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So with the new iPad Pro, an iOS version of Dolphin Emulator should be imminent

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And using Metal, it would perform just extremly fast. Geekbench scored 5k at single core and 18k on multicore, so there's enough power to emulate dolphin perfectly. 

How are the plans of releasing a iOS version of Dolphin Emulator, especially considering Apple announced the iPad Pro 2k18 which would be perfect for it?

FPS counter shrinks

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Is there any solution for this it was working fine till yesterday but now it's really tiny to see and I don't know why this happens

Flame effect disappeared between 5.0-8966 and 5.0-8970 for 007: Everything or Nothing

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*I re-tested this again on current build (5.0-8989) and the issue was no longer present*
 False alarm.
 (I don't know how to delete a thread)


So like, something happend between 5.0-8966 and 5.0-8970 that broke a graphical effect in 007: Everything or Nothing.

I guess I'll make throw in my detective findings in this forum, hopefully you can correct the things you changed (as I've seen you do before) between those versions.



So like, I was playing through the campaign again, and to my horror, while playing on the most recent (5.0-8989) build, I was to my horror greeted with this scene while playing on one of the games' bike levels:

[Image: 45202469_899204483621354_533670916551344...e=5C76E6EC]


As a veteran of this game, I know that there is a light effect on the ground around the flamethrower.
And as this is not my first playtrough of this game on Dolphin, I know that this effect used to be emulated properly!

So; I did some detective work.  -  First changing up my graphics and config settings, and later testing different builds of Dolphin, in order to get to the root of this problem.



5.0-8547
[Image: 45390545_899204306954705_863244705017416...e=5C89721A]


I'll skip through the 5 others I tested before landing on where the problem occured




5.0-8966 - Flame effect present

[Image: 45241109_899207823621020_486240562768458...e=5C756A6D]

5.0-8970 - No flame effect present

[Image: 45217042_899204446954691_703589434917912...e=5C740CEB]



So, something introduced between these two version is causing this effect to stop working.
I guess that's all I have to say. Consider this a "bug report" or something.


*MAJOR EDIT*

 So, I tested it out again on the current build, and apparently it was fixed again!
[Image: 45260467_899237273618075_765413879390090...e=5C49FE6F]

So, false alarm, I guess. ¯\_(ツ)_/¯

Error 127 when building dolphin from source [OSX]

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I've been dealing with this issue for the past four hours and I can't seem to figure out any way to make this work.

The first error I received was when I followed the standard steps:
1. "git pull <dolphin github link>" into wherever I wanted it to go
2. "mkdir build"
3. "cmake .."

but here it gives me the error

```
CMake Error at /usr/local/lib/cmake/Qt5Core/Qt5CoreConfig.cmake:15 (message):
 The imported target "Qt5::Core" references the file

    "/usr/local/.//mkspecs/macx-clang"

 but this file does not exist. [...]
```

after attempting to install qt5  the standard way (I presumed I was supposed to go to "https://www.qt.io/download" and choose the open source version), I got the same error. 

that's when I resorted to trying to build through the QT-Creator application. This seemed to work initially. It went through and configured CMake properly, but then upon attempting to build the default configuration, it decided to fail at ~82% completion here:

```
17:20:06: Starting: "/Applications/CMake.app/Contents/bin/cmake" --build . --target all
[ 1%] Built target bdisasm
[ 1%] Built target cpp-optparse
[ 5%] Built target glslang
[ 5%] Built target pugixml
[ 6%] Built target enet
[ 7%] Built target xxhash
[ 7%] Built target lzo2
[ 9%] Built target png
[ 10%] Built target SoundTouch
[ 10%] Built target sfml-system
[ 11%] Built target sfml-network
[ 13%] Built target miniupnpc
[ 13%] Built target discord-rpc
[ 15%] Built target speex
[ 16%] Built target cubeb
[ 17%] Built target audiocommon
[ 23%] Built target mbedcrypto
[ 24%] Built target mbedx509
[ 25%] Built target mbedtls
[ 32%] Built target common
[ 32%] Built target traversal_server
[ 35%] Built target discio
[ 36%] Built target usb
[ 36%] Built target hidapi
[ 39%] Built target inputcommon
[ 41%] Built target videosoftware
[ 41%] Built target videonull
[ 44%] Built target videoogl
[ 51%] Built target videocommon
[ 81%] Built target core
[ 82%] Built target uicommon
[ 82%] Automatic MOC for target dolphin-emu
[ 82%] Built target dolphin-emu_autogen
[ 82%] Generating zh_TW/dolphin-emu.mo
/bin/sh: cmake: command not found
make[2]: *** [Source/Core/DolphinQt/zh_TW/dolphin-emu.mo] Error 127        <--- this is supposedly the root of the issue according to the creator
make[1]: *** [Source/Core/DolphinQt/CMakeFiles/dolphin-emu.dir/all] Error 2
make: *** [all] Error 2
17:20:08: The process "/Applications/CMake.app/Contents/bin/cmake" exited with code 2.
Error while building/deploying project dolphin-emu (kit: Desktop Qt 5.12.0 clang 64bit)
When executing step "CMake Build"
```

Does anyone have any ideas about how to fix this error?

