Dolphin Git 4.0-8627 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 #3449 from freelancer42/android_finish_main_activity_after_autostartfile
StartupHandler.java: Finish main activity if AutoStartFile is specified in intent
* StartupHandler.java: Finish main activity if AutoStartFile is specified in intent
Call finish() on parent (main/browser) activity after starting EmulationActivity if AutoStartFile was specified. This makes the experience more streamlined for users who want to start games from an external frontend, since they don't expect to return to the Dolphin main activity after they've played their game.
* Merge pull request #3460 from JosJuice/platform-icon-padding
Adjust the size of the Wii platform icon and padding of all platform icons
* Change the size of the Wii platform icon
In DolphinWX, the right edge of the Wii platform icon used to be bit
too close to the banner.
* DolphinWX: Re-add some padding for platform icons
The padding on the right was changed from 3px to 0px by fd2d505. 1px is
needed for counteracting the white 1px line to the left of the game list.
* Merge pull request #3429 from sepalani/debug_vector_fix
Debug Builds: Fixed vector assertion
* Debug Builds: Fixed vector assertion
* Merge pull request #3465 from Sonicadvance1/Android_move_jni
Move Android JNI bits from DolphinWX to the Android folder.
* Move Android JNI bits from DolphinWX to the Android folder.
* Merge pull request #3467 from mathieui/netplay_version_commit_hash
Use the current commit hash in the netplay version
* Use the current commit hash in the netplay version
So that it contains the current commit and not an arbitrary date that
may or may not be up-to-date. This will cause tears as people will not
be able to use netplay with one diverging commit that does not touch
anything related. On the other hand, users can’t be trusted.
* Merge pull request #3464 from Armada651/stereo-warnings
VideoConfig: Don't give warnings for per-game stereoscopy parameters.
* VideoConfig: Don't give warnings for per-game stereoscopy parameters.
* Merge pull request #3466 from JosJuice/game-list-empty-condition
DolphinWX: Unify the condition for the game list being empty
* DolphinWX: Unify the condition for the game list being empty
When there are no games to display in the game list, DolphinWX shows a
message instead. Clicking the message will perform an action. If the game
list truly is empty, the message and action are for opening a browse
dialog, but if the user has hidden some games, they are instead for
unhiding all games. However, the condition for checking which message to
display lacked some parts that are in the condition for checking which
action to use, so the two could be different in rare cases. This PR fixes
that by breaking out the two conditions to a new unified function.
* Merge pull request #3468 from JosJuice/dk-bongos
Use the English name for DK Bongos in the English version of Dolphin
* Use the English name for DK Bongos in the English version of Dolphin
Tarukonga is Japanese. People who don't speak Japanese are unlikely to
understand it.
* Merge pull request #3156 from degasus/videosw2
VideoSW: Use VideoCommon framework and drop redundant code
* VideoSW: Use more VideoCommon
Now we require lots of empty functions, but this removes by far more duplicated code.
* Merge pull request #3359 from degasus/ini
VideoConfig: Use "GFX.ini" for both D3D and OGL.
* VideoConfig: Use "GFX.ini" for both D3D and OGL.
They share the same format, so there is no need to separate their configs.
* Merge pull request #3313 from degasus/videosw
VideoSW: Clear Vertex data before usage
* VideoSW: Clear Vertex data before usage
This must have no effect, everything else is usage of uninitialized memory.
* Merge pull request #3440 from Sonicadvance1/Android_WiiU_Adapter
[Android] Disable screen lock when a title is running.
* [Android] Disable screen lock when a title is running.
Encountered this when testing out the Wii U Gamecube Adapter.
* Merge pull request #3428 from Sonicadvance1/proper_glextensions
Make GLExtensions no longer require slghtly modified GL headers
* Remove our modified GL headers.
* Make GLExtensions no longer require slghtly modified GL headers.
In fact, removes the need for external headers at all.
* Merge pull request #3455 from Sonicadvance1/GC_adapter_android
[Android] Add support for the Wii U Gamecube adapter under Android.
* [Android] Add support for the Wii U Gamecube adapter under Android.
No way to properly enable it from an end user perspective yet.
Doesn't require root.
