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Hell I've even seen some new Dreamcast emulators put out and those things hadn't been worked on in like a decade.
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# ? Jun 24, 2016 03:07 |
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# ? Apr 27, 2024 17:22 |
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site posted:Hell I've even seen some new Dreamcast emulators put out and those things hadn't been worked on in like a decade. For real? Which emulators?
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# ? Jun 24, 2016 03:28 |
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Hace posted:For real? Which emulators? I see two on emucr: reicast and redream. I haven't tried them though, so I make no claims to their quality. http://www.emucr.com/search/label/DC?&max-results=12 Y'all should check out emucr. They got daily builds of like everything emu related. Including new builds of n64 plugins, so you might wanna give those a try for bk whoever was asking. site fucked around with this message at 03:39 on Jun 24, 2016 |
# ? Jun 24, 2016 03:36 |
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site posted:I see two on emucr: reicast and redream. I haven't tried them though, so I make no claims to their quality. Emucr has a bad habit of not knowing what they're doing when they make those builds so don't expect them to work.
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# ? Jun 24, 2016 04:11 |
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dis astranagant posted:Emucr has a bad habit of not knowing what they're doing when they make those builds so don't expect them to work. Ah, I see. Well, I haven't had any trouble with project64.
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# ? Jun 24, 2016 04:17 |
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It's mostly that their choice of compiler flags seems completely random and rarely has anything to do with what actually works well with a given emulator.
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# ? Jun 24, 2016 04:26 |
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The biggest issue with N64 emulation is that it's just not what PCs do today. The Gamecube's graphics chip (GX) isn't that far of a stretch from a modern GPU, but the N64 is a dizzying array of RSP/RDP, texture tile memory, manual DMAing, and other tricks that aren't quite like what GPUs should do. Additionally, the RSP is programmable, and developers can upload their own "microcode". While some emulators do try to run that code directly ("LLE"), it's slow, and so most emulators just rewrite the microcode in C++. I think we've discovered around 16 microcodes in active use, total. Rare, in particular, was fond of making a lot of changes to the microcode -- Rare accounts for 4 out of those 16.
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# ? Jun 24, 2016 05:11 |
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Dolphin 5.0 https://www.youtube.com/watch?v=KS7Fl30JZcA
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# ? Jun 24, 2016 11:23 |
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That's amazing work.
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# ? Jun 24, 2016 11:54 |
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Incredible job, gobsmacking release!
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# ? Jun 24, 2016 12:04 |
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How much / what has changed in regards to file structures in 5.0? I know i had to mess around and reorganize all my poo poo when going 3.X -> 4.0 to not lose stuff like the home menu setup or the game-specific cheats i added. I even wrote myself a little reminder at the time that's still in my Dolphin directory.quote:Pre-4.0 Dolphin: Anything i should know in that regard when going to 5.0?
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# ? Jun 24, 2016 12:12 |
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N64 emulation being where it is is a major reason I decided to go through RGB-modding my N64. It's not nearly as arduous/costly as some of the other retro console RGB mods (like the NES) and that way I can just stick with the carts themselves. Main issue at this point is having to work on maintaining the lovely N64 controllers going forward.
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# ? Jun 24, 2016 12:36 |
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HenryEx posted:Anything i should know in that regard when going to 5.0? I'd like to know this too.
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# ? Jun 24, 2016 13:37 |
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Okay nevermind, seems it just doesn't like Sandboxie. Im_Special fucked around with this message at 14:36 on Jun 24, 2016 |
# ? Jun 24, 2016 14:19 |
Looks like I'm about out of reasons to keep my Wii around.
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# ? Jun 24, 2016 14:53 |
Been dying to give Skyward Sword a proper go
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# ? Jun 24, 2016 15:57 |
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I should probably get around to modding my Wii and dumping all my games.
