(100,0)
    }
    ;Resizing Windows to fill screen if no bezel file is found
    If !(bezelPath) {
        Loop % (SelectedNumberofPlayers + 1) {
            If (A_Index = 1) {    ; the main Dolphin window
                X1 := 0
                Y1 := 0
                W1 := A_ScreenWidth//2
                H1 := A_ScreenHeight
                emuGameWindow.WinTitle.PID := ""    ; remove PID from object's WinTitle so only the window hwnd ID is acted upon
                emuGameWindow.RemoveBorder()    
                emuGameWindow.RemoveTitlebar()
                emuGameWindow.ToggleMenu()
                emuGameWindow.Move(X1,Y1,W1,H1)
            } Else {    ; the vba-m windows
                X%A_Index% := A_ScreenWidth//2
                Y%A_Index% := (A_Index-2)*(A_ScreenHeight//SelectedNumberofPlayers)
                W%A_Index% := A_ScreenWidth//2
                H%A_Index% := (A_ScreenHeight//SelectedNumberofPlayers)+bezelBottomOffsetScreen%A_Index%
                VBA%A_Index%Window.WinTitle.ID := Screen%A_Index%ID    ; set ID of window into object
                VBA%A_Index%Window.WinTitle.PID := ""    ; remove PID from object's WinTitle so only the window hwnd ID is acted upon
                VBA%A_Index%Window.RemoveBorder()
                VBA%A_Index%Window.RemoveTitlebar()
                VBA%A_Index%Window.ToggleMenu()
                VBA%A_Index%Window.Move(X%A_Index%,Y%A_Index%,W%A_Index%,H%A_Index%)
            }
        }
        TimerUtils.Sleep(50)
        Loop % SelectedNumberofPlayers {
            currentScreen := A_Index + 1
            VBA%currentScreen%Window.Activate()    ; put focus on all the VBA windows
        }
        VBA1Window.Activate()    ; put focus on the first VBA window
    }
}

BezelDraw()

emuGameWindow.Activate()

HideAppEnd(hideEmuObj,hideEmu)
FadeInExit()
primaryExe.Process("WaitClose")

CloseDolphin:
If networkSession {
    Loop {    
        If !IsObject(backupIni%A_Index%File)
            Break
        RLLog.Info("Module - Restoring the original ini: " . backupIni%A_Index%File.FileFullPath . " to " . originalIni%A_Index%File.FileFullPath)
        backupIni%A_Index%File.Move(originalIni%A_Index%File.FileFullPath,1)        ; restore all backed up inis
    }
}

7zCleanUp()
BezelExit()
FadeOutExit()
ExitModule()


ChangeDolphinProfile(profileType) {
    Global settingsFile,romName,dolphinBasePath,RLLog,moduleIni
    profile := moduleIni.Read(romName, "profile", "Default",,1)
    RLProfilePath := new Folder(dolphinBasePath . "\Config\Profiles\" . profileType . " (RL)")
    currentProfileFile := new File(dolphinBasePath . "\Config\" . profileType . "New.ini")
    defaultProfileFile := new File(RLProfilePath.FilePath . "\_Default_" . profileType . "New.ini")
    customProfileFile := new File(RLProfilePath.FilePath . "\" . profile . ".ini")
    If !currentProfileFile.Exist() {
        RLLog.Warning("Module - You have custom " . profileType . " profiles enabled, but could not locate " . currentProfileFile.FileFullPath . ". This file stores all your current controls in Dolphin. Please setup your controls in Dolphin first.")
        Return
    }
    If !defaultProfileFile.Exist() {
        RLLog.Warning("Module - Creating initial Default " . profileType . " profile by copying " . profileType . ".ini to " . defaultProfileFile.FileFullPath)
        RLProfilePath.CreateDir()
        currentProfileFile.Copy(defaultProfileFile.FileFullPath)    ; create the initial default profile on first launch
    }
    If (profile != "Default" && !customProfileFile.Exist())
        RLLog.Warning("Module - " . romName . " is set to load a custom " . profileType . " profile`, but it could not be found: " . customProfileFile.FileFullPath)
    currentProfileFile.Read()    ; read current profile into memory
    customProfileFile.Read()    ; read custom profile into memory
    If (currentProfileFile.Text != customProfileFile.Text) {    ; if both profiles do not match exactly
        RLLog.Info("Module - Current " . profileType . " profile does not match the one this game should use.")
        If (profile != "Default") {    ; if user set to use a custom profile
            RLLog.Info("Module - Copying this defined " . profileType . " profile to replace the current one: " . customProfileFile.FileFullPath)
            customProfileFile.Copy(currentProfileFile.FileFullPath,1)
        } Else {    ; load default profile
            RLLog.Info("Module - Copying the default " . profileType . " profile to replace the current one: " . defaultProfileFile.FileFullPath)
            defaultProfileFile.Copy(currentProfileFile.FileFullPath,1)
        }
    } Else
        RLLog.Info("Module - Current " . profileType . " profile is already the correct one for this game, not touching it.")
}

