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EmuCR: DolphinDolphin Git 5.0-2457 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 #4871 from lioncash/radius
ControllerEmu: Fix incorrect default radius being set in AnalogStick
* ControllerEmu: Fix incorrect default radius being set in AnalogStick
The three parameter AnalogStick constructor takes an internal name, a
display name, and a default radius argument. The delegated constructor is
the one that calls the ControlGroup constructor, setting the group type,
so passing the group type here is a logic bug.
The only reason this appeared to work despite this bug is because
GROUP_TYPE_STICK has a value of 1, and the default radius value used for
attachment sticks is 1.0.
* Merge pull request #4502 from ligfx/extractcontrolreference
InputCommon: Extract ControlReference from ControllerInterface
* ControlReference: put parsed_expression in a unique_ptr
* ControlReference: hide parse_error behind GetParseStatus()
* ControlReference: hide is_input behind function
* ControlReference: move function bodies out of header
* InputCommon: Extract ControlReference from ControllerInterface
Better separation of concerns. Relegates `ControllerInterface` to
enumerating input controls, and the new `ControlReference` deals with
combining inputs and configuration expression parsing.
* Merge pull request #4784 from leoetlino/mios
IOS: Implement MIOS functionality
* Adjust event times after a PPC clock change
This likely doesn't change much, but it makes events trigger at the
correct time after a clock change.
* IOS: Implement MIOS functionality
This implements MIOS's PPC bootstrapping functionality, which enables
users to start a GameCube game from the Wii System Menu.
Because we aren't doing Starlet LLE (and don't have a boot1), we can
just jump to MIOS when the emulated software does an ES_LAUNCH or uses
ioctlv 0x25 to launch BC.
Note that the process is more complex on a real Wii and goes through
several more steps before getting to MIOS:
* The System Menu detects a GameCube disc and launches BC (1-100)
instead of the game. [Dolphin does this too.]
* BC, which is reportedly very similar to boot1, lowers the Hollywood
clock speed to the Flipper's and then launches boot2.
* boot2 sees the lowered clock speed and launches MIOS (1-101) instead
of the System Menu.
MIOS runs instead of IOS in GC mode and has an embedded GC IPL (which
is the code actually responsible for loading the disc game) and a PPC
bootstrap code. To get things working properly, we simply need to load
both to memory, then jump to the bootstrap code at 0x3400.
Obviously, because of the way this works, a real MIOS is required.
* DolphinWX: Fix overclock slider clock display
* Get rid of GetUsbPointer for emulated Bluetooth
It held a raw pointer to a IOS::HLE::Device::BluetoothEmu that is not
guaranteed to exist (and of course, nothing checked that it wasn't
nullptr), but what is more, it's totally unnecessary because we have
IOS::HLE::GetDeviceByName().
Since we cannot always inform the host that Wii remotes are
disconnected from ES, that is now done in BluetoothEmu's destructor.
* IOS/ES: Don't write anything to the request after ES_Launch
Unless IOS failed at ES_Launch, it doesn't appear to write anything
back to the request after a launch, because the request is never
actually replied to in the normal way.
So let's just drop the writes to make things less confusing.
* IOS/ES: Implement ioctlv 0x25 (ES_LaunchBC)
This ioctlv is used to launch BC. Not sure if that's useful,
since only the system menu is known to launch BC and it does that
through a regular ES_LAUNCH; but let's implement it anyway.
(Implementation based on IOS59.)
* IOS: Clarify Init, Reinit, Reset, Shutdown
Some minor changes to make things slightly less confusing:
* Reinit doesn't actually init anything. It just adds static devices to
the map, so let's give it an actually descriptive name. And let's not
expose it in the header when it should not be.
* Reset's parameter name was changed from "force" -- which totally does
not describe what it does -- to "clear_devices".
* Add a reload function which handles the reload process properly
(reset all devices, set up memory values, re-add devices) and
without publicly exposing implementation details.
* Merge pull request #4868 from JosJuice/android-default-audio
Fix default audio backend on Android being "No audio output"
* Fix default audio backend on Android being "No audio output"
People who already have encountered the problem will need to
manually change the audio backend (or delete the config INI).
* Automatic translation resources sync with Transifex
* Merge pull request #4866 from lioncash/include
Boot: Minor include changes
* Boot: Add missing includes
* Boot_BS2Emu: Get rid of unnecessary headers
* ElfReader: Get rid of unnecessary includes
* Boot_WiiWAD: Get rid of unnecessary includes
* Merge pull request #4865 from lioncash/explicit
ElfReader: Make constructor explicit
* ElfReader: Make constructor explicit
Allowing implicit conversions here is definitely not desirable.
* Merge pull request #4829 from JosJuice/dvd_chunk
DVDInterface: Chunking and various timing accuracy improvements
* Remove FastDiscSpeed from games fixed by the previous commit
* DVD read chunking
Splits DVD reads up into smaller chunks so that data is available
before the final interrupt is triggered. This better simulates the DMA
that happens on a real device, which some games will take advantage of -
by either playing back data as it is loading or by using data that is
going to be overwritten shortly by an outstanding read.
* Merge pull request #4839 from leoetlino/better-warnings
Be less annoying when usbdk is not installed
* IOS: Do not init libusb unless passthrough is enabled
* Move libusb context initialization to on first use
This prevents libusb warnings from showing up even when the user is
not using Bluetooth or USB passthrough, or the Wii U GC adapter.
* Notify user that USB won't work if libusb init fails
* IOS: Check if libusb can be used instead of asserting
This prevents panic alerts from showing up three times when starting
Wii emulation whenever libusb could not be initialized. The user has
already seen a warning at startup -- no need to warn them 3 more times.

Download: Dolphin Git 5.0-2457 x64
Download: Dolphin Git 5.0-2457 Android
Source: Here



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