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EmuCR:DolphinDolphin SVN r6536 is released. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. SSSE3 and SSE4 optimized are enabled in this build.

Dolphin SVN changelog:
Jit64/JitIL: Implemented simple function inlining for speedup.
i know still a lot to fix and much work to do but sometimes experiments are fun :)
for all the plugins implemented per pixel lighting, this will make games that uses lighting a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.
Slightly adjust z-values calculated in the vertex shader so OGL does not clip the
final rendering of (at least) Sonic Unleashed.

This should be (nearly) invisible in Z16 depth copies and in games, but there is
some chance that it collides with other such border cases. There probably is some
room to decrease the adjustment but 9999999/10000000 is not enough. A static offset
may be an option, too. I don't know if the game can/does set something like that.
Jit64/JitIL: Removed a redundant MOV instruction. This commit suppresses alert windows of debug binary in windows.
Gecko codes: Implemented CT6 CST1 code type (insert asm code in the game). This function may need many tests.
Fixed the build error in r6227.
Add an PanicAlert in case we try to do an >32 bit displacement

If you see this alert, dolphin will probably crash in a few moments.

Found in the course of fiddling with DSPLLEs JIT, which puts its data
structures and static code somewhere above 0x7fff00000000 on my machine, making
it unreachable via 32bit displacements from the created code at ~ 0x40000000.

Fixed all the offending places in DSPLLEs JIT to emit register indirect accesses,
only to find out that the generated code is slower than the interpreter and does
work just as good(or bad). Oh well, back to DSPHLE it is then.
Fix building with BBOX_SUPPORT enabled.
Move NSAutoreleasePool handling into the proper entry/exit points
for the real wiimote thread as for the other threads.

Turns out we use OS X bluetooth API's that were introduced in 10.5.4.

Remove vestiges of previously removed wiiuse_set_bluetooth_stack().

XXX We should probably have a Common equivalent of htonl and friends.
CLRun is now used everywhere but OS X.
DX11: Remove some dead code.
Fix the nogui build on linux. The software plugin config dialog should not be built.
Fix the default wiimote emulation mouse button settings on linux.
Fix a little c++ operator precedence issue.
Cast size_t to unsigned long for printf to deal with (32-bit)
systems where size_t is typedef int.

It's either this or use the C99 %zu but while we can probably
safely assume C99 compilers, I am not at all sure that that's the
case for stdio libraries and this solution is fairly low-impact.
DX11: Fix a crash when accessing the EFB.

Download: Dolphin SVN r6536 x86
Download: Dolphin SVN r6536 x64
Source: Here


  1. anyone please post on official dolphin forum. a speed up for pokemon battle revolution - super mario galaxy - super mario galaxy 2. also the suond on the last 2 games i described gets cut off after a while leaving only special effects on and voices.

  2. Using Dolphin SVN v2.0.6536 (64-Bits) To Play [Wii] Disney Epic Mickey (PAL)[2010]
    I Must Put DSP Disable Audio Throttle + CPU Emulator Engine JITIL experimental recompiler.

    ??If not the game not start??

    When I Start I Get This:

    WriteRest:op out of range (0x159df135 uses 0xc0003140)

    WriteRest:op out of range (0x159df158 uses 0xc0003144)

    WriteRest:op out of range (0x15a03873 uses 0xc0003144)

    WriteRest:op out of range (0x15a03896 uses 0xc0003140)

    WriteRest:op out of range (0x15a0755b uses 0xc0003140)

    WriteRest:op out of range (0x15a0757e uses 0xc0003140)

    Then the game start but the graphics is blur (can't see anything).

    When Close I Get "Error: Stack overflow!"

  3. Thank you for good work !

  4. Info for all who wish to report bugs.December 6, 2010 at 8:08 PM

    Post your bug-reports on code.google,where the actual coders can read them and analyze the data you wish to provide.EmuCR does not code those emulators,it only provides a platform to distribute the latest builds.


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