2010-07-07

Dolphin SVN r5847

EmuCR:DolphinDolphin SVN r5847 is released.Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator.It has a partial Wii support and plays most Gamecube games. OpenCL is enabled in this build.

Dolphin SVN changelog:
r5842
cleanup + some eolz
r5843
Implement proper thread naming on linux. This fixes a segmentation fault with thte wiimote new configuration dialog when a thread was named without first calling ThreadInit.

Also take care of some more eols.
r5844
little fix for error introduced in shader generator in R5842
r5845
somo improvements in vertex manager in dx11, may spedd up things a little.
i made this changes trying to found the origin of the sps in zww and sms but no look so far.
the code is looking nice so commit it
r5846
copy the data to both, in hi quality to the texture and in native quality to the ram.
then instead of re-decoding the data from ram (very slow) use the data in the texture.
to improve this even more, test if the cpu has modified the data in the ram copy, if so, update the texture in memory and mark it as dynamic to avoid redundant work in future frames.
having all this implemented this is what is archived:
sms: full quality with scaled efb copies and fully functional goop cleaning :)
ztp: efb to texture speed with full map support.
nsmbw: this is a hard to emulate game, as it make a lot of shading and texture modification in cpu. it only have 35 fps in my system with new efb to ram but is 10 fps faster than normal efb to ram.
this game also show me another unimplemented feature, copy efb to multiple textures at the same time (is used to animate coins and other things in the world).
this is a remaining todo in efb to texture.
a lot of games should improve, so please test and let me know any regresion caused by this commit.
if everyone likes this the next step is, implement efb to multilpe textures and merge efb to ram and efb to texture.
then port to the other plugins.
enjoy.
r5847
Make the refresh button on the Wiimote New plugin add new wiimotes in linux, instead of disconnecting and reconnecting those that were already connected. This makes it possible to connect new wiimotes during a game by openning the wiimote configuration dialog and refreshing. You still need to tell dolphin that a new wiimote is connected using Ctrl+F5-F8 or the corresponding menu entries.

Also fixed a segmentation fault caused by the UDP Wiimote stuff when a thread was not properly ended.

Download:Dolphin SVN r5847 x86
Download:Dolphin SVN r5847 x64
Source:Here

3 Comments:

  1. Thx for the build.

    ReplyDelete
  2. THANKS for good work

    ReplyDelete
  3. Quickly for you it is idzie.Da oneself to make something from Resident Evil Remake (NTSC) GAMECUBE, sometimes a form is disappearing and very shadow is remaining...

    ReplyDelete

Can't post a comment? Try This!