Voici Dolphin, l'émulateur pour pc de GameCube et Wii le plus avancé.Chose étonnante, il fait mieux tourner les jeux officiels que les Homebrew, même si certains marchent aussi dessus.Note: La version fournie est la version Windows 32bits. Si vous voulez la version Linux, Mac OS X ou Windows 64bits, allez voir sur le site officiel.Pour consulter les changements, rendez vous à cette adresse :http://code.google.com/p/dolphin-emu/source/listVersion 3.0-799- Added a new wilcard for importing savegames, which basically shows all saves (gci, gcs and sav). This is set as default (I really got frustrated of having to change the type every single time when making tests for GCMM, and I think it makes more sense at user level to just show all saves regardless the format)- In icon retrieving I removed the "format check" as it shouldn't really matter to have mixed icon formats. Also removed the "Time splitters hack" as there's no reason for it since we are only checking the last 3 bits and I'm pretty sure having bits 1 and 2 set is the same as having them unset.- Icon retrieving uses AnimSpeed as stop signal (every icon must have an speed set, the first speed that is 0 means there are no more icons)- Also, in icon retrieving I added support for "blank frames"(Luigi's Mansion and Pikmin that I know of). With this the base for icon animation is complete.- Fixed PSOIII savegame patch which was wrong before.Signed-off-by: LPFaint99 Version 3.0-797Test the audio loop with aligned addresses. Fixes the high pitched squeal in Muramasa.Version 3.0-796Merge branch 'Capcom-Music-Loop'* Capcom-Music-Loop:Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged. This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode. Fixes issue 2723.Changed the loop end address detection to an exact match with the current address for ADPCM audio. Fixes the non-looping music in PN03.Version 3.0-793i'm still not using a branch to fix the name of a variableVersion 3.0-792Readd memory card detection for movie code. I deleted this before, intending to move it elsewhere, but never didVersion 3.0-791Fix Snow Leopard compatibilityChecking for clang in Xcode bundle seems pointless, command line tools should be installed.Setting the path explicity to avoid fink/macports/homebrew prevents use of locally installed packages like clang and wxwidgets.Realistically using opencl means the minimum OSX version targetable is 10.6.Correct TARGET_SYSROOT check, add required -mmacosx-version-min to linker flags.Also using wxwidgets gl component.Version 3.0-790Some code cleaning for my last commit.The amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them.My next commit will be to a branch, with my ogl work.Version 3.0-789FifoPlayer: Copy selected object commands to clipboard when pressing ctrl+cVersion 3.0-788More movie cleanup. Removes the remaining globals that didn't need to be global, rearranges some code to make more sense, and removes some redundant code.Version 3.0-787Misc movie cleanup and fixesVersion 3.0-786Keeping padding right is so hardVersion 3.0-785Save disc changes to .dtm, and load the full movie header every time it's loaded.Version 3.0-784Hey, long time no commits :).So to compensate lets bring back some speed to the emulation.Change a little the way the vertex are send to the gpu,This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu.Ogl: is my next step in ogl is a little more trickier so i have to take a little more time.The original concept is Marcos idea, with my little touch to make it even more faster.What to look for: SPEEEEEDDD :).Please test it a lot and let me know if you see any problem.In dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed.So if you did not experience any speed gains you know where is the problem :).For the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine.The current values are the sweet spot for my machine.All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.Version 3.0-776Optimize JitCache::InvalidateICache by maintaining a "valid blocks" bitsetMost of the InvalidateICache calls are for a 32 bytes block: this is the number of bytes invalidated by PowerPC dcb*/icb* instructions. Profiling shows that a lot of CPU time is spent checking if there are any JIT blocks covered by these 32 bytes (using std::map::lower_bound).This patch adds a bitset containing the state of every 32 bytes block in RAM (JIT cached/not JIT cached). Using that, a 32 bytes InvalidateICache can check in the bitset if any JIT block might be invalidated. A bitset check is a lot faster than an std::map::lower_bound operation, improving performance of JitCache::InvalidateICache by more than 100%.Some practical numbers:* Xenoblade Chronicles (PAL) 56.04FPS -> 59.28FPS (+5.78%)* The Last Story (PAL) 30.9FPS -> 32.83FPS (+6.25%)* Super Mario Galaxy (PAL) 59.76FPS -> 62.46FPS (+4.52%)This function still takes more time than it should - more optimization in this area might be possible (specializing for 32 bytes blocks to avoid useless memcpy, for example).Version 3.0-775Implement a simple benchmarking mode which logs FPS to a fileVery useful to compare performance between two builds, check the impact of a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is reset each time you launch a game. Only enabled if you check the "Log FPS to file" option in your graphics settings.Could be improved a bit: currently logs only every 1s (so you can't really see small variations), maybe output more infos to the fps.txt like average/stddev (but Excel/Libreoffice/Google Docs can compute that easily too).Version 3.0-774Video_DX11: Remove some redundant code.Version 3.0-772Pas de descriptionVersion 3.0-771Should fix issue 5630.Version 3.0-770Should actually load the backend when it changes via game INIVersion 3.0-769Allow the user to set graphics backend from Game INI. Zero GUI option available for setting.Version 3.0-768This changes a mmap in MemArena so you don't need 786MB of memory free to actually allocate the 1GB memory space in Linux 32bit. I was also running in to this issue in my development. Kudos to plbl4ster to actually taking the time to research this. Closes issue 5625.Version 3.0-767F-Zero and Phantasy Star Online Memory Card Manager support. Thanks to Ralf from GS CentralOriginal information:http://board.gscentral.org/retro-hacking/53093.htmSigned-off-by: LPFaint99 Version 3.0-766Revert merges of aram-dma-fixes and memcard-delayThese merges, while in theory improving emulation accuracy, cause issues in other parts of the emulator based on invalid assumptions. memcard-delay fixed some of these issues in the EXI memcard code, but several other problems still exist and I don't have the time to debug that right now.Version 3.0-765Fix broken build when using SDL from Externals.The problem here was the logic that detects SDL in the main CMakeLists.txt is not the same as it is in DolphinWX/CmakeLists.txt to set libraries. When using SDL from Externals it failed at link time because -lSDL was never set. This fixes the problem by using the same condition logic to set the libs as used when detecting SDL in the first place.Version 3.0-764Gameconfig ini updates/additions: The Ant Bully, WWE Day of Reckoning 1 & 2, Dream Pinball 3d, Pokepark, Spider-Man: Edge of Time, Spider-Man: SD, Another Code:R, Geist, The Incredibles 2, Skies of Arcadia Legends.Version 3.0-763Merge branch 'remove-libav-deprecation'Version 3.0-760Fix frame skipping on non-win32 systems missing libav Fixes issue 4097.Version 3.0-759Use correct linker flags for SDL.Version 3.0-758Partially revert be200074e9ed for OS X systems/dev/shm is not a tmpfs mountpoint on that operating system. Use /tmp but keepthe unlinking to avoid useless disk IO.Version 3.0-757Merge branch 'memcard-delay'Version 3.0-755[Linux] Change from using /tmp to /dev/shm in MemArena so we don't cause any disk IO, also unlink file while it is open to allow multiple instances running. This was discussed months ago, but was never implemented for whatever reason.Version 3.0-754FifoPlayer: Fix fifo log playback in dual-core mode.Version 3.0-753Use do { ... } while (0) for the *_LOG macrosWithout this patch, such code would not compile:if (cond) WARN_LOG(FOO, "msg");else WARN_LOG(FOO, "msg2");Version 3.0-752bugfix for memorycard manager. fixes exporting from page > 1 on slot b, thanks to suloku for reportingSigned-off-by: LPFaint99 Version 3.0-751Added a check for out of bounds memory accesses. Fixes Avatar: The Last Airbender (GC).Version 3.0-750Revert the recent zcomploc changes including the Graphic_Fixes merge.Reason:- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.- It provides virtually no advantages over the previous hack while introducing lots of code.- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.This reverts commit 0efd4e5c29766ba5f5d22204339637ade9ccec83.This reverts commit b4ec836aca4392a86b864dc58b1030ca616fe0d5.This reverts commit bb4c9e2205d4117f48fd4ca50774ee56c28c92e4.This reverts commit 146b02615c07dd52dddaa18b7e23d09bc23b549e.Version 3.0-745Skipped the ZCompLoc pass if the result can be determined at compile time. Brings back the speed lost by r146b02615c07.Version 3.0-739Fix a typo in the indexed color vertex loaderPatch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658Version 3.0-735Fix accesses to the 16 lower pixels of the EFB with OpenGLThe GL EFB cache did not clamp correctly the coordinates when computing the rectangle it needed to cache, leading to negative values being used as indexes and often crashes.Fixes issue 5510.Version 3.0-734Optimised the JitCache