Annoying issue with zadig driver and restarting computer

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After shutting down/restarting computer, dolphin won't load any games due to something wrong with bluetooth passthrough.
The game window just starts at black screen and never loads anything. I have to force exit the windows as well.
One time I got an error message, but I can't get it to pop up anymore.

The only solution is to uninstall the zadig driver, let windows install its own, and then install the zadig driver again.
Simply reinstalling the zadig driver does not work.

Is this unfixable? 

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FPS

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I started play mario kart double dash with frames skip on 1, But super mario sunshine laged a lot with frames skip but it was at 30 FPS but the audio was heard fine no slow audio Fine. New super mario bros wii needed frames skip, Ran at 60 fps without major problems it will freeze a bit but it was playable. In mario kart double dash the menus ran at 60 fps when selecting player,etc but when the game started the fps has drop to 30 fps with the game running slow but the audio was fine like 60 fps but when i change the speed to unlimited the audio has gone super fast but the game was the same, then i set the speed to 100. So that's my problem.

Super Mario Sunshine lag.

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Hi! So I recently wanted to play one of my childhood games, being Super Mario Sunshine. The intro screen is a bit laggy, so is the actual game save menu. The cut scenes are fine, but when I spawn into Delfino plaza, I drop to 26-14fps. Any help would be appreciated!

A "IPEvent" event was scheduled from the wrong thread (non-CPU)

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Hi,

I am using bluetooth passthrough mode (with Zadig's libusbK drive), and sometimes it shows 'A "IPEvent" event was scheduled from the wrong thread (non-CPU)' when starting a game. I have referred to https://forums.dolphin-emu.org/Thread-bluetooth-passthrough-troubleshooting?pid=478721#pid478721 and have changed to https://dl.dolphin-emu.org/prs/pr-7216-dolphin-latest-x64.7z but the same situation still occurs sometimes. Curiously, If I press 'yes' when it pops up, everything will continue as normal. Any suggestion?

[Image: ooHLXc6.png]   

I can't play with an emulated wiimote cause of this error!

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Error: Wiimote 1 disconnected by emulated software Huh

MSSA default framebuffer

Generic build from the code on Github

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Hi everybody,

I wanted to compile an unofficial generic build for Android (that means it could support not only x86-64 and ARMv8 but ARMv7 and x86 also).

But when I enabled "Generic Build" (put 'on' in the option in CMakeLists.txt) and when I compile it, it gives me some syntax errors that I can't fix because I'm not a programmer.

If I update Gradle, SDK and the API level, it compiles, but doesn't get built due to a missing thing, in NDK's part called LLVM, called 'lbdisasm'.

Can somebody help me to do such a compilation?

this laptop good for GC or Wii?

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I am planning on buying this laptop, will it be good enough to 

1.run GC games like Mario Kart DD? 
2.What about Wii games like Mario Galaxy?


Lenovo IdeaPad 320-17IKB 80XM00JMGE - 4415U 4GB/128GB 17" HD+

80XM00JMGE

Intel® Pentium® 4415U Prozessor (Dual-Core)

2,3 GHz , 2 MB Cache, 15 Watt TDP

4 GB DDR4-2133 SO-DIMM, maximal erweiterbar auf 16 GB

128 GB SSD (2,5" SATA 3)

Intel HD 610 Grafik

Shared VRAM

Sorry if that question is stupid, I found the benchmark table and it did not really help me, I don-t know what to make of those numbers like 4 min something and stuff. Sad

Two versions of QT specified...? [OSX]

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Finally! I was able to compile Dolphin Emulator all well and good...

...but there's a problem.

