Dolphin bug tracker: Issueshttps://bugs.dolphin-emu.org/https://bugs.dolphin-emu.org/favicon.ico?12023-02-26T17:21:07ZDolphin bug tracker
Redmine Emulator - Emulator Issues #13183 (New): Improve UI/UX for GCI folders.https://bugs.dolphin-emu.org/issues/131832023-02-26T17:21:07ZAdmiralCurtiss
<p>This has come up enough times in the Discord where I'm thinking we need to improve something here. Usually this manifests as someone trying to import eg. a save file from GameFAQs and getting completely lost in what they have to do in order to make Dolphin actually read the save file. Often they try to use the memory card manager to import the save into a raw memory card, or they end up placing the GCI file into the correct place but don't delete the existing save file, which ends up giving cryptic messages about saves failing to load when launching the game.</p>
<p>And to be fair, I can't really blame them! If you're not already familiar with the concept, GCI folders can be hard to understand, and nothing in our UI even tries to explain how they work.</p>
<p>So I suggest the following improvements; feel free to add to this list or to disagree with any of these:</p>
<ul>
<li>Our current UI name for manually managed raw memory card files is "Memory Card" and the UI name for the automatically managed GCI folder is "GCI Folder". This is clearly legacy from when GCI Folders didn't exist yet, and a naive user who just wants a memory card would obviously select Memory Card here, so I suggest renaming them to be more clear that both are emulating a memory card and that one is a raw binary blob and one is a automatically managed folder. Something like "Memory Card (Single File)" and "Memory Card (Auto)", maybe? I'm not sure what exactly, I'm just sure that the current ones are confusing for users.</li>
<li>Support opening GCI folders as if they were memory cards in the Memory Card Manager. This makes it easier for the user to identify save files in the GCI folders and we can automatically overwrite the correct file when they import a file that already exists. This also allows users to import non-GCI memory card formats into GCI folders without weird roundtrips through a raw memory card or third-party software.</li>
<li>The Memory Card Manager should auto-load the currently 'inserted' memory card and allow quick toggling between the individual regional variants of that card.</li>
<li>Improve the error handling when a GCI folder encounters multiple save files with the same filename. Right now it just prints "Warning: Save file(s) of the current game failed to load." as an OSD message on bootup, which is not that helpful for actually identifying the problem. At the very least it should say which files are overlapping and what it has done to resolve that conflict. If the Memory Card Manager works for GCI Folders we can also send users there to fix the conflict themselves by selecting the save they want to use/keep.</li>
</ul>
Emulator - Emulator Issues #11873 (Accepted): Attempting to calibrate mouse cursor inputs is conf...https://bugs.dolphin-emu.org/issues/118732019-10-03T15:32:00ZT0biasCZe
<p>Hello, there is a problem with Point calibration (attached video)<br>
Computer:<br>
Windows 7<br>
16GB Ram DDR3<br>
CPU Intel i5-4690K<br>
GPU nVidia GTX 1060 (Asus dual gtx1060 o6g)<br>
When i try to calibrate Point, the red dot goes away...</p>
Emulator - Emulator Issues #11750 (Work started): Skyward Sword - Emulated Wii Remote MotionPlus ...https://bugs.dolphin-emu.org/issues/117502019-06-03T01:29:48ZExodus96
<p><strong>Game Name?</strong></p>
<p>The Legend of Zelda: Skyward Sword</p>
<p><strong>Game ID?</strong> (right click the game in the game list, Properties, Info tab)</p>
<p>SOUE01</p>
<p><strong>MD5 Hash?</strong> (right click the game in the game list, Properties, Verify tab, Verify Integrity button)</p>
<p>[Put MD5 Hash here]</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>In relation to emulated motion plus, Skyward Sword tends to 'stab after swings' and 'shield bash while tilting right analog stick', a behavior which is actually 'achievable' on console probably due to the creation of tons of acceleration data over a very small distances.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>Moving either of the analog stick (in terms of emulated swing of nun chuck and emulated swing of wii mote) can easily reproduce this problem.</p>
<p><strong>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</strong></p>
<p>5.0-10411</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>I believe as of now there's still no emulated motion plus in the latest stable version?</p>
<p><strong>If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: <a href="https://wiki.dolphin-emu.org/index.php?title=FifoPlayer" class="external">https://wiki.dolphin-emu.org/index.php?title=FifoPlayer</a></strong></p>
<p>[Attach any fifologs if possible, write a description of fifologs and screenshots here to assist people unfamiliar with the game.]</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>i7-7700k, GTX 1080, Win10</p>