struct size from 88 bytes to 80 bytes. Thanks to Lioncash for the patch.Version 3.0-733Use the right modifier for hotkeys on Mac Fixes issue 5324.Version 3.0-732Merge branch 'bba' OS X support not implVersion 3.0-721Re-add hack to use SDL/SDL.h ifndef _WIN32.The correct convention is to use #include SDL.h in all cases but we have to do this so Externals/SDL builds, which isn't in the best shape.Version 3.0-720Add periodic effects for haptic devices.This adds support for drivers supporting sine, square and triangle periodic haptic effects. This allows rumble to work on devices/drivers supporting these effects, such as an xbox controller using the xpad driver under Linux.Version 3.0-718fixes issue 5507Version 3.0-717reset samples_avail when stopping gc mic sampling. fixes Mario Party 7Version 3.0-716Implemented proper timing in the "No audio output" back-end.Version 3.0-715Removed the offset if the ZCompLoc GREATER or LESS function is used. Fixes the invisible player in THPS3.Version 3.0-714Add a missing Invalidate() call in ~TextureCache(). Fixes a regression from 8bed27a3d1e3 causing textures to load improperly when a game is run two times in the same Dolphin instanceVersion 3.0-713Merge branch 'translation-updates'Version 3.0-710Merge branch 'awesome-texcache-cleanups-and-fixes'Version 3.0-702Only call CheckExceptions in dcbz in interpreter mode, use FL_ENDBLOCK for Jit64. Now RS3 demo disc does ingame with Jit and block_size = 1Version 3.0-701Check for DSI exceptions after a dcbz instruction. Fixes Rogue Squadron 3 in interpreter mode.Version 3.0-700Added a button to dump the FakeVMEM from the memory debugger if the game uses itVersion 3.0-692Remove "Disable Textures".Version 3.0-691Remove "Disable Lighting".Version 3.0-690Removed the check for changed JIT blocks before invalidation. Fixes the slow speed in Zelda: Ocarina of Time Master Quest.Fixes issue 5454.Version 3.0-689Fast mipmaps deserves to die!!Version 3.0-688Remove some TODOs.Version 3.0-687OSX build fix for BPStructs. Thanks to pauldacheez for the fix.Version 3.0-686Fixed "Failed to compile pixel shader" error when Per-Pixel Lighting is enabled. Thanks to slmpika for the fix.Version 3.0-685Changed MOVDDUP to use MOVSD on non-SSE3 CPU's. Added DMA wait time under DSP HLE mode. Fixes Knockout Kings 2003.Version 3.0-684Checked if dcbst instructions are preceded by dcbt. If it is, the game is prefetching memory into the data cache, and not loading new code. In these cases, the JIT cache will no longer be flushed. Fixes the frequent "Clearing code cache" issue in games like "The Last Story".Version 3.0-683Fix changing internal resolution via hotkeys (settings above 1.5x weren't accessible anymore before).Version 3.0-682Update the viewport when the scissor offset is changedFixes a bug with Another Code: R that was noticed when gx-optimization was merged.Version 3.0-681Fix core dump on start up on linux. Thanks to degasus.Version 3.0-680Fix compilation errors with g++4.7Version 3.0-679Fixed the Cheat Search. Patch by nagosaki.Version 3.0-678Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch)Version 3.0-673Actually fixes crashing on start up.Version 3.0-655Merge branch 'misc-speedups'* misc-speedups: fixed and reenabled and slightly optimized the JIT version of fcmpo/fcmpu. slightly more precise speed percent display (this is really minor) a small thread synchronization speedup for dual core mode. it's most noticeable in games where the CPU is running behind compared to the GPU.Conflicts: Source/Core/Core/Src/PowerPC/Jit64/Jit.cppThe Fifo.cpp changes from rdaefb3b550e2 was not merged as there was no performance benefit.Version 3.0-651Merge branch 'gx-optimization'This branch reduces the number of useless state flushes in the video emulation layer by checking whether a BP/XF change will have an effect or not. Greatly reduces the number of GL calls per frame.Thanks to degasus for his help!Version 3.0-645Merge branch 'hires-tex-improvements'Version 3.0-638Fixes issue 5428. Thanks delroth.Version 3.0-637Moved the _FILE_OFFSET_BITS=64 definition before the dependency checks. Fixes compilation on Linux x86.Version 3.0-636Changed a JMP that needed to be a far JMP in JITIL.Version 3.0-635Invalidated the JIT cache when the dcbst instruction is used.Version 3.0-634Changed the block linker to work on physical addresses. Checked whether the code has changed before invalidating it. Fixes the cut-scenes in Tales of Graces.Fixes issue 2933.Version 3.0-633Implement a better heuristic to detect whether an ELF is for GC or WiiVersion 3.0-632Fix DVD root path for Wii games. Now Wii games can be booted using extracted files instead of a disc image.Version 3.0-631Fixed texture encoding in DX11. Thanks to wordmanwords for the patch.Version 3.0-630Fixed texture