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# ? Jun 24, 2016 16:02 |
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I may post this on the Dolphin official forums, but I wanted to try here as well. I've been using Dolphin for a fair while and I have always been very impressed with it. I often use it to play games that I own like Punch-Out! and NewSMB so that I can avoid the annoyance of Wii controls, not helped by the tiny Wiimote, lack of traditional controller support, and my huge hands. Recently, I discovered the fan project NewerSMB Wii and I wanted to try it on Dolphin before I did any homebrewing on the Wii U. A very, very impressive game, but I have perhaps found a bug that I don't recall having while emulating NSMB. Whenever I enter into the screen to check which levels I've been into and which of the Star Coins I have found, the emulation locks up hard. I have to hit Escape or kill the emulation and start over. Other than that, everything is grand. I've had this problem in version 4.x of Dolphin and also 5.0, which just came out. Has anyone encountered this?
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# ? Jul 1, 2016 17:53 |
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Some friends and I started 4 player Tales of Symphonia last night and it works great. Thank you dolphin.
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# ? Jul 1, 2016 17:56 |
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I fired it up and haven't managed to crash Zangeki no Reginleiv yet so that's an improvement.
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# ? Jul 2, 2016 01:13 |
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The business of the Megaman thread and MN9's release had me dig up MM Anniversary and X-Collection. Maybe Command Mission too, but I've never been able to get into that game. Anyway, seems X-Collection runs 100% fine despite being an emulator running an emulator. Tried both X1 and X4 through the tutorial/opening stages with silky smooth consistency. Anniversary however, the one I really wanted to get down with, has a weird issue with MM8. Whenever that game changes the overall screen value to white (grenades go off, title screen, you-got-weapon) the FPS drops to somewhere between 15fps and maybe less than 1. The FPS display usually doesn't dip past 9 but it's obviously struggling. MM1 I only played a few minutes of (I was really itchy for some MM8 when I started this) and it seems to do fine. Of other note, since I haven't tried in a few years, MM10 doesn't run like some weird slide show anymore.
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# ? Jul 2, 2016 03:30 |
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Awesome! I dunno if its' D5.0 or upgrading from a Core2-Q6600 to i5-2500 that did it, but now everything runs smoothly! I've been mainly using Dolphin for party games since the games are easier to get into than even single-screen multiplayer PC stuff, so this definitely opens a lot more possibilities since not everyone has the same tolerance for weirdness that I do. As for N64, even though it's been stagnating a bit recently, I've never had any serious issues running most games, though I'm sure there are some problematic ones. Of course, there's always room for improvement. If anyone else is following this, there's also been some success emulating the WiiiU. I got Mario Kart running pretty decently (40-50fps, occasional stuttering) on the same machine using the Cemu: http://cemu.info/index.html Although MK appears to be more of an exception than the rule in terms of compatibility, it does work surprisingly well, with the only issue being seriously long loading times.
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# ? Jul 4, 2016 12:25 |
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My friends and I are looking for a version of dolphin with working wii remote netplay. Does such a thing exist? Edit found one: 5.0-136 Edit 2: but you can't save in this version so it's not gonna work Evil Eagle fucked around with this message at 17:34 on Jul 9, 2016 |
# ? Jul 9, 2016 17:12 |
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Wiimote netplay is severely broken no matter what version you use, unfortunately. You're better off waiting until it's reimplemented.
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# ? Jul 9, 2016 18:12 |
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Is there a way to adjust the speed with which the cursor moves when using a stick to emulate a Wiimote? Under General Settings, the IR Sensitivity option is greyed out. Edit: Nevermind, I think it's because I had Mario Galaxy open. I'll try this. FactsAreUseless fucked around with this message at 17:31 on Jul 31, 2016 |
# ? Jul 31, 2016 17:26 |
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The Progress Reports return after a brief break to push out a stable release. Video recordings now gracefully split instead of violently corrupting on resolution changes, Wiimote netplay is back on the slab, cheats no longer leak from one game to another, and the RTC is now configurable for TASsers etc.
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# ? Aug 3, 2016 09:07 |
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Is there any way to install Dolphin on an Android device running KitKat? I really want to try F-Zero GX on my NVidia Shield Portable but sadly the 5.0 update completely destroys this device (it actually causes speaker crackling somehow). Anyway since I am stick on KitKat, is there no way to run Dolphin on this? The device is rooted if that makes a difference. Thank you!
