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Nividia Shield TV (101)

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Is there an up-to-date Nividia shield TV walkthrough for the Dolphin emulator?

I've done some googling and followed youtubes etc. but keep getting parse errors. The furthest I can get is to have it installed but it wont find roms. I've used Dolphin across various systems always without any issue but for the life of me don't know how to progress with the Nividia install. Thanks in advance.

Android controller. B exits emulation

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So ive been trying to get this working for a while now, but cant find the fix anywhere. I am using a samsung galaxy s9 with a xb1 controller. Everything maps out as it should, but while in emulation, b exits the app. I cannot find a fix for this anywhere. Dolphin settings, phone settings, phone developer settings... the only information i can find, is that its a developer option to set a kill switch for malfunctioning apps. However i could find no such setting. Has anyone else had this issue, and fixed it? Thanks!

How to hide mouse pointer in New version of dolphin

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I know the option was there in the old versions of Dolphin, but I am using version 5.0-10607 now, and I cannot find the option to hide the mouse. Thank you much!

IR Pointer Problems

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I'm trying to play Super Paper Mario but I can't get the pointer to show up on screen. I attached a screenshot of my config.

I tried everything I could find on the internet and have been searching for probably three hours. All my other controls seem to work fine. I haven't tested in other games.

.png   config.PNG (Size: 41.92 KB / Downloads: 1)

Punies disappearing in paper Mario TTYD

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In chapter 2 the punies keep disappearing after a while or if they are off screen, saw the other thread (link below) which was solved by using interpreter mode but it's too slow in my case, is there any other option ??

I'm using pixel 2 XL, and the video backend is vulkan because all other options make the game crash if the game does animation like going into a pipe, also the save States are activated if that's matter.

https://forums.dolphin-emu.org/Thread-paper-mario-ttyd-punies-disappear-chapter-2

60 FPS but laggy

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I’m playing melee on my pc and it shows 60fps on the stats bar. But the game is laggy. I already tried changing backend and screen resolution. Please help Sad

The Last Story HD HI-Texture Pack (19-07-11)

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[Image: 9EPMkz5.jpg]
Information 

Hello I discovered an extraordinary game an exceptional RPG  
I just finsh the game Smile  I was working on the chapters as I progressed



I do not see texture of this beautiful game except maybe a Gui Matrix2525 +Controller  keller999  on the forum 

so i will put mine and i hope you will like it Tongue




My Work

For textures I used the following problems

  1. Photoshop
  2. Topaz A.I. Gigapixel
  3. DDS Converter 1.4
The way I proceed to make this texture pack
I am not a pro but I have a great passion to work the texture


  1. Dump texture every chapters 1 to 45 
  2. after 1 chapters i save (backup) i work the textures 
  3. All Texture are Upscale to x3  with Topaz A.I
  4. I work the ugly texture if not enough good with topaz 
  5. All Boss are RE Texture with photoshop and x3

I hope you enjoy my work

thx at Gui Matrix2525 +Controller  keller999 


Screenshots


My screenshot contains a lot of spoil !!





How to install


1.04 Gb
https://www.mediafire.com/file/jpe3jhoi6afjgya/SLSP01.rar/file

1. Extract the archive to a convenient location

2. Copy the entire "SLSEXJ" folder into "Username\Documents\Dolphin Emulator\Load\Textures\"
    NOTE: SLSEXJ is the USA folder name.  If you are playing a different region version,
    change the folder name to "SLSPXJ" for Europe or "SLSJXJ" for Japan.
3. Enable custom textures in Dolphin
    Open Dolphin -> Graphics Settings -> Advanced Tab -> Check Load Custom Textures
4. Start the game and enjoy!

Will put my Confg so you can see  i have no drop fps no bug no blury at all all work good!!
[Image: kRi3Cnth.png]
[Image: q3yko8dh.png]

Real Wiimote cursor without sensor bar?

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So, today I was playing Wii Music (R64E01) and I connected my first party, Wii MotionPlus INSIDE-Wiimote (keep in mind there was absolutely NO sensor bar anywhere near my PC) and the IR worked, even though it was extremely finicky and would disappear at times it still very much worked, especially after a few minutes of using it, But after switching to Wii Sports Resort (RZTE01) the cursor just disappeared, never to be seen again.

Does anyone have any idea what happened?

S10 July update - possible Vulkan driver update

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Hey forum,


I just wanted to share my findings regarding the latest Samsung update on my S10+ Snapdragon (Hong Kong version).
I have used the OpenGL ES Backend in the past for emulation, but after having tried the Vulkan Backend after the latest Firmware update I have noticed a substantial speed boost for all games. While in the past I could not run Resident Evil 4 in full speed using the Vulkan Backend, I am now able to run Resident Evil 4 with a whopping 3x Resolution and a HD texture pack at full speed.
Same accounts for Zelda Windwaker where I am using Hypatias amazing HD texture pack.
Vulkan is now officially faster than OpenGL ES on my device.
Is this the case for anyone else?  I would like to know whether most people are still on OpenGL ES or are also using the Vulkan backend.

