Emulator Issues #4808
closedPlease Help Me, Dolphin Problem.
0%
Description
Help Me, im using Dolphin 3.0 x86 and im playing The Legend Of Zelda: Wind Waker (r7719m), all it says is
-Dolphin r7718M | JIT32 DC | FPS:29 - VPS: 48 - SPEED: 80%-
Before it just goes black, I mean it still shows the nintendo logo but that's it. )=
This is my first time playing it, please help!
I have a windows 7 starter, Intel Atom Proccesor N450 (1.66GHz, 512KB Cache)
1 GB Memory, And 250 GB HDD Storage.
Oh and there is a error message that says
Failed to compile pixel shader!
This usually happens when trying to use Dolphin with an outdated GPU
or integrated GPU like the Intel GMA Series.
If you're sure this is Dolphin's error anyway, post the contents of
./User/Dumb/bad_ps_0000.txt along with this error message at the forums.
Debug info (ps_2_0):
C:\Users\Leona Freed\Downloads\Dolphin 3.0\memory(56,7): error
X5603: Compiled shader code uses too many arethmetic instruction slots
(65). Max. allowed by the target (ps_2_0)is 64.
And Here's what it says on the notepad
// dolphin-emu DX9 virtual efb copy pixel shader
#ifndef DEPTH
#error DEPTH not defined.
#endif
#ifndef SCALE
#error SCALE not defined.
#endif
uniform float4x4 c_Matrix : register(c0);
uniform float4 c_Add : register(c4);
uniform float4 c_SourceRect : register(c5);
uniform float4 c_HalfTexel : register(c6);
uniform sampler s_EFBTexture : register(s0);
#if DEPTH
float4 Fetch(float2 coord)
{
float depth = 255.99998474121094 * tex2D(s_EFBTexture, coord).r;
float4 result = depth.rrrr;
result.a = floor(result.a);
result.rgb -= result.a;
result.rgb = 256.0;
result.r = floor(result.r);
result.gb -= result.r;
result.gb = 256.0;
result.g = floor(result.g);
result.b -= result.g;
result.b = 256.0;
result.b = floor(result.b);
result = float4(result.arg / 255.0, 1.0);
return result;
}
#else
float4 Fetch(float2 coord)
{
return tex2D(s_EFBTexture, coord);
}
#endif
#if SCALE
float4 ScaledFetch(float2 coord)
{
float4 s0 = Fetch(coord + c_HalfTexel.xyfloat2(-1,-1));
float4 s1 = Fetch(coord + c_HalfTexel.xyfloat2(1,-1));
float4 s2 = Fetch(coord + c_HalfTexel.xyfloat2(-1,1));
float4 s3 = Fetch(coord + c_HalfTexel.xy*float2(1,1));
return 0.25 * (s0 + s1 + s2 + s3);
}
#else
float4 ScaledFetch(float2 coord)
{
return Fetch(coord);
}
#endif
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float2 coord = lerp(c_SourceRect.xy, c_SourceRect.zw, uv0.xy);
float4 pixel = ScaledFetch(coord);
ocol0 = mul(pixel, c_Matrix) + c_Add;
}