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EmuCR: DolphinDolphin Git 4.0-7528 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.

Dolphin Git changelog:
* Merge pull request #2942 from booto/xfb_lines
VideoCommon: xfb height calculation adjusted
* VideoCommon: xfb height calculation adjusted
Baten Kaitos allocates its XFBs from a tagged heap
structure. With the old calculation, too many lines
were being written so the tag of the allocation
after the XFB was being corrupted. Fixes crash
mentioned in this comment:
https://code.google.com/p/dolphin-emu/issues/detail?id=7734#c6
* Merge pull request #2941 from lioncash/gp
GPFifo: Remove pointer casts
* GPFifo: Get rid of pointer casts
* GPFifo: Adjust parameter names
* Merge pull request #2933 from t27duck/mm5_missing_ini
Added missing Mega Man 5 INI file
* Added missing Mega Man 5 INI file
While going through and testing various NES VC games, I noticed Mega Man
5 was just displaying a black screen but the sound and button inputs
were working as expected. Turns out, there is no INI file for that game
id. Copying and renaming Mega Man 4's INI file appears to be enough to
get the game going.
* Merge pull request #2945 from lioncash/alloca
ActionReplay: Remove an alloca call
* ActionReplay: Remove an alloca call
* Merge pull request #2935 from Sonicadvance1/GLES_palette_conversion
[GLES] Support texture_buffer for palette texture conversion.
* [GLES] Support texture_buffer for palette texture conversion.
OpenGL ES 3.2 adds this feature to core
It was available to GLES 3.1 as GL_{EXT, OES}_texture_buffer as well.
For the non-Nvidia vendors that implemented this is:
- Qualcomm's Adreno 4xx
- IMGTec's PowerVR Rogue
* Merge pull request #2686 from booto/field-timing
VI: derive field timing from VI registers
* FifoPlayer: Use VI derived timing, not hardcoded 60Hz
* VI: Adjust forced-progressive hack per magumagu's suggestion
* VI: Restore forced-progressive hack with option
Bugfix: TargetRefreshRate uses rounded result
NTSC's 59.94 was becoming 59 with integer division.
* VI: derive field timing from VI registers

Download: Dolphin Git 4.0-7528 x64
Download: Dolphin Git 4.0-7528 for Android
Source: Here



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