Dolphin is a GameCube / Wii emulator, allowing you to play games for these two platforms on PC with improvements.
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John Peterson f2a5fd1973 Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
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
2008-09-29 03:19:23 +00:00
Binary stupid dolphin.ini 2008-09-26 14:26:21 +00:00
Externals update to vs2008 2008-09-24 17:09:29 +00:00
Installer stripped dolphin.ini to just default values 2008-09-08 05:03:59 +00:00
SconsTests added some tests 2008-09-24 17:39:15 +00:00
Source Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. 2008-09-29 03:19:23 +00:00
licence.txt Initial megacommit. 2008-07-12 17:40:22 +00:00
readme.txt
SConstruct Me and Nakeee created a null DSP device, supported in both Windows and linux (tested). Framerate boost and less DSound/LibAO errors. Pending work: Clean up UCodes and create something more...null. We could also hack into the HW Audio Interface (would be actual null device). Also screws up a bit of Wind Waker RTC (awesome day/night transition in save selection menu. 80FPS in save selection menu, 120FPS in logos. 2008-09-25 18:45:53 +00:00

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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.