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 Post subject: Testing Request
PostPosted: Sun Jan 16, 2011 3:42 am 
DX64 Site Staff
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Hello DaedalusX64 community! I am making this thread so users can request my testing services. I know that DaedalusX64 users come in contact with something that needs to be tested or fixed on a regular basis, and unfortunately the devs, the other testers, and myself are unable to play through every N64 game ever made every time a new revision is submitted to the svn, so this is where we need your help. Not only will you be helping out, but you will actually be helping to improve the Emulator. From my experience, if you take the time to hunt anything down, then it does not go unnoticed.

I know that a majority of users do not have the time, the resources, or even the desire to hunt down any bugs or regressions, and that's where I come in. All you have to do is submit anything you may have found out of the ordinary, such as incorrect blendmodes or regressions, but if you are looking for me to help you with compatibility list updates for specific games or just a few recommended settings, I'm happy to help.

Incorrect Blendmode: Some of you may be a bit confused when I say 'Incorrect Blendmode'. An Incorrect Blendmode is basically a miscolored or blank texture. Sometimes they will be a texture surrounded by a rectangle. They are actually quite easy to spot. You can see some examples from Pokemon Stadium below. I will personally be fixing any of the Incorrect Blendmodes that you submit to the best of my ability. If I somehow cannot, I'm sure there's somebody else who would be glad to help.

This is how I would like you to submit your request for me to fix an Incorrect Blendmode. Firstly, tell me the name of the game and what region such as 'Pokemon Stadium (U)'. Then, if the Incorrect Blend is very far into a game, make a savestate whenever you encounter one, and submit it along with the rest of the information. Also a brief description of what I should be looking at, and also what the texture SHOULD look like would help tremendously. And also, if you can get a picture of what the texture is supposed to look like, I would be eternally grateful, but it is not required.

Regressions: You may be wondering what a Regression is. A Regression is whenever you remember a game that was working, and now something about said game has regressed or broken. Some prime examples of this would be a game that was previously able to boot, but fails to do so on the latest rev. Another would be a game that had once shown graphics, but now all you get is sound playing whilst nothing is shown. Basically if you find yourself asking "What is going on?! I remember that this used to work on that game.", then it is probably a regression. I will be tracking down each Regression that is submitted to me, and I will hope to have it found on either the same or the next day. If you take the time to find something, then I will take the time to test, and the devs will take the time to fix it.

Similar to the blendmodes, this is what you need to submit. The name of the game, along with the region is a critical for every test. Sometimes these will occur deep into games and go unnoticed, so a savestate would help out a bunch. A description of what has broken, and what I'm supposed to be looking for at the point when it was fixed helps me out.

Compatibility List Update: If you want me to update a specific game for the Compatibility List, then go right ahead and tell me what game and the region. This could help you determine if what you are experiencing while using DaedalusX64 is normal or not, and also help you see if you are using the right settings for the best stability.

Recommended Settings: If you would like to know the optimal settings for a game, if you are not experiencing the same thing as the Compatibility List, then I will personally test the game to see what settings will give you the best stability.

Thank you guys. You may not be able to help out the project with your superior coding prowess, but you sure can just by playing your favorite games, and submitting any of the above to me. If I have left anything out that anyone believes should be tested, either post here or shoot me a PM. If you have any questions, suggestions, or comments, also post below or send me a PM. Like I said before, you just tell me what you have found, and I'll either fix it myself, or find where the problems occurred and inform the devs.


Attachments:
File comment: Incorrect Blendmode
sd0004.png
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File comment: Incorrect Blendmode
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File comment: Incorrect Blendmode
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File comment: Incorrect Blendmode
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sd0001.png [ 45.99 KiB | Viewed 3316 times ]
File comment: Incorrect Blendmode
sd0000.png
sd0000.png [ 86.6 KiB | Viewed 3316 times ]

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 Post subject: Re: Testing Request
PostPosted: Sun Jan 16, 2011 4:00 pm 
Global NintendoKing
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The blendmode maker makes it extremely easy to do blends. Some day a tutorial will go up on exactly how to use it. If anyone wants to try it, I believe it's with the development build.



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 Post subject: Re: Testing Request
PostPosted: Sun Jan 16, 2011 4:57 pm 
Mad Scientist
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The dev build isn't currently open to the public. A tutorial won't help until that part is merged back.



