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Analog Hardware Not Detected When Using MayFlash GameCube Adapter and Controller

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Greetings!

I've done a cursory search on Google and these forums and I haven't yet seen anyone with this particular issue, so I figured I'd bring it up.

I just got a MayFlash 4-port GameCube adapter to use with an official GameCube controller (the Smash Bros. edition).

When I go into Controller Settings in Dolphin (macOS), I can configure all of the digital buttons, but all of the analog hardware isn't detected, or so it seems.

The main analog stick, the C-stick, and the analog portions of L and R do not respond at all.

Has anyone else experienced this, and if so, have you been able to resolve it?

Cheers!

Controller rumble (Nvidia Shield)

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Hi ! I just got my hands on the Shield and I'm really enjoying Dolphin on it. I managed to make custom .INI files per games, load custom textures, tweak controllers settings per games... AR codes and so on, BUT! I can't get rumble to work, no matter the controller (Shield Controller or Xbox One Controller)

When I try to map Rumble from Dolphin it says "Device rumble not found". I also tried to edit my goto GameCube controller .INI to "Rumble/Motor = `Motor L` | `Motor R`" (instead of "`Rumble 700`) or set "EmuRumble0" to "= Device 'aa84ea5ff09a6e1945446a5a4fe2e5ca93809493'-Motor L" (the long number being my controller ID, working for any other buttons) into Dolphin.ini but none of these appear to work!

I'm kinda out of solutions for this one, anyone has it figured out?

Cheers

Can't get the WII remote to refresh

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Trying to get the WII remote recognized by Dolphin
I have followed the videos I have found, and still having issues.
I have the computer recognizing the WII remote.
But when I go configure it in Dolphin, it will not refresh.
I set it for WII remote like the videos say. But when I press refresh nothing happens.
The buttons on the remote will respond, but the movement will not.
Like for instance in Epic Mickey, I can get to the start screen, but if I move the
remote so it will go over the start button, the cursor remains stationary.
I have tried fresh batteries, and everything else I can think of.
Any thoughts would be appreciated. :

Hyperkin Controller Configuration

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Dear Support. Im writing in regards to an issue I came across while trying to configure my gamecube controllers on Dolphin. I recently bought a Hyperkin 4-Port Controller Adapter for GameCube to Switch/ Wii U/ PC/ Mac and I was in the beginning phases of configuring my controllers but came across a stump. Putting the adapter on the PC setting, I was able to configure my buttons to the emulator with ease but my analog sticks were not picking up any axis movement for me to configure it at all. I read on the forum that I would need to install a driver to configure it on the WiiU setting but at the expense of disabling my Macs security. Is there anything I can do to get this controller configured without compromising my security??

Uncontrollable movement on controller

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I'm playing Fire Emblem Path of Radiance, but my cursor goes down and to the left at random times and I cannot control it. At first I thought it was a problem with my controller/adapter, but it still occured when I tried to play it on keyboard. I don't have any other games to test it out with to see if it's a game-related problem.

Bug: Red Graphics Render

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Hello guys recently I decide to run Skies of Arcadia Legends to my Android Phone.

GPU: Adreno 630
CPU: SD 845
OS: Oreo 8.1
OpenGL ES 3.2

No matter what I try it seems the game output different color correction, why exactly this is happening?
If I remember correct RE: Code Veronica output the same Red Render

Here is the picture


.jpg   20190118-002838.jpg (Size: 193.36 KB / Downloads: 14)

EFB access to CPU not working properly on SMG OpenGL

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So, recently I've been playing Super Mario Galaxy on my device and, while playing using Vulkan, everything worked just fine, but then I decided to test OpenGL to evaluate performance, and while it ran much faster than Vulkan, the EFB access to CPU isn't working properly... The stars aren't shooting properly and it's really hard to enter the galaxy choosing screen as the cursor seems to change randomly into a hand so I can grab the star in the domes...