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# ? Aug 22, 2016 17:30 |
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August Progress Report! Triforce support has been removed with the intent of redoing it properly this time, Silent Hill is a ton faster now, a variety of depth issues are fixed, and an incredibly weird behaviour in Twilight Princess gets debugged.
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# ? Sep 2, 2016 05:57 |
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Been playing paper mario and have done the recommended of keeping bounding box on and disabled EFB Copies to Texture Only, and works pretty meh on 5.0, but works way better (pipe transitions take like 40~ seconds and the fps drops to single digits, things that build on the world are abysmally slow) and quite a bit better on some random 4.0-7064 version I had laying around, any help to this? Forums bring that my 6900 runs older versions of paper mario better i5-2500k and 8 gigs of ram if those things also help! stringball fucked around with this message at 07:03 on Sep 2, 2016 |
# ? Sep 2, 2016 07:00 |
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switch to OpenGL
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# ? Sep 2, 2016 09:39 |
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Vulkan will save us all. One day.
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# ? Sep 2, 2016 09:51 |
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nah, Vulkan won't help Dolphin, since the ways in which we're CPU bound won't really be fixed by Vulkan
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# ? Sep 2, 2016 10:04 |
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The Kins posted:August Progress Report! Triforce support has been removed with the intent of redoing it properly this time, Silent Hill is a ton faster now, a variety of depth issues are fixed, and an incredibly weird behaviour in Twilight Princess gets debugged. omg can i play spiderman now??? i know where my night is going
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# ? Sep 2, 2016 20:42 |
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How do you get save files to work over netplay?
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# ? Sep 2, 2016 20:53 |
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Suspicious Dish posted:switch to OpenGL Didn't help, still getting pretty big slowdowns, any other suggestions? e: turning everything down to the minimum setting helped a ton but now i'm getting unknown pointer in random numbers, hundreds of them if I hold the enter key down they pop back up instantly stringball fucked around with this message at 23:03 on Sep 2, 2016 |
# ? Sep 2, 2016 22:50 |
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are you using the 5.0rc build, or the final 5.0 one? your gpu might not support bbox either, that might be a thing
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# ? Sep 2, 2016 23:48 |
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The Kins posted:August Progress Report! Triforce support has been removed with the intent of redoing it properly this time, Silent Hill is a ton faster now, a variety of depth issues are fixed, and an incredibly weird behaviour in Twilight Princess gets debugged. I'm loving the fact that glitches and test cases are getting more and more obscure. Sure, let's figure out why a devkit demo isn't working right. And nowadays it's more often the fact that games were designed for GC and carry over all the weirdness that single console development has that's creating these interesting reports. Like, who on earth is going to predict that a Nintendo dev would use the gameID as a texture? What next, using the soundchip as a renderer? Using the memory card as a bit of extra RAM? Using disc read to sync cutscenes... oh wait that already happened.
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# ? Sep 3, 2016 07:10 |
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SatansBestBuddy posted:Using the memory card as a bit of extra RAM? A very common trick is to use the audio DSP's RAM (ARAM) as an extra 16MB of memory. On a system with only 24MB of memory to begin with, this is quite notable.
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# ? Sep 3, 2016 07:54 |
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I guess something was wrong with the game.ini file and turning off panic handling stopped the hundreds of errors I just messed around with a ton of settings and something worked eventually
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# ? Sep 4, 2016 08:51 |
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# ? Apr 27, 2024 17:22 |
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Suspicious Dish posted:A very common trick is to use the audio DSP's RAM (ARAM) as an extra 16MB of memory. On a system with only 24MB of memory to begin with, this is quite notable. Yeah, but they had to stop because whenever they put game memory in the DSP RAM it made the game instantly enter failure states and show text like "this is bullshit" and "how was I supposed to know I was supposed to <x>?"
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# ? Sep 4, 2016 10:18 |