EmuCR Feeds
Email Us

EmuCR: DolphinDolphin Git 5.0-3539 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:
* Automatic translation resources sync with Transifex
* Merge pull request #5339 from mahdihijazi/fix_edit_controls_layout
[Android] Fix edit controls layout
* [Android] Fix edit controls layout
Not checking the none existing key in the buttonsActionsMap
leads to break the sub menu of the configure controls menu
on Android phones.
* Merge pull request #5342 from sepalani/ppc-analyst-crash
PPCAnalyst: Prevent a crash when outside the RAM
* PPCAnalyst: Prevent a crash when outside the RAM
* Merge pull request #5341 from sepalani/fix-hle-hook
HLE: Fix apploader regression
* HLE: Fix apploader regression
* Merge pull request #5077 from ds84182/volume_directory_off_by_uno
Fix VolumeDirectory for Wii games
* VolumeDirectory: Pass address shift to WriteEntryData as argument
* VolumeDirectory: Correctly check name_offset alignment in assert
* Boot: When loading an FST for a Wii game, update IOS_MEM1_ARENA_END
Without doing this, Wii games loaded as an ELF will zero out the FST.
This mirrors the behavior of the actual apploader.
* VolumeDirectory: Align the name table size up properly
If the name table isn't rounded up, a Wii game can read an incorrect
number of bytes when fetching the FST.
* VolumeDirectory: Shift parent_entry_index by m_address_shift
Parent entrys were written correctly for GameCube (since the address
shift is 0), but not for Wii (since the address shift is 2).
* VolumeDirectory: Compare case-insensitive file names as uppercase, not lowercase
Fixes file ordering in games that use ASCII characters between lowercase
'z' and uppercase 'A' (underscores).
MySims Kingdom has the files "terrainLightMapTinted.shader",
"terrainLightMapTintedGrid.shader", and
"terrainLightMapTinted_no_shadow.shader". In lowercase,
"terrainLightMapTinted_no_shadow.shader" comes before
"terrainLightMapTinted.shader" and "terrainLightMapTintedGrid.shader",
which is invalid.
* VolumeDirectory: Fix off-by-one in entry count calculation
The size field in FSTEntry contains the total amount of children, not
including the parent, but the parent needs to be included.
VolumeDirectory: Fix off-by-one in entry count calculation
The size field in FSTEntry contains the total amount of children, not
including the parent, but the parent needs to be included.
* Merge pull request #5321 from leoetlino/wad-uninstall
WX: Add the ability to uninstall WADs from the game list
* WX: Add the ability to uninstall WADs from the game list
Simple quality-of-life addition that allows "uninstalling" WADs
(removing the corresponding installed title) from the NAND.
The option is only enabled when the WAD can be uninstalled
The motivation for this is actually to encourage proper usage of the
WAD launch feature (installing it to the NAND first), so we can
drop the "direct WAD title launch" hack.
* Merge pull request #4469 from sepalani/fix_xfb_debug
[HLE] Fixes XFB issues in Debug Mode
* [HLE] JitIL: Fixes invalid logs
* [HLE] Jit: Fixes invalid logs
* [HLE] CachedInterpreter: Fixes invalid logs
* [HLE] Interpreter: Fixes invalid logs
* [HLE] Added GetFirstFunctionIndex matching the start address
* [HLE] Fixes XFB and invisible printf
* Merge pull request #5178 from sepalani/fix-sym-map-read
BootWiiWAD: Prevents SymbolMap loading
* BootWiiWAD: Prevents SymbolMap loading
* Merge pull request #5240 from sepalani/find_handlers
PPCAnalyst: Find interrupt/exception handlers
* PPCAnalyst: Find interrupt/exception handlers
* Merge pull request #5238 from sepalani/ppc-analyst-rfi
PPCAnalyst: Support return from interrupt
* PPCAnalyst: Support return from interrupt
* Merge pull request #5242 from sepalani/nop-pad
PPCAnalyst: Skip nop alignment
* PPCAnalyst: Skip nop alignment
* PPCAnalyst: Prevent PanicAlert due to invalid read
* Merge pull request #5279 from stenzek/compressed-custom-textures
Native compressed custom texture support
* TextureCache: Move host texture utility functions to VideoCommon
The appropriate place for these would be AbstractTexture, once it is
finished.
* HiresTextures: Support loading uncompressed .DDS files
Will load files with formats RGBA8, RGBX8, BGRA8, BGRX8, RGB8.
* HiresTextures: Move the maximum mip level check from DDS to main loader
This way that the mip count check occurs on .png and uncombined DDS
textures as well.
* HiresTextures: Support DXT10 extended header in DDS loader
* HiresTextures: Load full mipmap chain from DDS files
This removes the need for multiple texture files to store the mipmap
chain for a texture. As many mipmaps will be loaded as are present in
the DDS file, and any remaining mipmaps will fall back to the old
behavior.
* Vulkan: Support native compressed textures
* D3D12: Support native compressed textures
* D3D11: Support native compressed textures
* OGL: Use native compressed textures on supported drivers
* GLExtensions: Add GL_EXT_texture_compression_s3tc
* TextureCache: Support compressed textures and pass pitch/size to upload
This also removes an extra copy of the image for custom textures.
* HiresTextures: Support parsing DDS files directly
This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
* Merge pull request #5333 from leoetlino/es-functions
IOS/ES: Handle contexts properly
* IOS/ES: Handle contexts properly
This changes the IOS code to handle ES contexts inside of ES, instead
of leaking out implementation details into the IPC request dispatcher.
The intent is to clarify what's shared between every single ES context,
and what is specific to an ES context. (Not much.) This should reduce
the number of static members in the ES class.
The other changes are there just because we now keep track of the
IPC FD inside of ES.
Future plans:
* After the WAD direct launch hack is dropped, the title context
will be made a class member.
* Have proper function prototypes, instead of having every single one
of them take ioctlv requests. This will allow reusing IOS code in
other parts of the Dolphin codebase without having to construct
ioctlv requests.

Download: Dolphin Git 5.0-3539 x64
Download: Dolphin Git 5.0-3539 Android
Source: HereDolphin Git 5.0-2877



Random Related Topic Refresh Related Topic

Random Related Topic Loading...

0 Comments

Post a Comment

Can't post a comment? Try This!