Cheers and all the best!

Mini Update: libusb Hotfix

Slowdons in regular intervals with constant 60 fps

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Hi forums new guy here,

having an annoying problem with constant slowdowns that occur in every game I play. I have a strong machine (i5-9600K, GTX 1070, 16 Gb DDR4, SSD), the latest Dolphin build, up-to-date Win 10/video drivers and no viruses.

FPS display stays at rock solid 60 and doesn't dip to 59 even for a second. My PC temps are all normal and I'm not having problems in other games. Dolphin video settings are at a medium level, no fancy resolutions or texture packs. Despite this, I'm getting slowdowns in regular intervals. It's not a stutter with dropped frames, but more of a slowdown. It will last for around 2-3 seconds then go back to normal smoothness.

Any ideas?

failed to init core

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i keep on getting failed to init core when i try to load a game, my game dosent appear when clicking on file and going to my file with roms

Final Fantasy Crystal Chronicles 60 fps hack

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Good evening, everyone! Cool
I’m looking for a developer who can create a patch or code to run Final Fantasy Crystal Chronicle in 60 fps.
Please help me, I’m willing to give money in return.
Thank you

'm having some trouble configuring my controller ;-;

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IFor whatever reason, the A, X, and Y buttons on my controller don't exist according to Dolphin. I frequently use this controller on my Switch and to play Smash Flash 2, and it works perfectly in those instances. The controller is a 3rd party Switch pro controller commonly known as the Eeekit controller (no, those three e's are not typos) that connects to my PC via a USB. I seriously don't know what's happening, so if someone could help me, that would be great ^u^.

Metal Arms Mapping Project

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Hello!

I've been working on porting textures from various sources (xbox, stuff the devs have sent me, etc) for use in dolphin!

The result is the Metal Arms Mapping Project!

https://imgur.com/a/IZQog48

The included mega link is (almost) everything you'll need and a little bit more to get started!

https://mega.nz/#!y4x1yKhR!ZBnXfM9s6j_njhTu5DswzDy7zoEY2GqPMJNsaMIw2Fk

I included the personal dolphin build I use since cutscenes have not been fixed, but if you're not comfortable using it, just delete the dolphin folder after you unzip it.

Suggestions from a Pikmin hacker

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While reading the Dolphin Emulator website, I learned that this section of the forums existed.  I hack Pikmin 1 & Pikmin 2 as a hobby.  Recently, our community has had an explosion of people learning about assembly editing, myself included.  From my time using Dolphin's debugging tools, I have some suggestions for new features and improvements that will positively effect virtually all GC/Wii modding communities!

There are three ideas that I have thought of so far.

Anti-Breakpoints
This is a basic tool that would speed up my workflow tremendously.  It goes like this:
If a Memory/Register Breakpoint is tripped, Dolphin then checks to see if the processor instruction responsible has an Anti-Breakpoint.  If it does, emulation will continue as normal.
If a Processor Breakpoint is tripped that interacts with memory/registers, Dolphin then checks to see if the memory range/registers has an Anti-Breakpoint.  If it does, emulation will continue as normal.
For the former example, this would be incredibly useful when a particular memory address (usually static data) is accessed multiple times in an irrelevant loop.  Sure, there are messy configurations one could create to push past the annoying loop, but that's no good.  For one, Dolphin's breakpoints are already hard to keep track of and a messy configuration would compound that.  For two, repeat experiments are difficult depending on how you do the configuration.  Having this basic yet powerful tool would save so much time.
For the latter example, I actually am not sure how useful it would be, but I'm sure having Anti-Breakpoints work both ways will be better in the long-run.  I don't know everything, after all.

Emulated Memory Override
While exploring the internet, I learned about a leaked build of Metroid Prime 3 exists for the GameCube, and that the only reasonable way to run it is via a modified build of Dolphin Emulator that allocates more emulated RAM to simulate a NPDP-GDEV unit.  The commit that added this feature to the master branch to be optionally changed upon compiling is here.

This feature has always piqued my interest, but now that I am into game modding, even more so.  You see, Pikmin 2 is pretty starved for free memory, which leads to custom course models being a pain to make.  However, when running in a build of Dolphin with more emulated RAM, Pikmin 2's MEM heap / CPU bar actually recognizes the extended memory range!
[Image: lAvkDmc.png]
If our community could solve how to expand the OSArena(?) to create a larger heap, we could make new content that would be impossible on the original hardware!  (Think like how Project 64 can have its memory expanded and how the SM64 community uses that very often.)  This would also make using Dolphin Emulator to test game prototypes like the Metroid Prime 3 one much easier to do on recent revisions.

