Dolphin bug tracker: Issueshttps://bugs.dolphin-emu.org/https://bugs.dolphin-emu.org/favicon.ico?12013-08-26T12:19:50ZDolphin bug tracker
Redmine Emulator - Emulator Issues #6538 (Accepted): Benchmark Modehttps://bugs.dolphin-emu.org/issues/65382013-08-26T12:19:50ZNeoBrainXNeoBrainX@gmail.com
<p>Would be cool if Dolphin had some kind of actual benchmarking mode. Dolphin could be included in benchmark suites like Phoronix Test Suite that way. Also, it could be used by end users to easily determine if their hardware is powerful enough to run Dolphin.</p>
<p>Requirements:</p>
<ul>
<li>automated control (batch mode + some way to make the benchmark stop automatically at some point)</li>
<li>FPS counting (already possible via FPS logging, but the user has to manually enable it and it's not the most convenient thing to work with as it doesn't calculate average/min/max FPS automatically)</li>
<li>standardized settings or setting profiles (possibly requires lots of work)</li>
<li>actual benchmarks. I don't think we're allowed to distribute dffs of commercial games with Dolphin (nor am I sure if fifo playback is a suitable benchmark), so we'd need to write some kind of homebrew application involving at the very least things like EFB copies.</li>
<li>possibly other things that I'm forgetting about right now.</li>
</ul>
Infrastructure - Issue #6489 (Accepted): Write some documentation about the Windows symbol serverhttps://bugs.dolphin-emu.org/issues/64892013-08-13T14:21:17Zdelrothdelroth@gmail.com
<p>Running on symbols.dolphin-emu.org. It works fine and has symbols for every buildbot build, but it's undocumented afaict.</p>
Emulator - Emulator Issues #6456 (Accepted): Properly implement InitBackendInfo in OpenGLhttps://bugs.dolphin-emu.org/issues/64562013-08-06T11:55:36ZNeoBrainXNeoBrainX@gmail.com
<p>What went wrong?<br>
OGL::InitBackendInfo doesn't consider the device's actual capabilities when filling out things like bSupportsFormatReinterpretation. This way, the user will enable format change emulation (expecting things to work) but it will silently not do anthing on unsupported hardware. Similar oddities occur for MSAA and possibly other things.</p>
<p>What did you expect to happen?<br>
Instead of being able to enable format change emulation, the option should be greyed out when an unsupported GPU is detected. Similar logic should be applied for MSAA and possibly other things.</p>
<p>What steps will reproduce the problem?</p>
<ol>
<li>Install a GPU/driver combination which supports only GLSL 1.20 but not 1.30 ( = format change emulation not supported)</li>
<li>Uncheck "Ignore format changes" in the Hacks tab of the graphics configuration.</li>
<li>Try running a game which relies on format change emulation (e.g. Mario Kart Wii, cf. issue 2063)</li>
</ol>
<p>Any other relevant information or links to logs:<br>
Proper device capability detection will require creating a temporary GL context in InitBackendInfo (as it's currently done in D3D11 and kinda in D3D9).</p>
Emulator - Emulator Issues #6220 (Accepted): Allow for long game patches loaded from binary fileshttps://bugs.dolphin-emu.org/issues/62202013-04-07T02:19:58Zthethinythethiny@gmail.com
<p><strong><em>Do *not</em> attach files to this issue. Upload them to another site and<br>
link here. Use imgur.com for images.</strong>*</p>
<p>Have you searched the issue tracker for a similar issue?<br>
Yes</p>
<p>Game Name?<br>
New Super Mario Bros wii<br>
Game ID?<br>
SMBE<br>
What went wrong?<br>
ASM Patching</p>
<p>What <em>version</em> of Dolphin were you using?<br>
3.5</p>
<p>64 or 32 bit Dolphin?<br>
64 bit</p>
<p>64 or 32 bit Operating system?<br>
Windows 8 64 bit</p>
<p>Any other relevant information or links to logs:<br>
Ok,<br>
so as a start , this was mentioned earlier but it got closed..<br>
Hi:<br>
there's a community called RVlution , and they are developing a game called Newer Super Mario Bros Wii.<br>
however , the game is focused on ASM patches..everything cool till now..<br>
