Arxiu de l'autor: JMC47

Dolphin Progress Report: December 2020 and January 2021

Welcome to the Dolphin Progress Report for December 2020 and January 2021! Things ended up running a little behind for this report due to some technical details that we needed to hammer out for a few of these entries. We on the blog team are familiar with the emulator, however there are a lot of technical details that are simply beyond our expertise. Going from things like the AArch64 JIT to GUI changes to IOS updates to game patches that go into low-level hardware behavior is enough to make anyone's head spin! More often than not, we rely on core developers and the authors of a specific change to help us understand what a pull request does so that we can express its purpose accurately here on the blog.

With Progress Reports coming at a mostly bimonthly schedule at this point, this means that sometimes authors have moved onto different things or aren't available to talk. As a blog about emulation, getting these details correct about the various changes and how the emulator works is one of our highest priorities. So, with that out of the way, we hope you enjoy this belated Dolphin Progress Report!

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Dolphin Progress Report: October and November 2020

The past two months have been quite busy with a lot of features and fixes spread out between a lot of contributors, new and old. It's only fitting then that we've seen some important fixes for ancient bugs and new ideas bringing in new features. Even if the game you've been playing is already running fine, developers are hard at work coming up with ways to make things even better. Take for instance a new infrastructure that allows Custom Texture Packs to customize what controls show up in games depending on how you've configured your controller in realtime! Also, getting that perfect angle is a bit easier with the new "virtual notches" system, perfect for difficult platforming challenges in games like Super Mario Sunshine!

There's something missing in this picture... or is there?!

Enough teasing, we've made you wait long enough. It's time for the October and November Progress Report!

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Dolphin Progress Report: July, August, and September 2020

Kept you waiting, huh? This summer we had our longest break since we started writing these Progress Reports. Some other obligations came up and a bit of a lull in development gave us the opportunity to postpone things for an extra month. As it turned out, pushing things back might have been a bad idea, as the floodgates opened and now there's a gigantic backlog spanning three months to get through! To put things into perspective, since our last Progress Report, the last Nintendo Wii games were released, Dolphin Android had a huge user experience overhaul, and Nintendo's very own GameCube and Wii emulator hit the Switch with Super Mario 3D All Stars.

So without further delay, let's start getting through the backlog. This one is a bit of a doozy.

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Dolphin Progress Report: May and June 2020

We've got a lot to get through the past two months. Headlining it all is that we're happy to announce support for a new compressed disc format developed specifically for Dolphin: RVZ. This lossless format allows for near top of the line game compression without compromising the integrity of ISOs, while also maintaining performance and stability. But what good is compression if emulation isn't up to snuff? The past two months have been chock-full of emulation and usability fixes for both Android and Desktop Dolphin! There's a little bit of everything, from graphics emulation fixes, memory card and savestate compatibility changes, to obscure features like being able to report thermal data to games and homebrew!

Rather than delaying any longer, let's just dive in now! Please please enjoy the May and June Dolphin Progress Report!

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Dolphin Progress Report: April 2020

It feels like it's been some time since we've had actually had a monthly Progress Report. This is because there haven't been as many major changes landing, making it harder to fill out a substantial article. That isn't to say that things have slowed down, these smaller changes increase the quality of life for users and add up, especially when jumping from older builds to the latest. However, these changes are a lot harder to show and feature in a Progress Report compared to things that actually affect the core emulation and games. This time around, we had more than enough on our plate to write about, including support in the latest builds for a very interesting game: The Metroid Prime 3's E3 2006 Beta.

But before we get to the new changes, we need to cover something we missed last month. So, without further delay, please enjoy the mostly April Progress Report!

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Dolphin Progress Report: February and March 2020

We understand that the past few months have been trying for many of us across the world. Something like this can make what you do feel so very small in the grand scheme of things. Everyone has their ways of coping with isolation, using the internet, games, emulation, and much more as forms of entertainment to keep spirits up. To those of you relying on Dolphin Emulator, we hope that Dolphin Emulator makes your day a little brighter in these trying times.

In this Progress Report, you'll find that we've got a lot of changes affecting things outside of core emulation. For instance, Dolphin on Android and macOS see the return of Dark Mode, perfect for late night gaming without straining your eyes. But if we're going to talk about the main event, we have a new way to use your Wii Remotes that brings tremendous flexibility. People that were disappointed by the removal of Hybrid Wii Remotes, forced Wii Remote disconnections on Save/Loadstates, and other limitations of Real Wii Remotes should be very excited. With two months of changes to get through, it's about time we just dived in. Please enjoy the February and March Progress Report!

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Dolphin Progress Report: December 2019 and January 2020

The Progress Report has come and with it some major changes and decisions. However, before we get into new things, we need to go over an ongoing change as we've seen some users struggling. In the last progress report, we updated our project solutions to Microsoft Visual Studio C++ 2019. We thought there would be no issues at the time, after all, Microsoft says that VS2019 runtimes are forward and back compatible with VS2015 and VS2017, however, it turns out that is not always the case, and we definitely encountered one of the incompatible scenarios. Over the past two months, we've seen many reports of users encountering "VCRUNTIME140_1.dll was not found" errors and not knowing what to do. So just as a reminder, if you encounter MSVC or VCRUNTIME errors, install the latest x64 Microsoft Visual Studio runtimes from Microsoft's website (direct link). Even on updated versions of Windows, you may be missing the latest runtime as these runtimes are not distributed through Windows update for whatever reason. We hope this clears up any problems users were having regarding these issues.

