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EmuCR: dolwinPureikyubu Git (2026/09/17) is compiled. pureikyubu is work-in-progress emulator of Nintendo GameCube console. The goal of the emulator is to research the hardware features of GameCube and reverse engineer technologies used to develop games for this platform. GameCube is the hardware masterpiece of Nintendo/ArtX engineers and it's a pleasure to explore this device and discover something new for yourself.

Pureikyubu Git Changelog:
* Merge pull request #415 from ogamespec/master
* release 1.9 notes
* Merge pull request #414 from emu-russia/385-try-dolphinsdk-demos
* DolphinSDK report: the software pipeline sweep is in the page too (issue #385, #384)
* Merge pull request #413 from emu-russia/385-try-dolphinsdk-demos
* DolphinSDK report: the sweep regenerated with the shader pipeline fixes (issue #385)
* XF: the software clipper keeps the geometry that lies on the near plane (issue #385)
* SU: the software point emitter sizes and places its quad like the line one (issue #385)
* SU: the software pipeline widens a line in clip space (issue #385)
* TEV: the perspective fog looks up 2^24 / (b_mag - (z >> b_shf)) (issue #385)
* DolphinSDK notes: the showMaps overlays are missing in both pipelines (issue #385)
* DolphinSDK notes: the showMaps draws share the context and VAO with working ones (issue #385)
* DolphinSDK notes: the showMaps overlays fail in the attribute fetch itself (issue #385)
* DolphinSDK notes: the showMaps overlays are not a clip-boundary case (issue #385)
* DolphinSDK notes: the showMaps overlays read a NaN position attribute (issue #385)
* DolphinSDK notes: the showMaps overlays read a NaN position attribute (issue #385)
* DolphinSDK notes: the showMaps overlays fail at the GL attribute fetch (issue #385)
* DolphinSDK notes: the PE bounding box is emulated (issue #385)
* GFX: the pixel engine's bounding box (issue #385)
* DolphinSDK notes: the demos this sweep fixed and what is left (issue #385)
* Tests: the depth expectations follow the GX-to-GL Z mapping (issue #385)
* CP: a draw command waits for all of its vertex data; GFX: the spot attenuation (issue #385)
* GFX: the indexed XF loads, the alpha-plane copy and the wide alpha (issue #385)
* GFX: the shader pipeline keeps the first frame and maps the GX depth range (issue #385)
* Merge pull request #412 from emu-russia/407-elaborate-debugui2
* Build: the portable debug interface belongs to the host project, not to GBA.lib (issue #407)
* Merge pull request #411 from emu-russia/407-elaborate-debugui2
* DebugUI2: a panel per Flipper subsystem, and the portable machines (issue #407)
* Merge pull request #410 from ogamespec/cp-reader-follows-the-writer
* CP: the read unit takes a block as the guest writes it
* Merge pull request #409 from ogamespec/headless-offscreen-shader
* Headless: the offscreen backend draws with a real OpenGL context

Download:
Pureikyubu Git (2026/09/17) x64 (SHA1: 2cb96b5fb9675bf320bfe1c9691d744b7bbc8672) :
mirrored gofile 1cloudfile usersdrive vikingfile send koramaup
Source: Here



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