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Emulator Issues #6589 (New): GCT Gecko cheat file support
The current Dolphin Gecko cheat code handler uses codehandler.bin, which is intended by the GeckoOS developers to be used with WiiRd/Gecko.NET for debugging. GeckoOS also includes a different handler called codehandleronly.bin, which doesn't include the debugger code, and allows much more space for the code list. Since most Dolphin users don't use WiiRd/Gecko.NET with Dolphin (I'm not certain that it's even possible at the moment), it seems like adding support for codehandleronly.bin would be useful so that more lines of codes can be used (the code list size limit for codehandler.bin... 09/08/2013 05:41 AM
Emulator Issues #6588 (New): Feature request - standalone cheat files (.INI independent & maybe export to .GCT?)
Pretty annoying when I'm going to replace .INI's from newer Dolphin rev build and it will wipe out custom codes I've created within game's .INI file. It'd be great when I was able to create and save custom codes in .TXT or .INI format (dedicated to Gecko OS codes) and th ... xporter. I'd be very grateful if that's going to happen sometime in the future. 09/08/2013 03:07 AM
Emulator Issues #6538 (Accepted): Benchmark Mode
Would be cool if Dolphin had some kind of actual benchmarking mode. Dolphin could be included in benchmark suites like Phoronix Test Suite th ... t could be used by end users to easily determine if their hardware is powerful enough to run Dolphin. Requirements: - automated control (batc ... e the benchmark stop automatically at some point) - 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) - standardized settings or setting profiles (possibly requires lots of work) - actual benchmarks. I don't th... 08/26/2013 12:19 PM
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 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. <b>What did you expect to happen?</b> Instead of being able to enable format change emulation, the ... uld be applied for MSAA and possibly other things. <b>What steps will reproduce the problem?</b> 1. Install a GPU/driver combination which supports only GLSL 1.20 but not 1 ... 2. Uncheck &quot;Ignore format changes&quot; ... 08/06/2013 11:55 AM
Emulator Issues #6220 (Accepted): Allow for long game patches loaded from binary files
<b>***Do *not* attach files to this issue. Upload them to another site and</b> <b>link here. Use imgur.com for images.***</b> < ... /b> SMBE <b>What went wrong?</b> ASM Patching <b>What *version* of Dolphin were you using?</b> 3.5 <b>64 or 32 bit Dolphin?</b> 64 bit <b>64 or 32 bit Operating system?</b> Windows 8 64 bit <b>Any other relevant information or links to logs:</b> Ok, so as a start , this wa ... munity called RVlution , and they are developing a game called Newer Super Mario Bros Wii. however , the game is focused on ASM patches..everything cool till now.. I contacted the developers ... aid that they Apply ASM patches through dolph... 04/07/2013 02:19 AM
Emulator Issues #6126 (Accepted): Write some "Guide to new Dolphin developers" wiki page
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. I'll most likely start working on it tomorrow, but if someone wants to start before that, go for it :P My current TODO of things to explain: - 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 ... ebase/merge --ff on branches pushed to the main repository. - Tools: Buildbot (+ WIP builders), irrawaddy, changes.dolphin... 03/20/2013 02:25 AM
Emulator Issues #6072 (New): Allow to change ... fullscreen mode under X11 multimonitor setups
It's nice to see emulators that actually care about multimonitor setups, allowing the user to pick on which display where I w ... r. Also it's nice to see XRandR support on mainstream X11 GPU video drivers to be mostly solid. However, in my case, a interesting problem arises: My gaming setup is kinda unusual: - Laptop panel [LVDS1] - Good o ... ugged through a HDMI-to-CVBS converter box, since modern laptops no longer ship with S-Video ... The HDMI converter box announces the following supported resolutions: HDMI1 connected 800x600+1366+0 (normal left inverted right x axis y axis) 160mm x 90mm ... output to 800x600@60.3Hz. This converter box in particular has a quite interestin... 03/08/2013 01:35 AM
Emulator Issues #5976 (New): Add ability to choose audio output device.
Sorry if this is the incorrect means on how to make a request but I was told to do so here from an admin. Basically I would like to see an audio o ... talk about my issue here http://forums.dolphin-emu.org/Thread-digital-audio-out 02/04/2013 09:07 PM
Emulator Issues #5805 (Work started): [Feature Request] Stackable Post-processing shaders
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. 12/19/2012 08:18 PM
Emulator Issues #5666 (Accepted): Resident Evil Zero slows down after loading a savestate
1) Resident Evil Zero 2) After loading a savestate, the emulation speed drops by h ... bout 35-40 FPS to about 17-24 FPS). If not using savestates, everything works fine. 3) I believe on earlier revisions the p ... ess F1 to load. 5) 32-bit version of Dolphin 3.0-r776-dirty, runs under Windows XP SP3, nVidia GeForce 570. 10/24/2012 07:43 AM
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