ConnectWiimote(key) {
    Global Timeout,emuPrimaryWindow,emuGameWindow,emuWiimoteWindow
    If !emuWiimoteWindow.Exist()
    {
        MiscUtils.DetectHiddenWindows("OFF") ; this needs to be off otherwise WinMenuSelectItem doesn't work for some odd reason
        emuPrimaryWindow.Activate()
        emuPrimaryWindow.MenuSelectItem("Options","Controller Settings")
        emuWiimoteWindow.Wait()
        emuWiimoteWindow.WaitActive()
    }
    ;emuWiimoteWindow.Activate() ; test if window needs to be active
    If !emuWiimoteWindow.GetControl(key)
        emuWiimoteWindow.CreateControl(key)
    emuWiimoteWindow.GetControl(key).Click()
    emuWiimoteWindow.GetControl("OK").Click()
    emuGameWindow.Activate()
}

PairWiimote:
    ConnectWiimote("Pair Up")
Return

RefreshWiimote:
    ConnectWiimote("Refresh")
Return

HaltEmu:
    If RefreshKey
        XHotKeywrapper(RefreshKey,"RefreshWiimote","OFF")
Return

MultiGame:
    ; MultiGame doesn't work with Dolphin currently because Dolphin hides itself from Winspector Spy and cannot send any commands to the emulator through scripts.
    If (fullscreen = "True")
    {    KeyUtils.SetKeyDelay(50)
        KeyUtils.Send("{Alt Down}{Enter Down}{Enter Up}{Alt Up}")    ; go windowed to get the menubar
    }
    If bezelEnabled
        emuGameWindow.ToggleMenu()    ; put the menubar back
    ; emuPrimaryWindow.MenuSelectItem("File","Change Disc...")
    emuPrimaryWindow.MessageUtils.PostMessage("0x111", "00288")    ; Change Disc
    OpenROM(emuOpenROMWindow.WinTitle.GetWindowTitle(), selectedRom)
    emuPrimaryWindow.WaitActive()
    If bezelEnabled
        emuGameWindow.ToggleMenu()    ; remove the menubar again
    If (fullscreen = "True")
        KeyUtils.Send("{Alt Down}{Enter Down}{Enter Up}{Alt Up}")    ; restore fullscreen
Return

RestoreEmu:
    If RefreshKey
        XHotKeywrapper(RefreshKey,"RefreshWiimote","ON")
Return

CloseProcess:
    breakLoops := 1
    FadeOutStart()
    If (enableVBALink = "true") {
        Loop % SelectedNumberofPlayers
        {    currentScreen := A_Index + 1
            ;VBA%currentScreen%Window.Activate()
            VBA%currentScreen%Window.Close()
            TimerUtils.Sleep(100,0)
        }
        dolphinINIBackup.Move(dolphinINI.FileFullPath)
        vbaINIBackup.Move(vbaINI,1)
    }
    If networkSession {
        If emuNetPlaySetupWindow.Exist()
            emuNetPlaySetupWindow.Close()
        If emuNetPlayWindow.Exist()
            emuNetPlayWindow.Close()
        If !emuGameWindow.Exist()    ; if game never launched, close the main emu window
            emuPrimaryWindow.Close()
    }
    If emuGameWindow.Exist()
        emuGameWindow.Close() ; this needs to close the window the game is running in otherwise dolphin crashes on exit
Return

