Dolphin Git 5.0-2720 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 #4975 from ligfx/controlsetting
InputCommon: move Setting classes out of ControlGroup
* InputCommon: move Setting classes out of ControlGroup
* Merge pull request #5002 from leoetlino/es-di-ioctlvs
IOS/ES: Implement ES_DIGetTicketView
* IOS/ES: Implement ES_DIGetTicketView
One of the remaining ioctlvs that were not implemented, and which were
used by games (even though they did not really depend on the view).
* Merge pull request #5000 from lioncash/fwd
JitInterface: Convert includes into forward declarations where applicable
* JitInterface: Convert includes into forward declarations where applicable
* Merge pull request #4919 from ntruhan/master
Android: Sort configuration ini files
* Android: Sort configuration ini files
* Merge pull request #4981 from leoetlino/es-title-handling
IOS/ES: Proper active title tracking (+ neat accidental fixes)
* Remove useless ES wrappers from the main IOS file
This removes wrappers for ES_DIVerify and ES::LoadWAD. They are not
really useful as we can simply call the ES function directly, and
it is actually somewhat confusing because both functions are static
and are not tied to a particular ES instance.
* IOS/ES: Add logging for title context changes
* IOS/ES: Update running game info on title change
This allows Dolphin to stay up-to-date about what title is currently
running, which fixes savestates, screenshots, etc. after an ES_Launch.
Same limitation as with MIOS: currently, GameINIs are not reloaded,
because it's a pain with the current config system. It'll happen
when the new config system is done, and this commit makes it much
easier to do!
* IOS/ES: Mark members shared between instances as static
Some members are shared between ES instances, and they are just global
variables in IOS.
This is more efficient than getting the installed titles or setting the
current active title tons of times for no reason.
* IOS/ES: Keep track of the active title properly
This changes ES to keep track of the active title properly,
just like IOS:
* It is NOT changed on resource manager open/close.
* It is reset on IOS reload.
* It is changed by ES_DIVerify and ES_Launch.
IOS stores the active title in a structure like this:
struct ESTitleContext
{
Ticket* ticket;
TMD* tmd;
u32 active;
};
With this commit, we also do keep the Ticket and TMD around. This
makes some of the DI ioctlvs (which return data about the current
active title) trivial to implement in the future.
This fixes the System Menu not being able to see update partitions
and also allows us to change Dolphin's active game info in the future.
* Merge pull request #4984 from leoetlino/content-fixes
IOS/ES: Title import fixes + hack removals (fix for System Menu disc updates)
* Add ES::Content::IsShared to avoid hardcoding 0x8000
* IOS/ES: Fix GetTMDView when title doesn't exist
This fixes ES_GetTMDView and ES_GetTMDViewSize to return -106
(FS_ENOENT) if the title does not exist (and more specifically when no
TMD exists in the NAND). This allows installed (or not installed) IOSes
to be detected properly.
* IOS/ES: Drop 'fake IOS titles' hack
It prevents system updates from working properly, because we always
returned that the latest version of every single IOS was installed.
* IOS/ES: Edit uid.sys on AddTitleStart
This allows channels to be registered and installed properly.
(And it is what IOS does.)
* IOS/ES: Add sanity checks to AddTitleFinish
* IOS/ES: Handle adding shared contents properly
* Merge pull request #4993 from ligfx/fixsonicadventure2
OGL SetBlendMode: always set blend equation and func
* OGL SetBlendMode: always set blend equation and func
Before #4581, an invocation of `SetBlendMode` could invoke
`glBlendEquationSeparate` and `glBlendFuncSeparate` even when it was
setting `glDisable(GL_BLEND)`. I couldn't figure out how to map the old
behavior over to the new BlendingState code, so I changed it to always
call the two blend functions.
Fixes https://bugs.dolphin-emu.org/issues/10120 : "Sonic Adventure 2
Battle: graphics crash when loading first Dark level".
* Merge pull request #4995 from lioncash/normalize
CMakeLists: Normalize whitespace
* CMakeLists: Normalize whitespace
Normalizes tabs to spaces to follow our codebase's indentation style.
* Merge pull request #4961 from aldelaro5/fast-memchecks
Make memory breakpoint faster
* Make memory breakpoint faster
Currently, slowmem is used at any time that memory breakpoints are in use. This commit makes it so that whenever the DBAT gets updated, if the address is overllaping any memchecks, it forces the use of slowmem. This allows to keep fastmem for any other cases and noticably increases performance when using memory breakpoints.
* Make memory breakpoint faster
Currently, slowmem is used at any time that memory breakpoints are in use. This commit makes it so that whenever the DBAT gets updated, if the address is overllaping any memchecks, it forces the use of slowmem. This allows to keep fastmem for any other cases and noticably increases performance when using memory breakpoints.
* Merge pull request #4997 from lioncash/contrib
Contributing.md: Update C++11 mention to C++14
* Contributing.md: Update C++11 mention to C++14
* Merge pull request #4996 from lioncash/contrib
Contributing.md: Add missing table of contents sections
* Contributing.md: Add missing table of contents sections
* Merge pull request #4956 from leoetlino/es-checks
ES: Replace useless asserts with proper checks
Download: Dolphin Git 5.0-2720 x64
Download: Dolphin Git 5.0-2720 Android
Source: Here
2017-03-03
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