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EmuCR: DolphinDolphin Git 5.0-1411 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 #4362 from ligfx/osxhotplug
ControllerInterface: enable hotplugging on macOS
* ControllerInterface: enable hotplugging on macOS
* Merge pull request #4343 from ligfx/fixsdlcrash
ControllerInterface: Fix crashes when using SDL controllers
* ControllerInterface: replace Reinitialize with RefreshDevices
The SDL backend crashes when you close a joystick after SDL_Quit has
been called. Some backends don't need to be shutdown and
re-initialized everytime, we can just ask to enumerate devices again.
* ControllerInterface: clear devices before shutting down backends
The SDL backend faults if it tries to close a joystick after SDL_Quit
has been called.
* Merge pull request #4480 from stenzek/vulkan-streambuffer-reuse
Vulkan: Fix stream buffer re-use problems
* Vulkan: Allow re-use of uniform buffers when doing per-stage uploads
This is safe now because we invalidate the pointers after submitting a
command buffer.
* Vulkan: Replace explicit command buffer submits with wrapper function
Should we ever introduce anything else that has to be done when a command
buffer is executed (e.g. invalidating constants from previous commit), we
don't have to update all the callers.
* Vulkan: Fix case where uniforms could be overwritten
If a draw caused a command buffer submission, the current uniform storage
should not be used for the new command buffer.
* Vulkan: Fix case where a draw's vertices could be overwritten
This could happen because the vertex memory was already committed, if a
uniform buffer allocation failed and caused a command buffer to be
executed, it would be associated with the previous command buffer rather
than the buffer containing the draw that consumed these vertices.
* Vulkan: Fix incorrect handling of buffer wrap-around in StreamBuffer
This was happening when a fence wait happened mid-frame. The data written
between the fence being queued and the allocation occuring was incorrectly
assumed to be consumed by the GPU.
* Merge pull request #4468 from marcan/master
Make the neutered version of HBC work in Dolphin
* Wii IPC HLE: do not clobber memory when launching a new title
It's questionable whether ES_LAUNCH should write *anything* to the
command structure at all, ever, given that it never actually returns
it back through the mailbox. But it *definitely* shouldn't write
anything to it if it has just launched a DOL, because otherwise it might
clobber code/data from the just-loaded application.
* Wii IPC HLE: Fix IPC missing reply fail
* DOL/ELF loaders: enable HID4.SBE in Wii mode
When booting "cooked" executables, BATs should already be set up and
enabled. They should only really be disabled when booting NAND contents
in real mode.
* ELF boot: scan segments for Wii mode detection, not sections
* ES HLE / WAD boot: hardcode the entrypoint
NAND titles are always started at address 0x3400 with translation off.
The entrypoint in the DOL is ignored.
* Merge pull request #4477 from kirbyUK/master
Create G2RE52.ini (Shrek SuperSlam)
* Create G2RE52.ini
Adds codes for G2RE52 (Shrek SuperSlam). Sourced from https://github.com/ShrekBoards/patches/blob/master/gamecube/G2RE52.ini.

Download: Dolphin Git 5.0-1411 x64
Download: Dolphin Git 5.0-1411 Android
Source: Here



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