; Unused messages for reference from Dolphin v4.0 build 6980 x64:
; emuPrimaryWindow.PostMessage("0x111", "0261")        ; Toggle Fullscreen
; emuPrimaryWindow.PostMessage("0x111", "0258")        ; Toggle Play/Pause
; emuPrimaryWindow.PostMessage("0x111", "0259")        ; Stop
; emuPrimaryWindow.PostMessage("0x111", "0260")        ; Reset
; emuPrimaryWindow.PostMessage("0x111", "00539")    ; Show Toolbar
; emuPrimaryWindow.PostMessage("0x111", "00540")    ; Show Statusbar
; emuPrimaryWindow.PostMessage("0x111", "05123")    ; Refresh List
; emuPrimaryWindow.PostMessage("0x111", "0305")        ; Change Disc
; emuPrimaryWindow.PostMessage("0x111", "00218")    ; Load State Slot 1
; emuPrimaryWindow.PostMessage("0x111", "00227")    ; Load State Slot 10
; emuPrimaryWindow.PostMessage("0x111", "00208")    ; Save State Slot 1
; emuPrimaryWindow.PostMessage("0x111", "00217")    ; Save State Slot 10
; emuPrimaryWindow.PostMessage("0x111", "00303")    ; Start Netplay
; emuPrimaryWindow.PostMessage("0x111", "05000")    ; Open

; Unused messages for reference from Dolphin v4.0.2 x86:
; emuPrimaryWindow.PostMessage("0x111", "00248")    ; Toggle Fullscreen
; emuPrimaryWindow.PostMessage("0x111", "00245")    ; Toggle Play/Pause
; emuPrimaryWindow.PostMessage("0x111", "00246")    ; Stop
; emuPrimaryWindow.PostMessage("0x111", "00247")    ; Reset
; emuPrimaryWindow.PostMessage("0x111", "00501")    ; Show Toolbar
; emuPrimaryWindow.PostMessage("0x111", "00502")    ; Show Statusbar
; emuPrimaryWindow.PostMessage("0x111", "00217")    ; Load State Slot 1
; emuPrimaryWindow.PostMessage("0x111", "00226")    ; Load State Slot 10
; emuPrimaryWindow.PostMessage("0x111", "00207")    ; Save State Slot 1
; emuPrimaryWindow.PostMessage("0x111", "00216")    ; Save State Slot 10
; emuPrimaryWindow.PostMessage("0x111", "00286")    ; Start Netplay
; emuPrimaryWindow.PostMessage("0x111", "05000")    ; Open
; emuPrimaryWindow.PostMessage("0x111", "05006")    ; Exit
 

Emulator_logo.png

Compilation de shader asynchrone (éviter le temps de compilation du shader)
Encodeur/décodeur de texture DX11 de Galop (améliore le décodage de texture spécialement EFB vers RAM)
Chargeur de sommets pré-compilé et décodage de sommets optimisé à l'aide de SSSE3 et SSE4
Prise en charge de Dolpby Pro Logic II pour xaudio et openal
Résolutions internes plus grandes (IRx6) pour permettre les jeux 4K
Améliorations des textures personnalisées pour permettre le chargement direct de textures compressées, y compris les mipmaps
DSP - Option Time Streching (Améliore la sortie sonore pour éviter les sauts de son sur les machines lentes)
Prise en charge de DX9 pour les anciennes machines
Interface de post-traitement modifiée pour prendre en charge :
-Plusieurs étapes permettant des effets plus complexes.
-Profondeur et gamma natif en entrées.
-DX11/DX12.
-Version personnalisée de DolphinFX qui fonctionne sous dx11 et ogl
-SSAO et DOF.
-Prise en charge de la mise à l'échelle des textures
-Bump Mapping avec des propriétés de matériaux avancées 
-Phong Réflexion spéculaire pour améliorer la qualité de l'éclairage
-Cartographie de tessellation et de déplacement 
-Éclairage de jante 
-Génération automatique de bosses pour améliorer l'éclairage avec la prise en charge des cartes cubiques env
-Cache de l'UID du shader :
          
Les uids de shader identifient les différents shaders dont les jeux ont besoin pour restituer les graphiques, comme on le sait, la génération de shader est lente
                et provoque un bégaiement la première fois que vous jouez à un jeu ou lorsque la version de Dolphin change.
                L'utilisation des caches UID permet à un utilisateur ayant déjà joué au jeu de partager les informations du shader,
                permettant ainsi aux autres utilisateurs de profiter du jeu sans bégayer.
Pour les utiliser, demandez simplement les fichiers à un ami ayant déjà joué au jeu.
Ensuite, placez simplement le dossier des fichiers [UserFolder]\Cache\ShadersUIDS et activez l'option "Compile Shaders On Startup" dans l'onglet graphique avancé.