So here's how I visualize it; a slider just like the Emulated CPU Override one in pretty much the same menu.  On it are clearly marked intervals for retail GameCube, retail Wii, NPDP-GDEV, etc.  (I am unfamiliar with Wii dev units; did they have even more RAM?).  I suppose emulating less RAM ought to be possible as well, but I cannot see many reasons why one would want that.  Essentially, take what is normally a feature exclusive to dirty builds of Dolphin Emulator (not friendly for sharing game mods), and make it easily configurable for anyone on the latest revision of Dolphin (which, btw, is so loaded with awesome tools for hacking.  I want to take a moment to thank you guys.)  How neat would that be?
This slider would obviously only be configurable while no emulation instance is running.  Hopefully this is an easy feature to implement?

Better Annotation in Code Dumps
My final request is a smaller one (I think).  I find it odd that Dolphin's live disassembly in the code window can tell you exactly what function a branch instruction jumps to, yet code maps that can be generated under Symbols > Save Code only mentions the memory offset.
[Image: DoH5zVZ.png]
Can the code maps have the feature implemented to them that the live disassembly already has?  Perhaps omit the function name for in-function jumps, as that would be a bit redundant.



I apologize for the high volume of requests I have made.  I would love to help implement them myself, but as good as I am at hacking Pikmin games, I am still hopeless when it comes to C++.  I can only hope that these additions are as easy to implement in practice as I think they should be.

What is the biggest bottleneck in emulation today?

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Hi,
I think the biggest advantage of emulator vs hardware console is possibility of beautify graphics (mainly by resolution increase). Disadvantage - problems with smooth gameplay.
Over year ago I was wondering if is possible to get around this problems, at least for Gamecube. That time I though main problem is with emulating PowerPC CPU. I am interested in FPGA chips so I started working on gekko-flipper bus sniffing tool (to make co-operation of hardware and emulation).
Nowadays my project is on significant stage. Two FPGAs, FIFO to USB3.0 bridge, RAM chips. All 108 bus signals connected. I already have a few samples of data, for example full GC boot. But I started wondering again - is sense of make this? I decided to make simply test scenario. Episode from game Zelda Twilight Princess on Gamecube. After lakebed temple boss (save from here: https://gamefaqs.gamespot.com/gamecube/920769-the-legend-of-zelda-twilight-princess/saves). My emulation speed - 30% (look screenshoot). Later I started emulation without graphics (backend "NULL"). Speed ~135%. Over 4x more!
Soo... does this means that my project is useless? What is the biggest bottleneck in emulation today?

.png   zelda_nographics.png (Size: 4.6 KB / Downloads: 1)

.png   zelda.png (Size: 498.59 KB / Downloads: 2)

A helpful post?

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Hi everyone I'm new here!

I've been reading for a few months and agonizing over making the perfect little mini itx box for dolphin to sit under my tv. I took an educated guess and things turned out well. I hope this helps others decide on hardware!

After reading through a lot of posts here and on reddit with a lot of maybe's and should be type statements from people guessing at specific budget hardware for dolphin I made a few purchases and just wanted to post it here. I hope it helps people!

I found a used hp prodesk 400 g4 sff with a Pentium g4560 and 8gb of ram for about 180 Canadian loonies, and took a long time deciding on an Nvidia gt 1030 for about 120 loonies. The low profile single slot card just to say fits. I see a lot of questions about these small cards and these cramped cases.
The exact card(https://www.amazon.ca/Gigabyte-GV-N1030D4-2GL-GeForce-Computer-Graphics/dp/B07C3DWK1Z/ref=mp_s_a_1_8?keywords=Gt+1030&qid=1563025774&s=gateway&sr=8-8)

After a bit of testing I'm happy to say that it works great! I have to use a lower setting for the uber shaders but they are enabled(I can't remember which settings exactly) , and I can play my games on my tv at 3x no problem! The titles I've tried so far have been super mario sunshine and super mario galaxy 2. Are there any other games anyone wants me to test? I'd like to be helpful if I can!

Joystick sensitivity

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Hi. I'm currently using a USB Xbox 360 controller with Dolphin. The joystick is too sensitive which makes precise aiming very difficult--it either doesn't move or it moves too fast. I recall I also had this problem on the Project 64 emulator, and I even notice it in the "Test" tab of the controller's properties in Control Panel. Is pressing the button assigned to the modifier the only workaround?

I figure this is a common problem, but I don't know if there is any better solution for it...

I'm having some trouble configuring my controller ;-;

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For whatever reason, the A, X, and Y buttons on my controller don't exist according to Dolphin. I frequently use this controller on my Switch and to play Smash Flash 2, and it works perfectly in those instances. The controller is a 3rd party Switch pro controller commonly known as the Eeekit controller (no, those three e's are not typos) that connects to my PC via a USB. I seriously don't know what's happening, so if someone could help me, that would be great ^u^.
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