<p><strong>Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,<br>
configuration files, savefiles, savestates)</strong></p>
<p>[Anything else here]</p>
Emulator - Emulator Issues #11019 (Work started): QT control customization pane missing features ...https://bugs.dolphin-emu.org/issues/110192018-04-24T02:14:10Z8times9
<p>Game Name?</p>
<p>Dolphin QT control pane</p>
<p>Game ID? (right click the game in the game list, properties, info tab)</p>
<p>N/A</p>
<p>MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)</p>
<p>N/A</p>
<p>What's the problem? Describe what went wrong.</p>
<p>The QT control pane is missing some features from WX and has regressed in other areas</p>
<ol>
<li>Right clicking on assigned buttons (and "Rumble" button) is no longer present</li>
<li>Indicators for buttons, start, and d-pad are missing for GameCube controller, and all indicators are missing from Wii Remote buttons</li>
<li>The indicators are far too large compared to WX and look worse. In WX they had a consistent white and red color scheme but here they have black, white, yellow, and even a bit of green.</li>
<li>There is a tab labelled "GameCube Controller" in the control pane, but I can't find any instance where there is more than one tab here--this tab is useless</li>
<li>"Always Connected" checkbox is missing, but this could be intentional</li>
<li>The QT pane has far too much empty space, wheras the WX pane was much more compact. Resizing doesn't remove the extra space, it just makes the pane scrollable. </li>
</ol>
<p>What steps will reproduce the problem?</p>
<p>N/A</p>
<p>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</p>
<p>Dolphin 5.0-7082, latest is 5.0-7082 </p>
<p>Is the issue present in the latest stable version?</p>
<p>No, 5.0</p>
<p>If the issue isn't present in the latest stable version, which is the first broken version? (You can find the first broken version by bisecting. Windows users can use the tool <a href="https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds" class="external">https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds</a> and anyone who is building Dolphin on their own can use git bisect.)</p>
<p>N/A</p>
<p>If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: <a href="https://wiki.dolphin-emu.org/index.php?title=FifoPlayer" class="external">https://wiki.dolphin-emu.org/index.php?title=FifoPlayer</a></p>
<p>[Attach any fifologs if possible, write a description of fifologs and screenshots here to assist people unfamiliar with the game.]</p>
<p>What are your PC specifications? (CPU, GPU, Operating System, more)</p>
<p>i5 4430<br>
Radeon RX 460<br>
Windows 10</p>
Emulator - Emulator Issues #10242 (Work started): [Feature Request] Extend relative input functio...https://bugs.dolphin-emu.org/issues/102422017-04-26T20:06:20ZDjBladesdjpokeboy2000@gmail.com
<p><strong>Game Name?</strong></p>
<p>Several, Trauma Center: Second Opinion particularly</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>The current functionality for binding Wii Remote rotation does the job, but makes precise maneuvers extremely difficult. Case in point, Trauma Center. You must hold the binding to turn the Wiimote in one direction, but on release, it immediately starts turning back to its neutral position again. In Trauma Center: Second Opinion you need to rotate bone fragments to an exact orientation, then place them in their designated spots. This ends up becoming a battle of trying to fight the automatic counter-rotation in order to keep the fragment at the correct angle at the same time as placing it. <br>
Emulated Push and Pull movements suffer from the same problem. Again relating to Trauma Center, in the "An Explosive Patient" level, you need to remove and put pins in different positions. In emulator, this means you need to hold down the bound key to pull the pin out, but keep holding it to prevent the emulator pushing it back in again. And if you hold it for too long, the game gets glitchy and just resets the remote's position. If you release the button at this point, the game interprets your movement as pushing forward again, making this section of the game extremely difficult.</p>
<p>Giving Rotation and Pushing/Pulling a "Relative Input" option that prevents the emulator from automatically trying to return the Wiimote to its neutral state would solve both of these problems, and likely make many other games with similar controls easier as well.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>Bind keys to rotation or Push and pull.<br>
Push either one while in the configuration section and watch the example square.<br>
The wiimote will always return to its neutral state once the button is released.</p>
Emulator - Emulator Issues #10163 (New): [Feature Request] Assigning controller ports during Netplayhttps://bugs.dolphin-emu.org/issues/101632017-03-23T16:21:28Zehw
