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EmuCR: DolphinDolphin Git 4.0-8860 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 #3572 from Sonicadvance1/egl_support_headless
Egl support headless
* Support a headless EGL option.
This is a new option to support completely headless running of Dolphin without X11 on systems that can properly support it.
* Merge pull request #3581 from sigmabeta/android-input-config
[Android] Implement Gamecube Input setting screen
* Add some stability fixes, though probably not enough
* Make necessary modifications to Java_GCAdapter for permissions request
* Implement Gamecube Input setting screen
* Merge pull request #3574 from palxex/master
fix El Capitan WiimoteReal pairing problem and refresh crash problem
* fix El Capitan WiimoteReal pairing problem and refresh crash problem
* Merge pull request #3576 from lioncash/boot
BootManager: Minor changes
* BootManager: Vertically align where sensible to do so
* BootManager: Simplify SaveConfig
Also std::array-ifies C-array members of ConfigCache
* Merge pull request #3480 from phire/memory_stride_too_small
Avoid the "Memory stride too small" assert
* Avoid the "Memory stride too small" assert
EFB2Tex still has no idea what to do with these weird textures so we
simply disable EFB2Tex when one is encountered.
* Merge pull request #3569 from mathieui/netplay-gcpad-position
[netplay] Fix a regression
* netplay: default the local pad to a gc controller
if the configured local pad is none, it will make dolphin behave
incorrectly (due to the game expecting inputs from the device while it
doesn’t exist).
* gcadapter: fix an incorrect mapping for non-local devices
Remote devices would always enter an error path and get disconnected
from the gamecube, breaking netplay in the process.
Culprit is still InGamePadToLocalPad
* gcadapter: set the konga setting properly
if it was used in netplay, it would read memory out of bounds
(due to the mapping method returning 4 if the device was remote) which
was 0 more often than not, causing the device in this position to be a konga.
(which may or not be the gcadapter due to the swap between local and
ingame controllers)
* bootmanager: update the supposed-end-of-enum
fixes a bug where gcadapter would fuck up netplay
* [netplay] Fix a regression
Introduced in 6e13496d8, pads would get assigned to their netplay
position, which breaks assumptions. With this behavior, the SI devices
should be mapped properly.
* Merge pull request #3575 from mathieui/netplay-server-cleanup
Small netplay server cleanup & fix
* NetPlayServer: Make SendAsyncToClients use an unique_ptr
* NetPlayServer: Make pad data unpacking nicer to read
* NetPlayServer: Possible out-of-bounds access on invalid input
if a pad or wiimote number was outside bounds (e.g. 42353543232),
it would still have been read from the array, which could lead to
inappropriate consequences, like a segfault.
* NetPlayServer: in-class initialization
* Merge pull request #3553 from Sonicadvance1/more_android_gc_adapter
Implement requesting permission for using the GC Wii U Adapter.
* Implement requesting permission for using the GC Wii U Adapter.
* Fix a bug in GCAdapter_Android where the payload size would end up being crazy values on the opposite thread
* Merge pull request #3550 from Sonicadvance1/egl_support_core_profile
Support the OpenGL core profile in EGL.
* Include the EGL defines we need for KHR_create_context ourselves.
This is because Google decided it was in their best interest to update eglext.h for android-21/arch-arm only and completely neglect all the other
architectures.
Sucks to suck.
* Support the OpenGL core profile in EGL.
This should make our Mesa EGL users happy.
* Merge pull request #3546 from Sonicadvance1/egl_shared_context
Implement shared contexts in the EGL context.
* Implement shared contexts in the EGL context.
This is being implemented here first under EGL since the infrastructure is already in place for this due to the Android code requiring some bits.
The rest of the interfaces will come in a little bit.
This will be required for threaded shader compiling in the near future.
* Merge pull request #3573 from degasus/fifoplayer
Fifoplayer: Fix dual core
* Thread: Limit thread name to 15 bytes on linux.
* FifoPlayer: Sleep while high watermark is set.
* FifoPlayer: Use more enums.

Download: Dolphin Git 4.0-8860 x64
Download: Dolphin Git 4.0-8860 for Android
Source: Here



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