I contacted the developers and they said that they Apply ASM patches through dolphin itself , as it is a built in features..but there's one thing that they didn't tell me..How to apply Long ASM Patches..</p>
<p>They have an ASM patch likes this:<br>
offset=800 OLD=0C00009A New=Loader.bin<br>
what this does is replace the offset with Loader.bin , and loader.bin contains around 400 bytes...</p>
<p>the problem here is:<br>
how to apply these 400 bytes as patches? rather than splitting it into multiple dwords?</p>
<p>Can't you add a feature that is , Apply Patch through files?</p>
<p>thanks</p>
Emulator - Emulator Issues #6126 (Accepted): Write some "Guide to new Dolphin developers" wiki pagehttps://bugs.dolphin-emu.org/issues/61262013-03-20T02:25:50Zdelrothdelroth@gmail.com
<p>We're missing a lot of documentation that would help people know more about how to develop for Dolphin. We should create a wiki page explaining the global architecture of the project, how to use the infrastructure, who knows what in the development team, etc.</p>
<p>I'll most likely start working on it tomorrow, but if someone wants to start before that, go for it :P</p>
<p>My current TODO of things to explain:</p>
<ul>
<li><p>Our dev workflow with Git: master is kind of stable, everything that is going to be worked on for more than 1-2 days goes to a separate branch. No rebase/merge --ff on branches pushed to the main repository.</p></li>
<li><p>Tools: Buildbot (+ WIP builders), irrawaddy, changes.dolphin-emu.org</p></li>
<li><p>Code architecture: what goes in Core/VideoCommon/AudioCommon/Common/Plugins/...</p></li>
<li><p>Global overview of the several components involved in emulation and how they communicate</p></li>
<li><p>Getting people to test your code: how to properly maintain a thread in the development forums to get as many people as possible to report issues before merging, who to ping on IRC, known useful testers, etc.</p></li>
<li><p>Who knows what in the team: who are the implicit maintainers of a subsystem (example: if I change GL stuff I probably want to ask degasus first, if someone changes DSP HLE stuff he should probably ask me, etc.)</p></li>
<li><p>Who maintains the wiki and how to contact them</p></li>
<li><p>Website/server infrastructure: where is the source code, where is it hosted, who has access to it, backups policy, how to edit the FAQ, etc.</p></li>
<li><p>Release process?</p></li>
<li><p>Translation: who is admin on Transifex, how to merge the translations from Transifex to the Dolphin codebase, etc.</p></li>
<li><p>[Add your ideas here]</p></li>
</ul>
Emulator - Emulator Issues #6072 (New): Allow to change refresh rate on fullscreen mode under X11...https://bugs.dolphin-emu.org/issues/60722013-03-08T01:35:53Ztommantomman@gmail.com
<p>It's nice to see emulators that actually care about multimonitor setups, allowing the user to pick on which display where I want to run the emulator. Also it's nice to see XRandR support on mainstream X11 GPU video drivers to be mostly solid.</p>
<p>However, in my case, a interesting problem arises: My gaming setup is kinda unusual:</p>
<ul>
<li>Laptop panel [LVDS1]</li>
<li>Good ol' CRT TV plugged through a HDMI-to-CVBS converter box, since modern laptops no longer ship with S-Video outputs [HDM11]</li>
</ul>
<p>The HDMI converter box announces the following supported resolutions:<br>
HDMI1 connected 800x600+1366+0 (normal left inverted right x axis y axis) 160mm x 90mm<br>
1920x1080 60.0 +<br>
1600x1200 60.0<br><br>
1680x1050 60.0<br><br>
1280x1024 75.0 60.0<br><br>
1440x900 75.0 59.9<br><br>
1280x960 60.0<br><br>
1280x800 59.8<br><br>
1152x864 75.0<br><br>
1280x720 60.0<br><br>
1024x768 75.1 70.1 60.0<br><br>
832x624 74.6<br><br>
800x600 72.2 75.0 60.3* 56.2<br><br>
640x480 72.8 75.0 66.7 60.0<br><br>
720x400 70.1 </p>
<p>I've set my HDMI output to <a href="mailto:800x600@60.3Hz">800x600@60.3Hz</a>. This converter box in particular has a quite interesting flaw: it only outputs video if set to 60 or 75Hz, and in the case of 800x600, the other two refresh rates cause the box to just output NTSC test colorbars (Blame fly-by-night chinese OEMs, but noone makes HDMI CRT TVs nowadays...).</p>
