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- Emulator Issues #7234 (Accepted): Tales of Sy ... ) audio stutters on opening video [cpuTiming]
- <b>Game Name?</b> Tales of Symphonia <b>G ... ure what that means, but it might be helpful.
- Emulator Issues #7219 (Accepted): 007 Agent Under Fire - Savestate Inaccuracies.
- <b>Game Name?</b> 007 Agent Under Fire <b ... there any other relevant information? nope
- Emulator Issues #7199 (Accepted): Sonic Mega ... has severe screen tearing issues [cpuTiming]
- <b>Game Name?</b> Sonic Mega Collection ... enshots, but they render nothing during the glitching. But, the best I can say is this is so ... Screenshots come out as blank during the glitching, at least when I attempted to take scre ... dropboxusercontent.com/u/484730/BlueSphere.7z
- Emulator Issues #7143 (Accepted): DualCore Timing Mega Issue
- <b>Game Name?</b> This likely affects almo ... core won't exactly be a solution to them.
- Emulator Issues #7132 (Accepted): Odd timing issues in Conduit 2
- <b>Game Name?</b> Conduit 2 <b>Game ID? ... .org/Thread-conduit-full-speed-on-old-build
- Emulator Issues #7128 (Accepted): Widescreen Hack Currently Performs Poorly
- The Widescreen Hack performs poorly, and for ... a perfect widescreen hack with 100% compatibility is very highly unlikely, and that expectations need to be tempered.
- Emulator Issues #6933 (Questionable): Phantas ... GameCube acts like it's being played on a Wii
- <b>Game Name?</b> Phantasy Star Online 1&a ... om for images and pastie.org for logs.]</b>
- Emulator Issues #6802 (Accepted): Skyward Sword - Unnecessary DOF rendering
- <b>Game Name?</b> The Legend of Zelda: Skywa ... occurs throughout the game. Please fix ASAP.
- Emulator Issues #6538 (Accepted): Benchmark Mode
- Would be cool if Dolphin had some kind of act ... things that I'm forgetting about right now.
- Emulator Issues #6456 (Accepted): Properly implement InitBackendInfo in OpenGL
- <b>What went wrong?</b> OGL::InitBackendInfo doesn't consider the device's actual capabilities when filling out things like bSupportsFor ... n or links to logs:</b> Proper device capability detection will require creating a temporary ... s currently done in D3D11 and kinda in D3D9).