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Oddly enough this is because we can skip hashing textures that we're certain are in the GameCube/Wii TMEM. While it is pretty obvious that emulating TMEM is more accurate, it was discovered that emulating TMEM was also a huge performance boost when it comes to hashing textures, especially in safe texture cache titles. While phire did a lot of the legwork to get implement the feature roughly two years ago, other projects and some complications caused the feature to be put on the backburner.Įarlier this year, mimimi revived the effort, fixed the remaining bugs.
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But it didn't invalidate the texture cache, so it was able to pull out the first EFB copy, then invalidate the cache, and finally use the second EFB copy. Store EFB Copies to Texture and RAM resulted in bloom nonsensically flickering anywhere it felt like it.Īfter some investigation, phire discovered it was relying on TMEM caching in order to render the bloom! It was creating an EFB copy, and then creating a second EFB copy, overwriting the first. Store EFB Copies to Texture Only resulted in bloom haphazardly dragging across the screen. Maybe we can finally get past our nemesis: the lady in the red dress! Besides, we're implementing every accuracy thing we can in hopes of getting Red Steel working someday. Fixes like these throughout the years have greatly increased our compatibility with games, and helps us when implementing new features down the road. Some users may have to set up multiple NANDs to store all their saves or channels, but this is a necessary step going forward. For an emulator, this behavior is bad, and has been causing hangs along with invalid NAND issues since the beginning of time.įixing this may seem like a bad thing - your Dolphin NAND is now constrained to the same limits as a Wii. There was no obvious reasoning to return the incorrect block information that we can see outside of it being used to get around FS limits within SNEEK.
#FIRE EMBLEM RADIANT DAWN ISO CRASHES AT LOADING DATA CODE#
It turns out Dolphin's nonsensical FS code was straight up copied from SNEEK. This was causing a plethora of bugs, including one that showed up when installing titles from the Wii Shop! When installing titles from the Wii Shop, it would correctly calculate how much space was left before the download, but after the download, it would only take up one block! What gives? Well, it turns out that Dolphin was incorrectly calculating how much storage space was left. Previously you could could have a NAND far bigger than possible. If you're like many users and have used Dolphin across the years with many Wii titles, you may have updated to latest master recently and been greeted by this annoying little message. 5.0-4692 - Remove Hardcoded File System Stuff by leoetlino ¶ That was incorrect - they only had access to a NAND requiring it. While users may not be clamoring to run the Wii Startup Disc in Dolphin, it's nice to have this piece of Wii history functional for all time.Ĭorrection: earlier version of this article stated that the person who implemented the IOS 4v3 constants had access to the Wii Startup Disc. Thankfully, someone with access to the NAND created by the Wii Startup Disc showed up, disassembled the IOS, and got the proper values to add to our IOS-HLE implementation. The reason for this is simple: because we did not have access to IOS 4v3, we had no entry for it in IOS-HLE. After merging a bunch of IOS-HLE fixes, including using different constants for various IOSes to fix games like Majora's Mask (VC), the Wii Startup Disc stopped functioning. In the case of titles that used the oldest known IOS for the Wii, they worked fine on Dolphin because IOSv9's constants were close enough that the titles did not have problems. Notable Changes ¶ 5.0-4647 - Add IOS 4v3 Constants by AwesomeMarioFan ¶Īccuracy is always good, but sometimes inaccuracy leads to a more desirable behavior. So buckle up, this is going to be a long read!
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Adding to that someone on the blog staff thought this month of all months would be a good idea to try and harness the power of the blog to get extra testing on some old issues. On top of working on this Mega Progress Report, two feature length articles had to be made after developers selfishly merged several huge, highly anticipated features without considering that it makes work for us here at the blog! Well, the extra work-load is well worth having the incredible Ubershaders and support for Dragon Quest X!īut even beyond those two massive articles, we've been hard at work keeping up with everything else going on because this is going to be a big one. July and August have been busy on the blog.