<p>I apologize if this issue was already created. I tried looking for something similar but I couldn't really find anything.</p>
<p>As of 5.0-3063, Dolphin has the ability to allow the host to assign controller ports to connected clients before starting a Netplay session. As soon as the game begins, unless the host completely stops the emulation, the host cannot change the controller assignment (the option becomes unavailable). It would be great if the host could change the controller port during emulation/netplay because it would allow for more possibilities with netplay. For instance, if I were playing a single player game and I wanted to "pass the controller" to someone else, as a host, I could assign the controller to either another player that has a controller assigned to them or a spectator to allow them to play the game i.e "golf mode". I believe there are certain games that might also have multiplayer in the form of passing the physical controller to another player, although I don't know of any off the top of my head. This is also good for multiplayer sessions that have at least two players and at least one spectator. If the spectator wishes to play, the host can give either their controller or player 2's controller to the spectator and allow them to play without stopping netplay/emulation. </p>
<p>I don't know how feasible this might be, although if it's not possible (or if it's dangerous to) change controller assignments during active emulation, perhaps allow the host to assign the controllers when emulation is paused instead, not stopped.</p>
<p>What do you think?</p>
Emulator - Emulator Issues #9827 (New): [D3D] Xenoblade Chronicles - Depth Fightinghttps://bugs.dolphin-emu.org/issues/98272016-10-07T14:36:57ZGuitarkory1Guitarkory1@gmail.com
<p><strong>Game Name?</strong><br>
Xenoblade Chronicles</p>
<p><strong>Game ID?</strong> (right click the game in the game list, properties, info tab)</p>
<p>SX4E01</p>
<p><strong>MD5 Hash?</strong> (right click the game in the game list, properties, info tab, MD5 Hash: Compute)</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>There is some major z-fighting in makna forest when you first enter it. look at the sky textures and you can see the water textures fighting one another in 3d11 & 3d12.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<ol>
<li>enter makna forest through bionis interior.</li>
<li>look at sky after entering.</li>
<li>see some weird stuff like the water textures fighting each other.</li>
</ol>
<p><strong>Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?</strong></p>
<p>dolphin 5.0 version 993 original test, first noticed it was broken<br>
dolphin stable 5.0, didn't fix the issue<br>
dolphin ishiiruka 785, also didn't fix the issue</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)<br>
windows 10 anniversary edition<br>
intel 4720hq<br>
nvidia 960m 4gb running driver 368.81 </p>
<p><strong>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)</strong><br>
it works in opengl but not d3d</p>
Emulator - Emulator Issues #9696 (New): Support Full SBS 3D output.https://bugs.dolphin-emu.org/issues/96962016-07-16T00:39:35ZJMC4789JMC4789@gmail.com
<p>Virtual Desktop can display devices in Full SBS so I can actually test it now.</p>
Emulator - Emulator Issues #9391 (Accepted): Controller Profile naming doesn't filter out charact...https://bugs.dolphin-emu.org/issues/93912016-03-02T19:48:05ZAdmiralCurtiss
<p>Open up the Emulated Wiimote config window, type a relative filepath into the Profile box, and hit Save. The window will save the profile, but can't find the created file so it looks like it just disappears.</p>
<p>Examples:<br>
Type "a/b" and hit Save. Profile gets saved as "[userdir]\Config\Profiles\Wiimote\a\b.ini", creating the "a" directory, but the file is not displayed in the dropdown.<br>
Type "../../Dolphin" and hit Save. Profile gets saved as "[userdir]\Config\Dolphin.ini", overwriting the main Dolphin config file.</p>
<p>I recommend just disallowing paths.</p>
<p>On this note, typing a name that has characters that are illegal in the filesystem doesn't save anything but doesn't display an error either.</p>
Emulator - Emulator Issues #9277 (Accepted): Spyro A Hero's Tail - Underwater Blur Emulated Incor...https://bugs.dolphin-emu.org/issues/92772016-01-19T17:06:43ZLuismaSPLuismaSP89@hotmail.com
<p><strong>Game Name?</strong></p>
<p>Spyro A Hero's Tail - PAL</p>
<p><strong>Game ID?</strong> (right click the game in the game list, properties, info tab)</p>
<p>G5SP7D</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>1- If you dive in Spyro A Hero's Tail, the water looks completely fuzzy. This happens in the OpenGL backend. In the direct3D backend the problem was solved between 4.0-8700 and 4.0-8727 (In 4.0-8700 D3D, the problem can see only in the upper half of the screen).</p>
<p>2- Heavy slowdown when underwater between 4.0-8700 and 4.0-8727, both backends, but specially D3D.</p>
<p><strong>Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?</strong></p>