But the access is actually working, as the Gods Rays from the sun are properly emulated when EFB access to CPU is on even on OpenGL... so the issue is only with the cursor...

Am using PAL version of Super Mario Galaxy, if that helps...

Can anyone try to replicate this issue? Am using the latest build as of today...

Luigi's mansions aspect ratio looks slightly squished

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The aspect ratio in this game looks more like a square than 4:3.  Other than that, the game seems to be emulated perfectly.  Can someone please fix the aspect ratio?

Dolphin not finding my memory card?

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So I was trying to go and play some Sonic Adventure 2: Battle, and at first I was using version 5.0-9213 and it refused to play at over 40 fps. So I did a search online and found after trying to change everything I could find on the forum thread (including reverting to single core) I found that I could just try to update. So I got 5.0-9413 and the game ran smoothly! The problem was that, even though I copied the .raw files for my memory cards into the new location, nothing is being read. Now even going back to the old version 5.0-9213 won't even read the memory card data. I've been trying to figure out for about an hour now on my own how to find out where the game is trying to read and save its .raw data to and from and even created a new save file and can't find where it saved. Any ideas?

I'd add attachments, but I'm not sure what to add.

Dolphin not finding my memory card?

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I thought I'd already posted a new thread but for some reason it's not showing up on the forum or my profile so I figure I'd try this again with a short version.

Essentially, I started playing SA2B on Dolphin 5.0-9213, and it was running at about 40fps even with only single core being on but besides that the saves were working perfectly. So I updated to 5.0-9413 (meaning I just downloaded the new one from the website without replacing the old one). Now for some reason after getting 9413 set up neither version can read any of my saves. So I'm trying to figure out what's going on, where it's saving now and how to get the game to read my old saves.

Capture.png     Shows my two folders in my Documents folder
Capture2.png   Showing my memory card files in File Explorer
Capture3.png   Showing my memory card files in File Explorer
Capture4.png   Showing my memory card files in Dolphin GC Memory Card Manager (note how SA2B has a 100% complete save for file 2)
Capture5.png   Showing my memory card files in Dolphin GC Memory Card Manager (note how SA2B has a 100% complete save for file 2 as well)
Capture6.png   A picture of my in game memory once I start up the game

.png   Capture.PNG (Size: 79.14 KB / Downloads: 0)

.png   Capture2.PNG (Size: 58.22 KB / Downloads: 0)

.png   Capture3.PNG (Size: 60.83 KB / Downloads: 0)

.png   Capture4.PNG (Size: 80.08 KB / Downloads: 0)

.png   Capture5.PNG (Size: 80.63 KB / Downloads: 0)

.png   Capture6.PNG (Size: 318.73 KB / Downloads: 1)

Are there any memory symbol maps?

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I saw this in the symbol map loading code:

// TODO - Handle/Write a parser for:
// - Memory map
// - Link map
// - Linker generated symbols

Is a memory map just symbols for memory addresses? Are there any map files out there that have memory symbols?

I could use the ability to set symbols for constant memory areas that have useful values.

Function symbols do lots of stuff like hashing and forcing lengths to reach the end of the function. I was thinking a separate, simple symbol struct (address, size, name) could be used for memory symbols and to double as a code symbol override, fixing the ability to make comments inside functions. Single line issue

However, I don't know if more is expected of a Memory map... or if Memory map refers to something different from what I'm referring to.

MacOS: Metal or Molten?

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So after having discarded my PC and left with only my 2015 Macbook Pro, I realised that Dolphin might run like crap.

One of the reason being drivers, since as I understand Mac are stuck with old OpenGL versions.

So my question is: is Dolphin planning to go the Metal route as I've seen mentioned or is Dolphin rather going to take the MoltenVK route and what does it change?

I personally would boycott Metal, screw that proprietary crap, but I don't what exactly MoltenVK does either...

Thanks.

per game backends?