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 Post subject: Re: Testing Request
PostPosted: Sun Jan 16, 2011 7:05 pm 
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It is committed to the public SVN, but what I think NintendoBoy13 meant is that you need a debug build to use it.



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 Post subject: Re: Testing Request
PostPosted: Sun Feb 27, 2011 2:38 am 
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legend of elda oot 0.1


Attachments:
File comment: boss key
saveslot1.ss [1.59 MiB]
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File comment: epona
saveslot0.ss [1.65 MiB]
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File comment: thats not for the boss... oh wait it is O.o
sd0005.png
sd0005.png [ 117.89 KiB | Viewed 3146 times ]
File comment: hourse from space
sd0004.png
sd0004.png [ 150.35 KiB | Viewed 3146 times ]
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 Post subject: Re: Testing Request
PostPosted: Sun Feb 27, 2011 2:58 am 
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All the keys in Ocarina of time come out white, FYI. Thought you should have that little tid-bit


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 Post subject: Re: Testing Request
PostPosted: Sun Feb 27, 2011 4:24 am 
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McCrakken wrote:
All the keys in Ocarina of time come out white, FYI. Thought you should have that little tid-bit

no the normal keys are grey but they need to be shinyier


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 Post subject: Re: Testing Request
PostPosted: Mon Feb 28, 2011 10:50 am 
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I finally got my PC running again, so I'll have a look at these sometime today.



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 Post subject: Re: Testing Request
PostPosted: Mon Feb 28, 2011 12:11 pm 
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nvm the normal keys are wite again...


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 Post subject: Re: Testing Request
PostPosted: Mon Feb 28, 2011 2:50 pm 
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jake316 wrote:
nvm the normal keys are wite again...

If you give me a savestate and a pic, I'll fix them ;D



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 Post subject: Re: Testing Request
PostPosted: Mon Feb 28, 2011 10:37 pm 
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Woot, can't believe I never noticed this thread :/
Good job on it bdacanay!

Now that B3 is out (with its powerful blendmode maker), anyone can make blendmodes, that's the main idea behind it, to let the community handle it and allow developers concentrate in speed/big changes in general.

PS: Would be nice if anybody can put up a nice tuto for it.



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: Testing Request
PostPosted: Tue Mar 01, 2011 12:46 am 
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Salv-E wrote:
Woot, can't believe I never noticed this thread :/
Good job on it bdacanay!

Now that B3 is out (with its powerful blendmode maker), anyone can make blendmodes, that's the main idea behind it, to let the community handle it and allow developers concentrate in speed/big changes in general.

PS: Would be nice if anybody can put up a nice tuto for it.

I can do it. Should I post a debug build?



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 Post subject: Re: Testing Request
PostPosted: Tue Mar 01, 2011 1:10 am 
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bdacanay wrote:
I can do it. Should I post a debug build?


Yes feel free to post it; since until we start merging the changes from dev to dx64 branch, blendmode maker will unavailable >_<.



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Image

<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: Testing Request
PostPosted: Tue Mar 01, 2011 7:10 pm 
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So after attempting the blends with the savestates you gave me, I have concluded that the horse is not a blend, but rather just a graphics issue also seen in Super Smash Bros. The key can be fixed, but because DX64 lacks T1 support the key lacks luster. I'll still try to find the best graphics possible for the key.



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 Post subject: Re: Testing Request
PostPosted: Tue Mar 01, 2011 8:06 pm 
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bdacanay wrote:
So after attempting the blends with the savestates you gave me, I have concluded that the horse is not a blend, but rather just a graphics issue also seen in Super Smash Bros. The key can be fixed, but because DX64 lacks T1 support the key lacks luster. I'll still try to find the best graphics possible for the key.


Yes horse isn't fixable with a blendmode, Kirby has similar issues in some foes.
For the key we have a workaround for such case, just call c32::Gold withing that blend, ex :
details.ColourAdjuster.SetRGB( details.PrimColour.ModulateRGB( c32::Gold ) ) or more simple : details.ColourAdjuster.SetXXX( c32::Gold )

PS: Make sure to blend it, good choice is with GU_TFX_BLEND.



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Image

<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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