Autres fonctionnalités
Compilation de shaders multithread
Mise en œuvre précoce de tests approfondis pour corriger les problèmes associés et augmenter les performances
L'option Fast-Depth contrôle désormais l'utilisation ou non de l'émulation z précoce précise, donc l'activation de la profondeur rapide donnera un boost de vitesse dans certains systèmes.
Accès EFB rapide. Implémentez le cache d'accès EFB global pour réduire les blocages du GPU causés par l'accès du CPU à l'efb (cette option est l'onglet Hack dans les options Gfx)
Réorganisation du chemin de génération de shader pour améliorer les performances
Implémentation du support 3D pour le rendu 3D côte à côte/TopBottom
De nombreuses corrections de bugs anciens de DX9 (ZComploc, émulation Tev, etc.)
Autres correctifs et petites améliorations.


1117(f0dd960b5) :
Fusionnez la prise en charge de plusieurs dossiers de textures à partir du maître.


Configuration

[ *] Full Async Shader = Aucun ralentissement causé par la compilation des shaders. -> Conditions requises : CPU faible (problèmes possibles)

Options DSP - Time streching
Activer l'étirement du son pour éviter les crépitements dus à la lenteur du VPS dans l'émulation.
Cela introduira une certaine latence.

Double_Nucleus_of_the_Andromeda_Galaxy_(M31).tif.jpg

This Version complements Official Dolphin-Master giving support for legacy devices, and reducing cpu usage on the graphic thread.
The focus is the gaming experience and speed.


Please test the new versions will be appreciated, and not forget comment if Ishiiruka was usefull for you.
Thank you. Have Happy Gamming and Enjoy!.


[color=#1D2654]Tino[/color]

[color=#FF0000]LAST UPDATE 2020-08-23[/color]

http://i.imgur.com/xzQoR66.png?1 [color=#1D2654]Important Features[/color]

  • Async shader compilation (Avoiding shader compilation time)
  • Galop's DX11 Texture Encoder/Decoder (Improve Texture decoding specially EFB TO RAM)
  • Pre compiled Vertex loader & Optimized vertex decoding using SSSE3 and SSE4
  • Dolpby Pro Logic II support for xaudio and openal
  • Larger internal resolutions (IRx6) to allow 4k gaming
  • Custom Texture improvements to allow direct compressed texture loading including mipmaps
  • DSP - Time Streching Option (Improve sound output to avoid sound skipping on slow machines)
  • DX9 support for old machines
  • Modified Post Procesing interface to support:
  • -Multiple Stages allowing more complex effects.
  • -Depth and native gamma as inputs.
  • -DX11/DX12.
  • -Custom version of DolphinFX that work under dx11 and ogl
  • -SSAO and DOF.
  • -Texure Scaling Support
  • -Bump Mapping with advanced material properties (1)
  • -Phong Specular reflection to improve ligthing quality(1)
  • -Tessellation and Displacement Mapping(1)
  • -Rim Lighting(1)
  • -Bump auto generation to improve ligthingwith support for env cubemaps
  • -Shader uid cache:
          * Shader uids identify the diferent shaders that games need to render graphics, as is known shader generation is slow
                  and causes stutering the first time you play a game or when dolphin version changes.
                  Using the uid caches allow an user that already played the game to share the shader information,
                  allowing other users to enjoy gaming without stutering.
          * To use them just ask for the files from a friend that already played the game.
          * Then just put the files  [UserFolder]\Cache\ShadersUIDS folder and Enable The "Compile Shaders On Startup" option in the Advanced Graphic Tab


((1)For more info see post #3)

[color=#1D2654]Other Features[/color]

  • Multithreaded Shader Compilation
  • Early depth test implementation to correct related issues and increase performance
  • Fast-Depth option now control the use or not of the accurate early z emulation so enabling fast depth will give a speed boos in some systems
  • Fast EFB Access. Implement global EFB Access Cache to reduce GPU stalls caused by CPU access to the efb (This option is Hack Tab in Gfx Options)
  • Shader generation Path reorganization to improve performance
  • Implemented 3d support for Side by side/TopBottom 3d rendering
  • Many DX9 old bugs fixes (ZComploc, Tev emulation, etc)
  • Others fixes and little improves.


[color=#30543D]DOWNLOAD[/color]

Downloads
https://bit.ly/3qcNiA7
https://bit.ly/3smg1Fw
https://bit.ly/3pdpigZ

 

 


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