Upon launching, nothing happens - then when I go into the "Dolphin.app" package contents and launch it manually, it gives me this output:

```
objc[95607]: Class QMacAutoReleasePoolTracker is implemented in both /Users/Dominick/Desktop/Programming_Stuff/ProjectM_Projects/Dolphin-Dev/dolphin/build/Binaries/Dolphin.app/Contents/Frameworks/QtCore.framework/Versions/5/QtCore (0x10b9802a8) and /usr/local/Cellar/qt/5.11.2/lib/QtCore.framework/Versions/5/QtCore (0x10edb92a8). One of the two will be used. Which one is undefined.
objc[95607]: Class QT_ROOT_LEVEL_POOL__THESE_OBJECTS_WILL_BE_RELEASED_WHEN_QAPP_GOES_OUT_OF_SCOPE is implemented in both /Users/Dominick/Desktop/Programming_Stuff/ProjectM_Projects/Dolphin-Dev/dolphin/build/Binaries/Dolphin.app/Contents/Frameworks/QtCore.framework/Versions/5/QtCore (0x10b980320) and /usr/local/Cellar/qt/5.11.2/lib/QtCore.framework/Versions/5/QtCore (0x10edb9320). One of the two will be used. Which one is undefined.
objc[95607]: Class RunLoopModeTracker is implemented in both /Users/Dominick/Desktop/Programming_Stuff/ProjectM_Projects/Dolphin-Dev/dolphin/build/Binaries/Dolphin.app/Contents/Frameworks/QtCore.framework/Versions/5/QtCore (0x10b980348) and /usr/local/Cellar/qt/5.11.2/lib/QtCore.framework/Versions/5/QtCore (0x10edb9348). One of the two will be used. Which one is undefined.
QObject::moveToThread: Current thread (0x7fc7e9c08e20) is not the object's thread (0x7fc7e9e13090).
Cannot move to target thread (0x7fc7e9c08e20)

You might be loading two sets of Qt binaries into the same process. Check that all plugins are compiled against the right Qt binaries. Export DYLD_PRINT_LIBRARIES=1 and check that only one set of binaries are being loaded.
qt.qpa.plugin: Could not load the Qt platform plugin "cocoa" in "" even though it was found.
This application failed to start because no Qt platform plugin could be initialized. Reinstalling the application may fix this problem.

Available platform plugins are: cocoa.

[1] 95607 abort ./Dolphin
```

Unfortunately I'm not sure with how deep this goes. It appears as if it's trying to load more than one qt library. I'd imagine it's something like directing it to use a specific build of the Qt framework would fix it but I'm not sure how to go about doing that.

The latest Dolphin build form the downloads page works perfectly whichever method of launching I use, implying that either I've done something wrong when building or I didn't configure it properly. May I have some help figuring this out?


-----


UPDATE::

k so I rebuilt it and it launched. HOWEVER - it seems it tried to auto-adjust to OSX Mojave's dark mode lol. It looks quite strange but I'll be checking to ensure that the functionality is intact

-----

Update 2:

Mojave does NOT like opengl... like... at all lol

Dolphinbar doesn work with dolphin

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so heres my problem. i just got my mayflash dolphinbar that i ordered from amazon. i downloaded the proper firmware and then attempted to update it as several places on the internet suggested to. when i did this it told me that the current version is 0.9 or something like that and that it doesnt need to be updated.

i have tried to sync the wii remote using the dolphinbar on all 4 modes. modes 1-3 will connect. i have dolphin set to real wii remote and i can see that the remote is on and synced to dolphinbar but nothing changes in the menu here. i cannot configure the wii remote and nothing happens to indicate that the wii remote has been accepted so i assumed that nothing was supposed to happen and simply tried playing a game and it did not work and there is a message at the top saying "wii remote 1 disconnected. when i try to sync on mode 4 all 4 led's on the wii remote will stay lit for about 3 seconds and then the wii remote goes off. when i try to re-sync nothing happens. when i push a button nothing happens and the led's on the bottom do not light up or respond in any way. they just stay dark.

im on windows 10 and im using the latest stable version of dolphin which is 5.0

what do i need to do?

Certain Games Not Accepting Controller Input?

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I tried to post this in Game Support but the button for new thread does not appear so I posted here because it's for multiple games anyway and might be more of an overall issue I suppose.

I am using Dolphin 5.0 and I'm running several games without any problem (Mario Kart, Wind Waker, F-Zero etc) and when the intro screen appears I hit a button on the controller and it lets me enter the game and play. I'm using a PS3 controller via blutooth dongle btw.

But When I try to play Super Mario Galaxy it loads up fine but it doesnt recognise my controller (asks me to press A+B buttons together) but nothing happens and it just sits there on the into screen. It has happened with a couple of other games, from memory one of them was Rampage and the one thing these non working games seem to have in common is that they don't have a thumbnail picture in the games list, just a grey square with a cross.

Anyone know what this is?

PC:

i5 2500
8Gb DDR3
Nvidia GT 710 2Gb DDR5

Problem with Bluetooth Passthrough

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Hi,
I have a problem with setting up the passthrough mode in the newest version of dolphin.I use the 5.0.2341 version without problem,but the other newest version give me the same error : "LIBUSB_ERROR_OTHER".
Somebody can help me to solve this problem?
p.s. i have windows 10 with a csr8510 a10 bluetooth adapter end the libusb installed then used zadig 2.4 to install the library.
Thanks!!

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