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View Full Version : Emulator Problem: Dolphin Unofficial SVN Build 4460(Gamecube and Wii emulator)



cibomatto2002
October 27th, 2009, 05:12
'unofficial' SVN build of The Gamecube and Wii emulator Dolphin has been released. Quite a few changes, fixes, and enhancements are present in this new version. Sit down, grab a coffee, and read on:



Dolphin GUI/Integrated Tools:





?Memcard Manager: Fixed exporting gci files

?Many fixes related to the GUI now supporting unicode

?Move to wxAUI, which is wxw-speak for GUI with decently modern features

?Gamelist has new, improved look and feel (you can jump to games alphabetically with you keyboard)

?Added ability to dump full filesystems from GC and Wii discs. For GC discs, this includes the main apploader and dol



Dolphin Core:





?Add \"auto\" mode to the frameskipper

?Massive_ stability fixes and bugfixes to JIT/JITIL

?Implementation of Instruction Cache (interpreter only)

?More accurate and complete FPU emulation (mostly visible in interpreter)

?Added/Fixed Tool-Assisted-Speedrun features

?Added the Triforce baseboard's SI and EXI devices (and JVS I/O), and media board behavior.

?Implementation is enough to get some games running, but requires more work for more games

?Many fixes to Netplay feature

?Allow plugins to be specified from the command line

?Fix some issues with loading WADs

?Stabilization of savestates

?Added \"Reset\" function - the equivalent of tapping the reset button



Audio (Common audio features):





?Added ALSA backend



Video (Common video features):





?Fix PeekARGB

?Fix flickering in some games

?Optimization of shader generation and handling

?Generally better shader error handling

?Add widescreen hack



Wiimote (actually fixed in internal IPC HLE):





?Fix wiimote usage in homebrew



Debugger:





?Enable editing of registers displayed in the register window

?Add ability to flip between ASCII and floating point values in mem view



OpenGL plugin:





?Remove unneeded projection hacks



DirectX plugin:





?Fixed up and FAST! (literally too many fixes for me to list ;p )

?Enable toggling of safe texture cache

?Enable toggling of EFB reads from cpu



Software Graphics plugin (NEW!):





?Totally new plugin, intended for debugging and very accurate emulation - SLOW, don't feel the need to tell the team to make it faster



DSPLLE plugin:





?More reversing done, more left to go



DSPHLE plugin:





?Fix various games booting where they would hang before

?Reversing and implementation of many of the more intricate behaviors of ucodes, expect better sound in most games.



DSPSpy:





?Improve SD interaction

?Fix rom dumping



Misc:





?OSX build compiles and runs...(yes, even Snow Leopard)

?OpenCL is being actively worked on to speed up texture conversion and other areas. Not enabled in normal builds yet.

?Many, many tweaks here and there to increase speed, stability, and code cleanliness



http://www.dolphin-emu.com/news.php

Jale
November 2nd, 2009, 04:05
Great! Just tested it a while ago and Super Mario Sunshine goes smootly now.

Jale
November 3rd, 2009, 04:08
And Super Smash Bros. Brawl runs perfectly. When I say perfectly I mean it doesn't crash anymore!

I've been playing it for about 2 or 3 hours and you can even go back in menu.

Alexander_13
December 4th, 2009, 00:15
Dolphin SVN Build 4525 version works great with fire emblem path of radiance and resident evil zero

Jale
December 4th, 2009, 02:30
Never tried them though. I use the 64 bit versions BTW.

Alexander_13
December 4th, 2009, 13:09
I use the 32bit ones cuz i got xp 32

cibomatto2002
December 6th, 2009, 00:31
How fast of a computer do you need to run this emulator at 60 FPS

Jale
December 6th, 2009, 04:50
It depends of the game. I can run Super Smash Bros Brawl at 50 FPS (the max PAL games can get), but sometimes it drops to 40.

I run a Core 2 Quad computer, but Dolphin only uses two of my four cores, so I think Core 2 Duo will do the trick.

cibomatto2002
December 6th, 2009, 15:22
OK thanks