Dolphin bug tracker: Issueshttps://bugs.dolphin-emu.org/https://bugs.dolphin-emu.org/favicon.ico?12023-09-17T22:35:10ZDolphin bug tracker
Redmine Emulator - Emulator Issues #13354 (New): No games respond to input after a game is closed or paused.https://bugs.dolphin-emu.org/issues/133542023-09-17T22:35:10Zquack46
<p><strong>Game Name?</strong></p>
<p>Any game applicable (e.g. Wii System Menu 4.3E )</p>
<p><strong>Game ID?</strong> (right click the game in the game list, Properties, Info tab)</p>
<p>N/A</p>
<p><strong>MD5 Hash?</strong> (right click the game in the game list, Properties, Verify tab, Verify Integrity button)</p>
<p>N/A</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>Only the first run of a game, for a given dolphin session, will accept input of any kind. After closing or pausing the game, no subsequent game will respond to input. The controller configuration menu still behaves as expected throughout.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<ol>
<li>Open Dolphin.</li>
<li>Start a game.</li>
<li>See that input functions correctly from all devices.</li>
<li>Close (or pause) the game.</li>
<li>Reopen (or resume) the game.</li>
<li>See that the game no longer receives input.</li>
</ol>
<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>Yes<br>
5.0-20126</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>Yes<br>
5.0-19870<br>
5.0</p>
<p><strong>If the issue isn't present in the latest stable version, which is the first broken version?</strong> (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><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>N/A</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>Ryzen 2700, RX 580, Fedora 38 (Flathub, dnf, and built from source)<br>
i5-8350U, Intel HD Graphics 620, Fedora 38 (Flathub, dnf, and built from source)</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>Reproducible with an entirely fresh configuration. </p>
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 #12369 (Accepted): Program crashes upon opening Emulated Wii Remote Co...https://bugs.dolphin-emu.org/issues/123692020-12-30T09:14:29Zyoshimo
<p><strong>Game Name?</strong></p>
<p>N/A. Crashes with any Wii game.</p>
<p><strong>Game ID?</strong> (right click the game in the game list, Properties, Info tab)</p>
<p>N/A. Crashes with any Wii game.</p>
<p><strong>MD5 Hash?</strong> (right click the game in the game list, Properties, Verify tab, Verify Integrity button)</p>
<p>N/A. Crashes with any Wii game.</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>While any game is running, attempting to click "Configure" for any Emulated Wii Remote controller with complex settings will cause the entire program to forcefully close.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<ol>
<li>In Controller Settings, set "Wii Remote 1" to "Emulated Wii Remote".</li>
<li>Click "Configure" for "Wii Remote 1".</li>
<li>Load the provided ComplexWiimote.ini controller profile for the Wii Remote 1 controls.</li>
<li>Close the Wii Remote 1 controls.</li>
<li>Start any Wii game.</li>
<li>Wait for game to fully start. Proceeding while game is still starting will not trigger the crash.</li>
<li>Click "Configure" for <strong>any</strong> Emulated Wii Remote controller. The Controller Settings window may be opened before game is started or not.</li>
</ol>
<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>Yes. Present development version is 5.0-13374.</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>Unknown. Attempting to run the stable version results in several "Trying to read from invalid SYSCONF" error dialogues, and Wii games cannot run due to being unable to find "connection handle 100".</p>
<p><strong>If the issue isn't present in the latest stable version, which is the first broken version?</strong> (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>5.0-11035 "Expression parser improvements (PR <code>#</code>7663 from jordan-woyak)"</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>N/A. Not a graphical issue.</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>See PcSpecs.txt for CPU-Z report.</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>Make sure to download ComplexWiimote.ini as a testing file. It is one which I use for a gimmick setup for Super Mario Galaxy, and it triggers this crash.<br>
Unfortunately, no useful information shows in the log. It seems the program crashes too quickly for anything to print if it's trying.</p>
Emulator - Emulator Issues #12254 (Accepted): Widescreen Heuristic Mega-Issuehttps://bugs.dolphin-emu.org/issues/122542020-09-12T07:05:49ZJMC4789JMC4789@gmail.com
<p><strong>Game Name?</strong></p>
<p>Metal Arms: Glitch in the System<br>
Resident Evil<br>
Wario World<br>
Yugioh Falsebound Kingdom<br>
Need for Speed Most Wanted<br>
Metroid Prime 2</p>
<p>Likely Others to be added.</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>While playing these games, either they will get stuck in the wrong aspect ratio when using "auto" or they will jump between aspect ratios erratically.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>I will link the individual issues, but most of them will happen right away while a few others are specific to various actions. For instance, Metroid Prime 2's issues only occur when certain effects are on screen, like dust from a enemy coming out of the ground.</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>The issue is present in 5.0-12581</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>Some are, some aren't as the heuristic has changed many times since 5.0.</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>We'll probably be moving/attaching fifologs/screenshots as games are added to this issue.</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 #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 #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 #9273 (Accepted): Replace stdio usage by IOFile, imlpement IOFile on t...https://bugs.dolphin-emu.org/issues/92732016-01-17T23:35:42Zdelrothdelroth@gmail.com
<p>Microsoft's CRT still ships with the fread bug from <a class="issue tracker-1 status-3 priority-3 priority-high3 closed" title="Emulator Issues: Wind Waker freezes at Windfall Island (Fixed)" href="https://bugs.dolphin-emu.org/issues/8930">#8930</a> causing Dolphin crashes on Windows. We work around it by monkey-patching known buggy versions of the CRT libraries. However, that will not work anymore if MS releases a new version of the CRT with the bug. This means that Dolphin 5.0 might end up not working anymore on some setups, leaving us with no alternative other than release a 5.0.1 with a new monkey-patch added.</p>
<p>To avoid this happening, I suggest we should stop using stdio on Windows. All stdio usage should switch to use IOFile instead, and IOFile on Windows should be implemented on top of the win32 CreateFile, ReadFile, WriteFile, ... API which is less likely to have issues of the sort.</p>
Emulator - Emulator Issues #9164 (Accepted): Random crashes caused by a potential memory corruptionhttps://bugs.dolphin-emu.org/issues/91642015-12-16T06:47:42Zdelrothdelroth@gmail.com
<p>FifoCI found a random assertion failure in <a href="https://fifoci.dolphin-emu.org/media/dff/WiiPlayFindMii.dff" class="external">https://fifoci.dolphin-emu.org/media/dff/WiiPlayFindMii.dff</a></p>
<p>The Intel OGL runner randomly fails because chan.diffusefunc has an unknown/invalid value while generating a lighting shader UID. It causes flakiness on unrelated PRs, which is suboptimal :)</p>
<p>Either it should be always broken (because the game does use an unknown/invalid diffuse lighting function... which would be interesting) or always working. The randomness makes me think we have a tricky race condition / uninitialized memory condition somewhere. Given that FifoCI runs in single core mode I'd say uninitialized memory or corruption is more likely.</p>
<p>Unfortunately xfmem is not part of my core dump so I can't provide much more info. If you can't repro, let me know and I can provide you with an environment where repro is definitely possible.</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>
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 #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>