encoding. Fixes the interaction with objects in Another Code R. Thanks to wordmanwords for the patch.Fixes issue 5405.Version 3.0-629Add Wii DVD integrity checking to DolphinThis allows users to easily check whether their Wii dump is corrupted or notusing the Dolphin properties window. Right click on a game, Properties,Filesystem tab, then right click on the game partition and select "Checkpartition integrity".This may have some false negatives due to the unused clusters heuristic (seethe comment in VolumeWiiCrypted.cpp). False positives are unlikely.Version 3.0-601Corrected the file offset within the FST of virtual disks (used by the DVD Root path function).Version 3.0-600Merge branch 'AudioStreaming'* AudioStreaming: Reset the stream playing flag on init. force VolumeDirectory to align files to 32KB (only streaming audio files really need to be aligned...) Removed the DTK Music option. It is now always enabled. Added the response for audio streaming disc offset requests. Generate an AI interrupt at the end of the audio streaming loop. Fixes Pac-man Fever and the background music in Eternal Darkness. Fixed the erroneous looping in audio streaming games like Eternal Darkness and Zoids: Battle Legends. Thanks for the tip, tueidj.Version 3.0Tons of bug fixes: This totally deserves to be a major point for this release. There's been roughly 2500 commits between 2.0 and this release, so there are REALLY too many changes to mention. All kinds of stuff from strange UI behavior, crashes, graphical glitches and other sorts of problems were fixed. For example, many games which didn't boot at all in Dolphin are working fine now.Improvements to the user interface: The configuration dialogs were restructured in a more sensible manner to ease emulator usage for new users. The video config dialog received a complete overhaul and features a description panel for each option now.Various feature additions: This release also features support for the Wiimote speaker, EFB format change emulation, a gfx debugger, audio dumping, and many other stuffLow level DSP emulation: Thanks to numerous fixes to the LLE emulator engine, audio emulation in Dolphin is close to perfect now (provided that one has the necessary DSP dumps of course)New API support: Added a D3D11 video backend and an XAudio2 audio backendRemoval of the plugin interface: The 2.0 release already had seen the introduction of plugin rewrites; the new plugins have been brought to feature parity and replaced them so well, that we decided to merge all plugins the Core. Further improvements are better suited as additions in the current infrastructure since this architecture allows for a much better integration with the other parts of Dolphin.Translation support: Recently we introduced supporting for translating Dolphin into any language. However, due to a lack of well-done translations it was decided to only ship a set of eight translations (Arabic, Brazilian Portuguese, French, Greek, Hungarian, Portuguese, Spanish, Turkish) with Dolphin 3.0.Performance/Accuracy: There have been some performance optimizations (especially in the texture decoder), but generally speaking performance decreased in favor of more accurate hardware emulation.Building Dolphin: The Windows build uses MSVC 2010 now, Linux users should use the new CMake build system. OS X people still compile Dolphin via SCons. Rev 4525Lots of code cleanup and the like, as well as the highlights:Dolphin GUI:Fix issues with dialog windows accepting keyboard input.Dolphin Core:Fixed SPS in Soul Calibur 2 with JIT.Fixed the good 'ol TLBHack, which might fool some games into running again.Implement an opcode which makes it possible to get into the NES games in Animal Crossing - unplayable graphics though ;p'Rewrite memory management, hopefully banishing "failed to map 1 gb contiguous memory" 32-bit Dolphin errors to history'Fix Peek_Color bug that was only present in JIT x64 build.Added Lua Interface for scripting actions within dolphin! (Currently loads and runs scripts from file)Software Graphics plugin:Added TEV stage output dumping.Fixed Command Processor interrupt handling.DirectX Graphics plugin:Many accuraccy fixes and speedups, for specifics please see SVN commit logs.Implemented more proper EFB behavior.Fix crashes which could happen when resizing the render window.OpenGL Graphics plugin:Fixed depth of field effect in Wind Waker (use copy EFB to GL texture). Version 4466Dolphin GUI/Integrated Tools:Memcard Manager: Fixed exporting gci filesMany fixes related to the GUI now supporting unicodeMove to wxAUI, which is wxw-speak for GUI with decently modern features TongueGamelist has new, improved look and feel (you can jump to games alphabetically with you keyboard)Added ability to dump full filesystems from GC