<p>Now to the point: when I set Dolphin to run on HDMI1 at 800x600, start a game, then go fullscreen, it uses the XRandR extension to pick the proper video mode. After reading X11_Utils.cpp, when Dolphin requests 800x600 to XRandR, it returns a list of supported modes, and picks the first one of the list. In my case, as you can see on my commandline xrandr output, the very first mode is <a href="mailto:800x600@72.2Hz">800x600@72.2Hz</a>... which triggers the bug on my converter box, leading to no video, and therefore no game. The workaround in my case is to manually set the refresh rate using another application (for example, xrandr commandline, or the desktop environment monitor settings applet) after starting the game. Obviously this becomes quite annoying.</p>
<p>My idea would imply to<br>
1) Append the refresh rate (as specified by XRandR) into the supported video modes list on Video Settings, or<br>
2) Include a extra box to select the desired refresh rate independently of the video mode (The emulator should fallback to the nearest rate should the user introduce some out-of-range value for the desired resolution).</p>
<p>Have you searched the issue tracker for a similar issue?<br>
Issue 3631 describes a remotely similar case, but the bug reporter most likely was under Windows. Under X11, thanks to XRandR there is no such limitation.</p>
<p>What <em>version</em> of Dolphin were you using?<br>
Git master, built from source</p>
<p>64 or 32 bit Dolphin?<br>
64-bit</p>
<p>What Operating System were you using and what are your hardware<br>
specifications?<br>
Debian Wheezy/testing on a ASUS K53SD:</p>
<ul>
<li>Core i5-2450M (Sandy Bridge)</li>
<li>Intel HD3000 / nVidia GeForce 610M (through bumblebee/Primus)</li>
<li>6GB RAM / 750GB HDD
No-name HDMI-to-CVBS converter box plugged to a analog Samsung CRT TV</li>
</ul>
<p>64 or 32 bit Operating system?<br>
AMD64</p>
<p>Any other relevant information or links to logs:</p>
Emulator - Emulator Issues #5976 (New): Add ability to choose audio output device.https://bugs.dolphin-emu.org/issues/59762013-02-04T21:07:44Zulaoulaoulaoulao@gmail.com
<p>Sorry if this is the incorrect means on how to make a request but I was told to do so here from an admin.</p>
<p>Basically I would like to see an audio out option for spdif. <br>
more talk about my issue here<br>
<a href="http://forums.dolphin-emu.org/Thread-digital-audio-out" class="external">http://forums.dolphin-emu.org/Thread-digital-audio-out</a></p>
Emulator - Emulator Issues #5805 (Work started): [Feature Request] Stackable Post-processing shadershttps://bugs.dolphin-emu.org/issues/58052012-12-19T20:18:09ZSonicadvance1Sonicadvance1@gmail.com
<p>Proposing the ability to stack multiple post-processing shaders on top of each other and also allowing each shader to have multiple inputs in to it.</p>
Emulator - Emulator Issues #5666 (Accepted): Resident Evil Zero slows down after loading a savestatehttps://bugs.dolphin-emu.org/issues/56662012-10-24T07:43:30Zvlad.semenov.eraservlad.semenov.eraser@gmail.com
<p>1) Resident Evil Zero</p>
<p>2) After loading a savestate, the emulation speed drops by half (from about 35-40 FPS to about 17-24 FPS). If not using savestates, everything works fine.</p>
<p>3) I believe on earlier revisions the problem was non-existent.</p>
<p>4) </p>
<ol>
<li>Start game.</li>
<li>Press Shift-F1 to save</li>
<li>Press F1 to load.</li>
</ol>
<p>5) 32-bit version of Dolphin 3.0-r776-dirty, runs under Windows XP SP3, nVidia GeForce 570.</p>
Emulator - Emulator Issues #5644 (Work started): Saving screenshots should not require emulator t...https://bugs.dolphin-emu.org/issues/56442012-10-06T00:48:24ZOMEGA345OMEGA345@HOTMAIL.COM
<p>No sure how to post this as an Enhancement/Request. SO here we go.</p>
<p>Is it possible to have the option to take a screen shot while the game is in PAUSE. I've tried to create a screen shot through the menu and F9, all it did was make the game ID folder and no image. But when i set the game to Play, then press F9 it works.</p>