This same sort of system can be used for the Dolphinbar in the future for real wiimote support.
* Add a stubbed GCAdapter namespace.
This cleans up a bunch of #ifdef checks in places.
* Fixup typo in GCAdapter
* Fix GCPad recalibration shortcut.
Dolphin has supported the recalibration shortcut (X+Y+Start) for quite a long while. So if someont's axises are terrible, you could easily
recalibrate.
Games even get the initial calibration upon boot(Most of the time).
While changing over the GCAdapter code, I was testing to make sure the reset and calibration shortcuts still worked, turns out they didn't work at
all.
Looking in to the problem, we capture the combination properly, and we wait three seconds until we actually fire that off recalibration.
The problem is for Nintendo's SDK to properly handle recalibrating, we need to send back data saying that it needs to recalibrate.
On hardware this is done as part of the 64bits of data the controller sends back to us.
On holding of the controller, bit 61 of the return value is set, which the Nintendo SDK catches, and then signals immediately afterwards a CMD_ORIGIN
command in order to recalibrate the controller.
We were outright ignoring this bit, so the library wasn't ever recalibrating. I suspect in the past the class itself used to use the calibration data
to to offset the data, but somewhere along the lines it got munged out of existence.
The Gamecube adapter does this shortcut in a bit of a unique way, instead of sending the command and having the library support it and what have you.
Once holding the shortcut for the amount of time, the adapter reports back that the controller has actually been disconnected. Then when you let go of
the combination, the adapter states that a new device has been connected to that port, and the recalibration happens because a new device is
"connected."
This fixes controller calibration for both emulated GC controllers and also the Wii Gamecube Adapter.
* Make the Wii U Gamecube adapter work with less magic.
The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy
as possible.
The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular
gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs
if something was connected.
While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really
know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in
the IRC channel in the last week).
This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in
to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration.
Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube
Pad device and only reimplements what it needs to.
This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input.
Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
* Add two missing values that can fit in GCPadStatus
* Move SI_GCAdapter over to InputCommon
* Merge pull request #3459 from JosJuice/custom-texture-all-regions-2
HiresTextures: Refactor getting directory
* HiresTextures: Refactor getting directory
* Merge pull request #3357 from JosJuice/no-xpm
DolphinWX: Stop using XPM images
* DolphinWX: Minor adjustments to the widths of images
* DolphinWX: Stop using XPM images
Using the XPM format for images has become a maintenance problem because
people don't know how to create them. This commit removes all XPM images
and all C files that contain PNG images. DolphinWX now uses the PNGs
in the Resources folder instead, just like DolphinQt and DolphinQt2 do.
* New 32x32 platform icons by MaJoR
* Remove padding from platform icons and rating icons
* Merge pull request #3457 from booto/si-sampling
[RFC] SI: Base SI sampling on VSync & horiz lines
* SI: Base SI sampling on VSync & horiz lines
* [Android] Fix enabling and disabling Gamecube controllers.
* Merge pull request #3456 from JosJuice/custom-texture-all-regions
HiresTextures: Also look for directories with 3-character IDs
* HiresTextures: Also look for directories with 3-character IDs
People who make texture packs usually release them using a specific ID
(for instance SX4E01). Users who have a different version of the game
(like the PAL version SX4P01) then need to rename the custom texture
folder to match. This is a lot simpler than renaming every texture file,
as was required with the old texture format, but it's still something
that users can forget to do. To make that unnecessary, this change makes
it possible to use three-character region-free IDs for custom texture
folders, similarly to how game INIs can use three-character IDs. Once
most people have updated to Dolphin versions that include this change,
those who make texture packs will be able to name them with
three-character IDs, removing the need for users to rename anything.
* Merge pull request #3356 from degasus/master
Throttler: Rename "framelimiter" to "emulation speed".
* Throttler: Rename "framelimiter" to "emulation speed".
We don't throttle by frames, we throttle by coretiming speed.
So looking up VI for calculating the speed was just very wrong.
The new ini option is a float, 1.0f for fullspeed.
In the GUI, percentual values are used.
Download: Dolphin Git 4.0-8627 x64
Download: Dolphin Git 4.0-8627 for Android
Source: Here
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