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EmuCR: DolphinDolphin Git 5.0-5730 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 #6093 from endrift/fix-efb-overflow
VideoCommon: Fix overflow trying to access outside of EFB bounds
* VideoCommon: Fix overflow trying to access outside of EFB bounds
* Merge pull request #6114 from leoetlino/fix
MemArena: Use names that are based on the PID
* MemArena: Use names that are based on the PID
Fixes a regression which broke running several Dolphin instances at the
same time on Windows. Thanks to exjam for spotting the issue
pretty much immediately. Sorry about that!
Also changes the file names to be more consistent on all platforms.
* Merge pull request #6094 from leoetlino/drop-wad-hack
Drop the direct WAD launch hack
* CommonTitles: Add a named constant for IOS TIDs
* Boot: Install WADs temporarily
Because the Wii NAND size is finite, mark titles that were installed
only for booting as temporary, and remove them whenever we need to
install another title (to make room). This is exactly what the
System Menu does for temporary SD card title data.
* UI: Implement a command line option to boot NAND title
* DiscIO: Remove comments that state obvious facts
* Remove NANDContentManager
* [Cleanup] WX: Remove usage of NANDContentManager
Also clean up the way the system menu label is updated. We don't want
to access the NAND while emulation is running, and especially not
that many times per second on an unpredictable timing.
* [Cleanup] IOS: Clean up the way ARM binaries are loaded
This commit removes the last usage of NANDContentManager in IOS code.
Another cleanup change is that loading ARM (IOS) binaries is now done
by the kernel in the BootIOS syscall, instead of being handled as a
special case in the MIOS code. This is more similar to how console
works and lets us easily extend the same logic to other IOS binaries
in the future, if we decide to actually load them.
* [Cleanup] IOS/ES: Remove usages of NANDContentManager
* IOS/ES: Add a helper function to get a content path
* IOS/ES: Fix a missing check in ReadCertStore
Without this, some operations can fail when trying to read an existing
cert store, as it may not exist when signature checks are disabled.
* [Cleanup] Move FindSignedTicket to IOS/ES
For consistency and because NANDContentManager is going to be removed.
* [Cleanup] Remove static state in ES
* Drop the direct WAD launch hack
This removes the hack that enables directly booting from WADs
without installing them first for the following reasons:
1. It makes the NAND content handling much more complicated than what
it should be and makes future changes like permissions or booting
NAND titles without a WAD more annoying to implement.
Because of this hack, we needed an extra level of abstraction
(NANDContent*) which has to read tons of things from the NAND, even
most of the time it's useless. This in turn forces us to have
caching, which is known to break titles and requires manual cache
invalidations. Annoying and error prone.
2. It prevents the WAD boot code from being easily accurate. With this
change, we can simply reuse the existing launch code, and ask IOS
to launch the title from the NAND.
3. The hack did not work that well since it did not cover a lot of ES
commands. And it works even less since the ES accuracy fixes.
This results in Dolphin returning inconsistent results: a
lot of the ES "DI" commands will just fail because the active title
is not installed on the NAND. uid.sys is not changed, etc.
And I'm not even talking about FS stuff -- where this would still
totally fail, unless we add even more unnecessary hacks.
This is not just theoretical -- the system menu and the Wii Shop are
known to behave strangely because the hack damages the NAND
structure, and we've already had several users report issues.
This commit makes it so WADs are always installed prior to launching.
A future commit will remove any code that was there only for the hack.
* Boot: Add support for booting NAND titles with just the ID
* WiiUtils: Improve the error message on import failure
Now shows the import return code and also skips showing the message
altogether if the user cancelled the import for an unsigned WAD.
* WiiUtils: Allow reusing existing IOS/WAD instance
* WiiUtils: Warn before overwriting during WAD import
* WiiUtils: Skip WAD import if it's already installed
The check is fairly quick, and this allows saving a lot of time and
resources for larger WADs.

Download: Dolphin Git 5.0-5730 x64
Download: Dolphin Git 5.0-5730 Android
Source: HereDolphin Git 5.0-2877



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