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Dolphin is a GameCube / Wii emulator, allowing you to play games for these two platforms on PC with improvements.
f2a5fd1973
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e |
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SConstruct |
Dolphin
=======
Open Source Release under GPL 2
by F|RES & ector
Contributions by:
zerofrog, yaz0r, tmbinc
DX9 gfx plugin by ector
OpenGL gfx plugin by zerofrog
System Requirements:
* Windows 2000 or higher. The Linux build is at least 80% done, it starts,
but won't run games yet. There's a bug somewhere.
* Fast CPU. Dual core a plus.
* Any reasonable modern GPU, support for pixel shaders 2.0 required.
New Features
* Interprets Action Replay codes
* Buggy framerate limiter, deactivated
* Full Xbox 360 Controller support, with rumble
Dolphin is a Gamecube emulator. It also has preliminary support for Wii and
Triforce emulation.
Gamecube compatibility is about the same as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it.
There is preliminary Wiimote emulation but it does not work yet.
We haven't worked on Dolphin for a long time, except for a short burst adding
the basic Wii support, and we don't think we will finish it, so we hereby
release it, in its current unfinished state, to the world.
Usage Notes
-----------
The GUI should be pretty much self-explanatory.
To attempt to boot Wii ISOs, you need the disc master key. It should be
called "masterkey.bin". Put it in the Wii subdirectory.
To use Action Replay codes, follow the examples in the Patches subdirectory.
Use + in front of a cheat name to activate it. The cheats can be named
anything.
Code Notes
----------
Dolphin is written in C++. It's compiled with Visual Studio 2005. An
installation of the DirectX SDK is required.
To tweak settings for the JIT/Dynarec, see Core/PowerPC/Jit64/JitCache.cpp,
in InitCache().
We have a scons build system set up, but if anyone wants to create an
automake solution, go ahead, we'd appreciate it.
We are looking for new source code maintainers.