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Re: Rayman 3 for Gamecube working perfectly!
Posted: Sat Apr 25, 2009 5:32 pm
by Droolie
spiraldoor wrote:When I use the Direct2D9 plugin, it runs slowly and gives me black shades. When I use the OpenGL plugin, it doesn't work at all - it says "Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info". And when I check the logs, it says:
Code: Select all
Supported OpenGL Extensions:
GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_ARB_texture_rectangle GL_EXT_texture_rectangle GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_lod_bias GL_EXT_texture_filter_anisotropic GL_EXT_texture3D GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint
*********
GPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets
GPU: *********
Maybe you should update your graphics card drivers, and if that doesn't work, ask this on the
Dolphin forum.

Re: Rayman 3 for Gamecube working perfectly!
Posted: Sat Apr 25, 2009 5:40 pm
by spiraldoor
But how do I know what graphics card I have...?
When I right-click on my Desktop, select "Graphics Properties...", an "Intel Graphics Media Accelerator Driver for mobile" thing comes up. And when I click "3D Settings", an OpenGL thing comes up. Hmm.
Re: Rayman 3 for Gamecube working perfectly!
Posted: Sat Apr 25, 2009 6:47 pm
by Droolie
Start -> Run -> Type "dxdiag" ( without "s ) -> Display.
By the way, I just downloaded the new revision of Dolphin which fixes some important bugs in Paper Mario 2 and Super Paper Mario ( 2 games I'd like to play ), but it has an awesome new feature called "Free Look", which I decided to test in Rayman 3. The results are fantastic. They'll be posted in a few minutes, so please wait, I'll edit this post soon. ^^
Re: Rayman 3 for Gamecube working perfectly!
Posted: Sat Apr 25, 2009 6:52 pm
by Joshua822
Spiraldoor, i'm afraid your processor is to weak to run commercial games at full speed. You'll need a good Intel Core 2 Duo or AMD Athlon X2 to run commercial games, according to the summer of code page of Dolphin. Maybe with OpenCL you might get some results when it is finished. But i doubt it
Droolie, i'm excited, if i think correctly of what this it, it would be very great. I always wanted to see what was behind the secret Knaaren passage ways ( you know, those doors that stand there for show ) ^^
Re: Rayman 3 for Gamecube working perfectly!
Posted: Sat Apr 25, 2009 7:07 pm
by Droolie
Joshua822 wrote:Spiraldoor, i'm afraid your processor is to weak to run commercial games at full speed. You'll need a good Intel Core 2 Duo or AMD Athlon X2 to run commercial games, according to the summer of code page of Dolphin. Maybe with OpenCL you might get some results when it is finished. But i doubt it
Droolie, i'm excited, if i think correctly of what this it, it would be very great. I always wanted to see what was behind the secret Knaaren passage ways ( you know, those doors that stand there for show ) ^^
Spiraldoor would still be able to run the games A LOT better and faster with the OpenGL plugin, if he updated his graphics card drivers. Old drivers is probably the reason why that plugin doesn't work.
And yeah, it's what you think it is. ^^
Murfy and Rayman
Murfy and Rayman... 2?
I got bored while this cutscene was playing, so I decided to view it from a different angle...
Nice area!
Can you find Rayman?
Do you know where this is?
The Fairy Council
Checkpoint!
More Checkpoint!
A nice view... of Mad Trax. ^^
A closer look on the two Globoxes ( why are there 2 anyway? ) in the tennis minigame.
A secret cave behind the waterfall in Sentinel. o_O
Razoff's gun
The screenshots are not very good though, but that is because I haven't unlocked everything yet ( I'm still at the beginning of TBOM and I need to restart because I want to rip the textures...

). I wish I had the time to do that...
Re: Rayman 3 for Gamecube working perfectly!
Posted: Sat Apr 25, 2009 7:39 pm
by Joshua822
Those screenies look really nice ! ^^
Oh, i checked Spiraldoors error log. Your card doesn't support OpenGL 2.x fully. You can see that directly from the "GPU: ERROR:" message. OpenGL is calling your card to render objects but your card doesn't know what to do with the OpenGL call. Easily explained.

Re: Rayman 3 for Gamecube working perfectly!
Posted: Sun Apr 26, 2009 2:02 am
by L.M. Murphy
Re: Rayman 3 for Gamecube working perfectly!
Posted: Sun Apr 26, 2009 12:10 pm
by Droolie
Ah, you just have to go to the Graphics options and enable the Zelda Bloom Hack there.