and Wii discs. For GC discs, this includes the main apploader and dolDolphin Core:Add "auto" mode to the frameskipper_Massive_ stability fixes and bugfixes to JIT/JITILImplementation of Instruction Cache (interpreter only)More accurate and complete FPU emulation (mostly visible in interpreter)Added/Fixed Tool-Assisted-Speedrun featuresAdded the Triforce baseboard's SI and EXI devices (and JVS I/O), and media board behavior. * Implementation is enough to get some games running, but requires more work for more games SmileMany fixes to Netplay featureAllow plugins to be specified from the command lineFix some issues with loading WADsStabilization of savestatesAdded "Reset" function - the equivalent of tapping the reset buttonAudio (Common audio features):Added ALSA backendVideo (Common video features):Fix PeekARGBFix flickering in some gamesOptimization of shader generation and handlingGenerally better shader error handlingAdd widescreen hackWiimote (actually fixed in internal IPC HLE):Fix wiimote usage in homebrewDebugger:Enable editing of registers displayed in the register windowAdd ability to flip between ASCII and floating point values in mem viewOpenGL plugin:Remove unneeded projection hacksDirectX plugin:Fixed up and FAST! (literally too many fixes for me to list ;p )Enable toggling of safe texture cacheEnable toggling of EFB reads from cpuSoftware Graphics plugin (NEW!):Totally new plugin, intended for debugging and very accurate emulation - SLOW, don't feel the need to tell the team to make it faster SmileDSPLLE plugin:More reversing done, more left to go SmileDSPHLE plugin:Fix various games booting where they would hang beforeReversing and implementation of many of the more intricate behaviors of ucodes, expect better sound in most games.DSPSpy:Improve SD interactionFix rom dumpingMisc:OSX build compiles and runs...(yes, even Snow Leopard)OpenCL is being actively worked on to speed up texture conversion and other areas. Not enabled in normal builds yet.Many, many tweaks here and there to increase speed, stability, and code cleanlinessVersion 3972:-Wii menu boots again!-Change disk works again!-Frameskipper!!!!!!! game are more playable if they were slow due to gpu.-wiimote is working again.-tons of sound fixes.-more jit speed ups.-DVD covers are reported like a real wii - MP3 now boots again.-multi crashes fixed in games and gui.-some memory leaks fixed.-framelimiter working better.-FPS display is tons better.-lots of work on wii input for linux and macos builds.-work on decompressing wii iso's-Fix "Show EFB copy regions"-TAS support added and working.-FIFO bug fixes.-GH3 Guitar support added to wiimote plugin tested and works fine.-fixed most jittering issues with games. I still rarely see it in 1 game.-Add Taiwan to the Country Codes 20:beta auto frameskipping limit (if framelimit & frameskipping is on, it wont skip more then needed or the maximum you set)Version 3661:- Good news, the Duel Core bug has been corrected. we can now enjoy ZWW and SMG in its full speed goodness! bins comming soon.- This has to be one of the best releases we have done in a long time! With Super Mario Galaxy and Zelda Wind Waker both having functing sound. Also, Super Mario Galaxy having its Graphical issues fixed and is now completelly playable! Download and post some screen shots on the Super Mario Galaxy thread in the previous news post! Check the svn changes for more details on whats been changed/fixed in the source code.- Mario Kart DD is fully working as well with sound.- We are aware real wiimotes are not working currently and its being looked at now.Version 3404:Notable changes since the last bi-weekly build: * Fixed idle skipping in the JITIL build. * Fix handling of various pad modes Luigi's Mansion finally has correct triggers * Some possibly major speed boosts to the JITIL build (try with ProfiledReJIT = True in [Core] section of Dolphin.ini) * More intuitive scaling/resolution settings for the OpenGL plugin. * Mad hax included to patch Wave Race: Blue Storm * Improvements to Wii file handling: some VC games (Zelda: A Link to the Past!) can succeed where they didn't before. Also fixed other things, probably too numerous to mention. * OpenGL: fix leaking of fragment shaders * Some improvements to the wii dvd device, can almost boot from wii menuNew features: * File platform is shown in the gamelist, and it is a sortable category. * WAD files can be shown in the gamelist * Framelimiter added (from Iulius) * Added ability to tack on custom shaders in the OpenGL plugin....And of course, a host of other bugfixes and smaller changes.Voici une petite vidéo : Site officiel : http://code.google.com/p/dolphin-emu/ Site officiel : http://www.dolphin-emulator.com/
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