<p>4.0-8700 and 4.0-8727</p>
<p><strong>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)</strong></p>
<p>Tested too with default settings and native IR.</p>
<ul>
<li>I attach a savegame to test it.</li>
</ul>
Emulator - Emulator Issues #9009 (Accepted): Tell users they are dumb when they attempt to use Ga...https://bugs.dolphin-emu.org/issues/90092015-10-04T14:19:06ZJMC4789JMC4789@gmail.com
<p>I have no idea how to implement this, but at least half of our issues with controllers on the forum comes down to "I can't play X game, inputs don't work even though I configured the GameCube controller." Then they attempt to play The Last Story or Super Mario Galaxy. I've even seen the opposite though, people configuring Wiimotes for Melee.</p>
<p>I mean, it's fairly obvious that if someone does this, they've probably never played the game on Console and probably pirated it in the first place. I mean, if you've actually played the game on Console, you'd probably know what controllers it supports. Still, it's annoying that we get tons of forum posts with this coming up again and again.</p>
Emulator - Emulator Issues #8769 (Work started): Request: Option to set controller rumble trigger...https://bugs.dolphin-emu.org/issues/87692015-07-09T20:27:40Zrecumbentphillrecumbentphill@gmail.com
<p>I request an option that would send out all rumble triggers as low frequency sine waves for those with tactile transducers (as well as rumble vests).</p>
<p>This feature would make for better immersion or just plain fun! Before it was just the controller that would vibrate, now it can be your whole body (Oh my!). </p>
Emulator - Emulator Issues #8569 (Accepted): One Piece: Grand Adventure has severe 3D issueshttps://bugs.dolphin-emu.org/issues/85692015-05-18T03:18:02ZAnonymous
<p>Game Name?<br>
One Piece: Grand Adventure</p>
<p>Game ID?<br>
GOQEAF</p>
<p>What's the problem? Describe what went wrong in few words.<br>
When 3D is enabled, the right side of the screen is missing most of the game's elements. This issue is present with the least bit of depth/convergence I believe.</p>
<p>What did you expect to happen instead?<br>
The 3D would work as usual.</p>
<p>What steps will reproduce the problem?</p>
<ol>
<li>Enable 3D on Dolphin.</li>
<li>Start up the game until you get to the main menu.</li>
<li>The issue is already there.</li>
</ol>
<p>Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have<br>
known issues and bugs, so don't report issues about them and test the<br>
latest Dolphin version first.<br>
Which versions of Dolphin did you test on?<br>
4.0-6266, 4.0-5886</p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?<br>
No, the issue is still present with both versions.</p>
<p>What are your PC specifications? (including, but not limited to: Operating<br>
System, CPU and GPU)<br>
OS - Windows 7 Home Premium x64<br>
CPU - Intel i5-2320 @ 3.00GHz<br>
GPU - NVIDIA GeForce 210</p>
<p>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)<br>
Here is a video to the varieties of the issue. The description contains more information.<br>
<a href="http://youtu.be/fdA19G7KxOs" class="external">http://youtu.be/fdA19G7KxOs</a></p>
Emulator - Emulator Issues #8044 (Accepted): Stair-casing (scaling artefact) since 4.0-4824https://bugs.dolphin-emu.org/issues/80442015-01-01T21:16:41Zfallaha56fallaha56@gmail.com
<p>Game Name<br>
-(all)</p>
<p>Game ID<br>
-(any)</p>
<p>What's the problem? Describe what went wrong in few words.<br>
-scaling artefact has been introduced in D3D backend, whole screen 3D displays stair-casing/steep stepping, very obvious on race track in game on F-Zero</p>
<p>What did you expect to happen instead?<br>
-no stair-casing/stepping</p>
<p>What steps will reproduce the problem?</p>
<ol>
<li>select D3D backend</li>
<li>go in game 3D</li>
</ol>
<p>Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have<br>
known issues and bugs, so don't report issues about them and test the<br>
latest Dolphin version first.<br>
Which versions of Dolphin did you test on?<br>
-all recent builds, problem isolated as below</p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?<br>
-4.0-4824 problem present (stereoscopy update)<br>
-4.0-4811 no problem</p>
<p>What are your PC specifications? (including, but not limited to: Operating<br>
System, CPU and GPU)<br>
-Win7x64, i7 980x, GTX970, latest drivers</p>
<p>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)<br>
-screenshots attached<br>
-scaling options don't seem to help</p>
Emulator - Emulator Issues #4411 (Accepted): Texture dump monitoringhttps://bugs.dolphin-emu.org/issues/44112011-04-18T14:45:42Zmarijn.vanderwerfmarijn.vanderwerf@gmail.com
<p>What's the problem?<br>
The texture dump folder is not currently monitored to see which textures are already dumped. When making a texture pack it would be nice if you could put the identified textures into (nested) subfolders, and not have those texture redumped. This way it would be a lot easier to spot any missed textures.</p>