With that, we've got a lot to get through from the past two months. From unintentionally stumbling into an Achilles's Heel of the Zen CPU architecture and tanking performance to supporting a brand new environment with Windows on ARM support, we're going to run the gamut of big features, decisions, and fixes. So without further ado, let's get to it.

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Dolphin Progress Report: November 2019

One of the most enjoyable parts about being a part of emulation is seeing the classic gaming community use the tools we provide to find hidden bits of joy that would be impossible to reach otherwise. Freelook has found secret after secret hidden away just off-screen, and there's even a youtube series that focuses entirely on them! Savestates basically made speedrunning and TASing possible, allowing for quick testing of routes and sequence breaks to push games to their limits. But communities can go far beyond that, with tools now allowing us to look directly into game files and expose unreleased and rare relics. In the past couple of months, we've had two incredibly interesting leaks: A TGC file ripped from a store preview disc containing a pre-release version of The Legend of Zelda: The Wind Waker and a very early prototype of the never released Spider-Man 4.

Released versions of the game show this intro screen during the day, but this pre-release version is at night!
We can't say for sure that the Spider-Man 3 film doomed the Spider-Man 4 game, but, well, it probably did.

Each of these games give a very specific look into their development. Wind Waker's prerelease demo is very close to the retail product and fully playable beginning to end without the imposed timer. Those that have looked into it have found a plethora of minor differences and glitches between this build and the one Japan would see a few weeks later. Spider-Man 4 on the other hand, never saw release and this was just about everyone's first look at the game. While it emulates just fine in the latest development builds, it does not run in Dolphin 5.0, due to broken support for unencrypted Wii discs. If you do run it, you get to see an incredibly early preview of the game with many non-existent textures, placeholder graphics, and incomplete collision detection. Still, we're happy that Dolphin was chosen as a platform to test out this unique prototype and the game worked without needing modification. With that bit of interesting news out of the way, let's get back to our regularly scheduled Progress Report.

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Dolphin Progress Report: October 2019

We apologize for the late Progress Report, but at this point it's partially by design. There's been an ongoing issue with Dolphin's updater being recognized as a trojan by Window's Defender Cloud AI scanning. The good news is that Microsoft has acknowledged that Dolphin's updater isn't a trojan, however for now they have to manually whitelist our executables. In order to ensure that the monthly builds distributed through our update track aren't deleted by Window's antivirus, we've been verifying that the build we've chosen is whitelisted. If you're interested in learning more about how something like this happens, MayImilae researched the issue and wrote up a detailed report below on what is happening and where we stand on the problem for now.

Until further notice, please keep reporting these erroneous detections so our builds can be whitelisted by Microsoft until they get their AI sorted. Thank you. Without further ado, let's jump into a smattering of significant changes that hit this month, including a way motion features in some of your favorite controllers.

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Dolphin Progress Report: August and September 2019

Earlier this month, an interesting development within the Wii reverse engineering scene was announced as Fullmetal5 revealed that they had hacked the Wii Mini via a Bluetooth exploit. This bookends a flurry of a Wii Mini hacking, including rigorous hardware modding by DeadlyFoez. You may be wondering, "Wait, wasn't the Wii hacked over a decade ago?". That's true, but the Wii Mini stubbornly remained unhacked all the way into 2019.

This resiliency came from the Wii Mini's cut down nature: it physically lacks the attack vectors that were used against the original Wii. In total, the Wii Mini was missing GameCube support, with no GameCube controller ports or Memory Card slots, lacked internet and browser support, and they completely removed the SD card slot. With so few attack surfaces, hackers have had to get inventive. DeadlyFoez created "FrankenWiis", mixing Wii Mini hardware and standard Wii hardware, to create exploit options and dump the Wii Mini firmware. This was as far as anyone could go, until Fullmetal5 found the holy grail: an exploit in the standard Wii Mini configuration, through the Bluetooth stack! This exploit completely opens the Wii Mini, allowing for arbitrary code execution to dump and/or load data over the Wii Mini's USB ports. The exploit is currently not public, but when it is released, users will be able to run homebrew on the Wii Mini just like any other Wii console, without any hardware mods. If you're interested at all in the Wii Mini and its many differences, feel free to checkout some of DeadlyFoez's videos of their efforts. It's a very strange little machine.

Update: During the writing of this article, the exploit was released!.

With the Wii Mini Menu dumped, the main question for us was... does it run in Dolphin?

The Wii Mini Wii Menu running in Dolphin!
Here is a normal Wii Menu for comparison. The Wii Mini lacks the Wii Shop, all internet channels, and the SD Card.

The answer is yes! In addition to that, Fullmetal5 also adjusted Dolphin to correctly detect Mini Wii Menu versions. While there isn't much practical use for running this cut down Wii Menu in Dolphin, it was exciting to finally see one of the last unhacked pieces of Wii hardware fall. We'd like to wholeheartedly thank everyone involved for their efforts toward Wii hacking and preservation.

With that out of the way, we have a few changes of our own to go through. While the end of the summer was a bit slow, there are still some essential fixes for several popular games and finally EFB Access is working correctly on Adreno devices... at least in Vulkan. Let's jump into August and September's Notable Changes without further delay!

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