After a slow April month, a chaotic May more than makes up for it. On top of working on an emulator, developers had their hands full with relicensing. It's always a good month when you can look back at the issues that were fixed and go "phew," hoping to never, ever encounter anything like that ever again.
A wide variety of issues, features and enhancements saw important updates this month that increase playability and make the emulator more robust. Please enjoy this month's progress report!
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Since its resurfacing as an open source project in 2008, Dolphin has been licensed under the GNU General Public License version 2 (GPLv2). This license, created in 1991, is still a fairly common license used in the open source world. But as with anything that deals with technology, times are changing at a rapid rate. More recent projects are using GNU Public License version 3 and Apache 2.0, for their additional freedoms, protections from outside liability, and improved inter-license compatibility. Unfortunately these newer licenses …
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Videogames are interactive experiences with emotional highs and lows, providing players with thrilling experiences alongside wondrous vistas. The greatest games can leave lifelong impacts on their players long after the controller is put down.
Emulators serve as a convenient way to relive those past experiences and rediscover hidden gems from one's childhood. But what if an emulator could not only recreate those moments, but enhance them by pushing the games you know and love to new heights? At what point do people say that the must-play …
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On the one year anniversary of the Dolphin Progress Report, we have a fairly slow month in terms of emulation development. While there are certainly some big things on the horizon, unfortunately development managed to hit one of the gaps where there were mostly some fix-ups and optimizations this month with only a few changes that users will notice.
With that, let's take a look at this month's notable changes.
Notable Changes
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Console add-ons and linking emulation are almost always difficult tasks. Worse yet, availability, software support, cost, and even popularity can limit the ability to get these hardware add-ons documented and emulated. While their are numerous examples spanning tons of consoles and their respective emulators, this month, we're talking about GameCube to Game Boy Advance Connectivity.
Timings and synchronization are a given on real hardware; games know how it's going to work and many expect it to always work perfectly. When it doesn't? Certain games break. Now imagine a …
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One of the topics of talk that have been hitting up message boards and social media is that of when the next official Dolphin release is coming up. So much has happened in the past year that it's kind of crazy. Huge speedups that hit the core of the emulator, crazy accuracy improvements, hundreds of games with higher compatibility ratings and much more. Most people by default recommend the latest development builds over Dolphin 4.0.2.
But a release build is about more than the latest and greatest features. …
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Let's kick off the new year with a bang! January will finally let Dolphin answer the question that gets asked every progress report: "Does Rogue Squadron work yet?"
Rogue Squadron II: Rogue Leader in 1080p 60 fps with Dolphin
Thanks to a ton of work from the staff, tons of testing from the forum users, hardware tests, newcomers and veteran's alike, Star Wars Rogue Squadron II: Rogue Leader and Star Wars Rogue Squadron III: Rebel Strike are …
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The Dolphin Progress Report is not only about featuring high impact changes, but also smaller changes that do interesting things, changes with interesting stories behind them and more. This month has a ton of everything to offer. Dolphin is graced with a new graphical enhancement that will have games popping right out of the screen, a new way to accurately use native controllers, more MMU optimizations, graphics fixes, and even a few other surprises sprinkled in. Some of these changes made us regret running the Best Of blog …
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When working on an emulator, a feature never really feels finished. Last month, crudelios triumphed with his new software bounding box implementation. It was easily the most accurate implementation of the feature to date. A few months before that, magumagu created more accurate disc timings to make games load more accurately. RachelBryk has been steadily adding features for TASing for years. Perhaps a longer term, more general project is Sonicadvance1's continued work on Dolphin's ARM port which is always receiving updates.
All of those …
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