The easiest way is to enable that in the game settings. That way, you won't have to continuously enable and disable it in different games ( Rayman Arena needs it on, but Rayman 3 needs it to be off ).
Re: Rayman 3 for Gamecube working perfectly!
Posted: Sun Apr 26, 2009 12:40 pm
by L.M. Murphy
Thanks!
Re: Rayman 3 for Gamecube working perfectly!
Posted: Mon Apr 27, 2009 5:20 pm
by spiraldoor
Drolpiraat wrote:The screenshots are not very good though, but that is because I haven't unlocked everything yet ( I'm still at the beginning of TBOM and I need to restart because I want to rip the textures...

). I wish I had the time to do that...
You could just continue on until you finish the game, then just go back to TFC. It would save you time in the long run.
And that "dxdiag" thing told me my Main Driver was "igdumdx32.dll,igd10umd32.dll", and I haven't a clue how to update it.
EDIT: I updated it. No differerence. Hm.

Re: Rayman 3 for Gamecube working perfectly!
Posted: Mon Apr 27, 2009 7:56 pm
by Joshua822
I quote myself :
Oh, i checked Spiraldoors error log. Your card doesn't support OpenGL 2.x fully. You can see that directly from the "GPU: ERROR:" message. OpenGL is calling your card to render objects but your card doesn't know what to do with the OpenGL call. Easily explained.

Re: Rayman 3 for Gamecube working perfectly!
Posted: Mon Apr 27, 2009 8:02 pm
by Cairnie
That must be why I couldn't run Rayman Arena.
Those screenshots are great though.

Re: Rayman 3 for Gamecube working perfectly!
Posted: Tue Apr 28, 2009 3:21 pm
by Joshua822
Though there might be a solution. I think OpenGL can use your processor instead of your video card, but i wouldn't have any clue how to do that in Windows.
Although, if this is a can do, you'll need a dual core processor. Spiraldoor has one.
Re: Rayman 3 for Gamecube working perfectly!
Posted: Wed Apr 29, 2009 3:37 pm
by spiraldoor
Where can I get some Dolphin graphics plugins? Other than the OpenGL and Direct3D9 ones, that is.
Re: Rayman 3 for Gamecube working perfectly!
Posted: Wed Apr 29, 2009 8:07 pm
by Joshua822
Answer : there aren't any. Most plug-ins use OpenGL, and your card doesn't have support for it. And there aren't many graphic libraries apart from OpenGL and DirectX ( Direct3D is part of DirectX )
Re: Rayman 3 for Gamecube working perfectly!
Posted: Thu Apr 30, 2009 12:23 pm
by Hunchman801
Awesome screenshots, Droolie! This feature could be used on RayWiki, and also to create walkthroughs

Re: Rayman 3 for Gamecube working perfectly!
Posted: Thu Apr 30, 2009 3:37 pm
by spiraldoor
If you're in the shooting gallery in HHQ, will you try and see if there's anything in that area with the gems?
Re: Rayman 3 for Gamecube working perfectly!
Posted: Fri May 01, 2009 6:08 pm
by Xenon
Those screenshots are absolutely amazing. They remind me of the Shock Rocket glitch, where the rocket can travel endlessly and in any direction given... but backwards. They gave similar views of levels. By the way, what are those checkpoints and where do they appear?
Re: Rayman 3 for Gamecube working perfectly!
Posted: Fri May 01, 2009 6:17 pm
by Droolie
Thanks everyone!

@Xenon: The checkpoints are from the R3 GC's exclusive minigame Mad Trax. I can't see the checkpoints normally ( the minigame doesn't start because you need to connect the GC to a GBA ), but with the camera travelling, I can.

@spiraldoor: Yeah, of course. ^^
@Hunch: Yeah, I was thinking of walkthroughs, actually. I wonder what it would do in Rayman Arena... maybe you would be able to take a screenshot of the whole level? I'll try that out now, and then I'll restart my Rayman 3 game with texture ripping on.

Re: Rayman 3 for Gamecube working perfectly!
Posted: Fri May 01, 2009 6:22 pm
by spiraldoor
The texture ripping feature needs some work. Maybe an option to not rip the same texture multiple times, that would be convenient.