<p>If possible to make the emulator take screen shots while in Paused?</p>
<p>Thanks :-)</p>
Emulator - Emulator Issues #5604 (Accepted): Wiimote Extensions aren't saved to .dtm fileshttps://bugs.dolphin-emu.org/issues/56042012-09-04T06:48:59Zrdragoonrdragoon@optonline.net
<p>Currently dolphin makes no attempt at all to make sure a .dtm is playing with the same settings that were used to record it. It's often impossible to playback a movie without playing a game of 20 questions with the author to figure out what settings/files are needed to make it sync. </p>
<p>A much simpler solution to this would be to simply save the necessary settings/information to the .dtm, and automatically load the appropriate settings, and throw warnings to the user about any mismatched files.</p>
<p>Things that should be saved:</p>
<p>a hash of the game.<br>
if any save file exists, and if so, a hash of it<br>
dual core setting<br>
idle skipping setting<br>
whether jit/interp/jitil are used<br>
hle/lle dsp<br>
attached memory cards, and controllers (code for memory cards at <a href="http://code.google.com/r/bradenb95-tas/source/detail?r=b8df731de331e0ad843669f6c75742a8a8fa33ef" class="external">http://code.google.com/r/bradenb95-tas/source/detail?r=b8df731de331e0ad843669f6c75742a8a8fa33ef</a>)<br>
Graphics backend<br>
All Graphics settings under hacks, as well as progressive scan. <br>
For wiimote recordings, connected extensions, as well as sideways/upright settings<br>
For wii games, a hash of Wii\shared2\sys\SYSCONF<br>
EuRGB60 option</p>
<p>Those are all of the important things i can think of that should be saved. There's probably more.</p>
Emulator - Emulator Issues #5587 (New): Per-song/voice audio dumping features please!https://bugs.dolphin-emu.org/issues/55872012-08-25T18:18:38Zpablexworld12pablexworld12@gmail.com
<p>I would like to rip audio from Wii Games. In some games, this is so difficult... So with some ripping features in Dolphin I would be able to do a very good ripping to those games which are very hard to rip.<br>
I think that with some coding over HLE Audio will be enough.</p>
Emulator - Emulator Issues #4709 (Accepted): Fire Emblem: Radiant Dawn Black Screenhttps://bugs.dolphin-emu.org/issues/47092011-07-12T16:35:20Zrabid.howlerrabid.howler@gmail.com
<p>1) Game Name and ID (as it appears in right click > properties: "GZ2P01",<br>
"RSBE01", etc): Fire Emblem: Radiant Dawn PAL - RFEP01</p>
<p>1) What is the expected output? What do you see instead?</p>
<p>In Part 4 Endgame, after Micaiah promotes, it should lead to unit preparation. Instead there is a black screen and sometimes the error message "DSI exception in stmw".</p>
<p>2) Did the game ever work correctly (i.e. not have this problem) on an<br>
earlier version of dolphin?<br>
(If so, please specify the latest revision that worked.)</p>
<p>No.</p>
<p>3) What steps will reproduce the problem?</p>
<ol>
<li>Load game at Part 4 Endgame 1</li>
<li>Leave base and go through with the scenes</li>
</ol>
<p>4) What version of dolphin are you using (32bit/64bit along with the<br>
version as it appears in the title bar: "R 4779", "R 6403M", "3.0", etc)?</p>
<p>R7658 64 bit</p>
<p>Thanks.</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>
Emulator - Emulator Issues #2163 (Accepted): Implement GameBoy Player devicehttps://bugs.dolphin-emu.org/issues/21632010-01-27T14:23:06ZMofoMan2000MofoMan2000@gmail.com
<p>The GB Player disk is dumpable, just like a game disk. But as there is no<br>
emulated GB Player, it's useless. I know it would mean looking up MORE<br>
hardware reverse engineerings and everything, I just thought there should<br>
be an issue for it. There'd have to be a way to tell it what image to load<br>
up and what save file to use, and extensive testing to make sure neither<br>
get corrupted in the process.</p>
<p>This could tie in closely to Issue 173 so I guess it is unnecessary given<br>
that you can just use VBA. Still, for completeness' sake, here it is.</p>