With all of these together, flagrama confirmed that Dolphin's reset timings now matched that of a real Wii!Īndroid devices are at the edge of being useable for a lot of games. As well, because Dolphin was still slightly faster when booting, he also implemented boot timings from ES_Launch. Using these models, he implemented proper file system timings for older IOS versions into Dolphin. In order to do this, Leoetlino wrote a suite of tests for timing different NAND reads from different IOSes. In order to implement the correct timings for The Legend of Zelda: Ocarina of Time (VC), we needed to make sure that each IOS had the correct timing model applied for it. But simply fixing that wasn't enough, Dolphin also only had a single timing model, when in reality flagrama's testing made it obvious that Nintendo optimized things in later IOSes! But Dolphin has File System timings, right? Yes, except the timings weren't implemented for when a game accessed the NAND through Eticket-Service (ES). We spent some time looking at the issue and eventually Leoetlino found the problem: we were simply loading the game too fast from the NAND. They were poking at the issue separate from us and noted that cIOSes that modified older IOSes actually caused the text to fade out faster. What could be causing this, we wondered? Could it be more CPU timing issues, like the crashes that once plagued Virtual Console titles in Dolphin? Could it be a bug in Dolphin's CPU emulation causing a timer not to work? After several years of the issue remaining on the backburner, we got the lead we needed from flagrama. Spoiler: This isn't console but instead the latest builds. This way you can use non-default settings that might be advantageous to the homebrew without having to adjust your global settings every time you run it. For instance, if you want to have custom settings for "tetrisNtsc.dol" you can just right click it in the gamelist and go to the editor tab and add settings. In order to make things easier, cbartondock has added an automated way to generate IDs for homebrew based on the name of the executable. This made things harder on both users and homebrew/mod developers who want to support Dolphin. Super monkey ball for mac dolphin emulator mods#Almost all homebrew and mods are these executable files, so it has been difficult for them to get the settings they need in Dolphin. However, simple executable files designed for the console (.elf and. There are some rather annoying exceptions, but these cases don't come into play for typical users. Thankfully, most released games on the Nintendo GameCube and Wii have a unique GameID. In order to access Dolphin's per-game configuration settings, a title needs to have a GameID. 5.0-13618 - Working GameIDs for elf/dol files by cbartondock ¶ Here is an example config from our testing. You can just borrow the syntax from the default mouse and keyboard controls to make it easy. If you want to use a gyro to control the camera, we recommend configuring it so a button needs to be pressed for the gyro to be active. Super monkey ball for mac dolphin emulator free#This makes it easier than ever to configure and utilize Free Look in whatever way you wish.Ĭontrolling Free Look with a gyro is definitely impractical, but it's definitely fun. This change centralizes the Free Look options and provides a dedicated device for controlling Free Look. This Report we have two changes that combine to allow unprecedented flexibility with how users manipulate the Free Look camera! First up is 5.0-13288. Iwubcode has continued their ongoing mission to expand the capabilities of Free Look. Notable Changes ¶ 5.0-13288 - Make Free Look a Proper Controller, Move to Separate UI and 5.0-13958 - Expand Free Look Input Bindings Support by iwubcode ¶ please enjoy this slightly belated Dolphin Progress Report! What exactly got delayed? Well, we'll have more on that later this month. As such, this month's Progress Report is a little hurried. In fact, we were working on a feature article spotlighting some new features, but things were unfortunately delayed. It's hard to express how happy we are to not only be writing these articles, but still have interesting things to write about. The GameCube and Wii library still have a few tricks up their sleeves and developers continue to come up with crazy new optimizations and features that keep pushing Dolphin forward. Despite all of these exciting changes, despite seemingly seeing it all over the years, we still see things that amaze us. We've gone into detail on all kinds of games, from top sellers on the consoles to obscure titles that most of us wouldn't have known existed if not for some random bug report. The Dolphin Blog has been running for many years, and we've gone through hundreds of changes that affect thousands of titles. Sometimes the introductions to the Progress Reports are the hardest part to write.
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