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I was wonder if possible to set the backends per game as a few game behave weird in performance because of the backend. I use default setting with the except of 3x ir and asynchronus(ubershader). I use the desktop in my profile(i7 4790k,16 gb ram, gtx 970) and a laptop with a i7 7700hq,16 gb of ram, and a gtx 1070. Not the most powerful but reasonable computers.  For example if a use the opengl or to a lesser degree direct x 11 the game run below 100 in some maps and in the same map with open going down to 50-60% while vulken can reach over 300% if hold the turbo hotkey, however super paper mario will have slow that with vulken that doesn't occur with opengl due some areas. I don't know if these are bugs though.

OpenGL doesnt work anymore

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Hey Guys,

so recently Dolphin doesnt work with OpenGL. I really don't know why, since I didnt change anything.
Starting it with OpenGL gives me this Error Message, sometimes i dont get anything but a blackscreen. The Audio still plays in the background tho.

"Error unexpected $end at token <EOF>. C000 Huh

I'm using Dolphin 5 on windows 10 x64 and as said before, it did work earlier. Drivers are uptodate.

CPU: i7 7400U
GPU: 940mx

I couldnt find anything specific on the Internet, sadly :/

Vulkan without precompiling shaders working better than D3D on nVidia system

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I recently decided to do a few tests to see if I could live without precompiling shaders before loading each game, because every time I update Dolphin, the first time I launch a game with a large UID cache, Dolphin takes about 2 minutes to do the compilation process.

After disabling the option I was surprised to see how badly D3D performs on games like SMG2, while the shaders are being compiled during gameplay.  The sound stutters tremendously for minutes.  Once everything is compiled, D3D performs very well on my system.  This is with async ubershaders enabled, by the way.  OpenGL displays similar behavior.

I then decided to check out Vulkan, which I had not checked in a while, and there is hardly any additional stuttering when launching a game for the first time after a Dolphin update.  In general, I can't tell if Vulkan does better or worse in terms of small stutter hiccups here and there, vs. D3 with precompiled shaders loaded pre-game.

Questions:
1. Does the preloaded pre-compiled shader option even works in Vulkan? If it doesn't that would explain why it seems unaffected the the "first time game load after a Dolphin update" delay.
2. Are the ubershader issues that have been identified on nVidia GPU's using Vulkan in the past, now mostly resolved?

I guess if this combination works for me I'll stick to it but I'm curious as to why Vulkan does so much better in this regard.

Wii Sensor Bar alternative?

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i know this is a longshot, as i got no clue how it really worked. but basically i got a wiimote paired, and i forgot about needing a sensor bar (seeing as i have motion+). i'm on a laptop, so getting candles is a no go, i may look into IR diodes i can stick onto the top of the screen or something. but i remembered a different alternative, specifically with the Wii U gamepad. in some weird situation i remember trying to do some Wii games using the gamepad as a screen, and the gamepad's camera doubled as a sensor bar. i have no clue how it worked, but i was curious if there was a way to get the same result using a webcam? i don't know if that would have to be a hardware issue of buying one with IR capability or any default cam can work

Wiimote axes inverted

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Hello,
I'm using a Dolphinbar with a real Wiimote.
This works very well except the cross axes X and Y are inverted.
I'm using Linux.
How to resolve this issue?
Thanks.

Shield TV Settings

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I wanted to start a thread to see if I could get some recommendations on what settings to sue for the Shield TV 2017?

I have found OPEN GL and 1x resolution working the best for me but want to know what other settings are others using that work the best?

Also are you finding different settings for different games produce better results?

Eternal Darkness 100% Working !!!!

Use multiple instances of dolphin with multiple WiiU GC adapters?

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I'd like to connect multiple instances of Dolphin on a single PC together with the BBA, for Mario Kart Double Dash. Are there any unexpected issues with plugging in multiple adapters and each instance using a separate one?

Have not tried this yet, but I'd love to know if someone has before I track down some more adapters.
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