Dolphin, a Gamecube / Wii / Triforce Emulator

Edit Package dolphin-emu-git

Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. Gamecube and Wii compatibility is okay - one can expect "mainstream" titles to be running in some form or another; lesser known titles can be hit or miss. Triforce compatibility is currently limited to one game - others require more of the Triforce-specific peripheral devices to be emulated. Check (and update!) the Compatibility Wiki for more specific information. http://wiki.dolphin-emu.org/

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Source Files
Filename Size Changed
_service 0000000690 690 Bytes
_servicedata 0000000450 450 Bytes
dolphin-5.0+21019~git20240220.5090a028e.tar.xz 0104242816 99.4 MB
dolphin-emu.changes 0002442274 2.33 MB
dolphin-emu.spec 0000009311 9.09 KB
dolphin-emu_VulkanMemoryAllocator-stdio-fix.patch 0000000537 537 Bytes
Revision 132 (latest revision is 152)
Sergey Kondakov's avatar Sergey Kondakov (X0F) committed (revision 132)
- Update to version 5.0+21019~git20240220.5090a028e:
  * Video: update widescreen heuristic code to never get stuck to specific old values when changing settings
  * Use `CMAKE_CURRENT_SOURCE_DIR` for the CMake module path
  * Video: Make the game resolution (within the window) snap to the XFB size if they are within a ~1 pixel treshold on one axis only.  This takes care of making the image clearer in some edge cases where the game was already running at near perfect  4:3 with no stretching, and the VI aspect ratio didn't match the XFB by one pixel, making the image stretched and blurry. -Video: Fix `FindClosestIntegerResolution() using the window aspect ratio and not the draw aspect ratio, causing it to prefer  stretching over black bars in cases when it wasn't desirable.
  * Video: Fix aspect ratio heuristics getting stuck to widescreen (or to non widescreen) (`m_is_game_widescreen` variable) if the user first forced the aspect ratio to 16:9/4:3 and then set it back to Auto.
  * Have dolphin_scmrev run `ScmRevGen` from `CMAKE_CURRENT_SOURCE_DIR`
  * Fixes to Achievement points count/mastery
  * VideoCommon: move factory names to be a static inside each action class, so that they can be reused in the future for serialization
  * IOS/FS: Display the invalid path in the ASSERT in BuildFilename().
  * Common: add json utility functions for Vec3 serialization
  * Core: Fix crash when inspecting a savestate with a timestamp that causes localtime() to error out.
  * Common: Add utility function that wraps localtime_s() or localtime_t().
  * Make the path given to `CMAKE_USER_MAKE_RULES_OVERRIDE` absolute
  * BalloonTip: Rework BalloonTip drawing
  * Improved achievements disabled messaging
  * DolphinTool: Fix parsing of command line bzip2 flag
  * VideoCommon: make mesh asset data loadable by asset loader
  * Core/DSPHLE: Construct accelerator in AX and AXWii constructors.
  * IOFile: avoid clearing errors on null file struct
  * VideoCommon: add functionality to prepare for a mesh asset that is loaded from a GLTF file
  * Externals: add tinygltf, a library used to load or save GLTF mesh files
  * EXI: Don't kill Dolphin when receiving BBA_IOB
  * Android: Mention download size in the Wii Menu not installed message
  * Android: Don't check Wii Menu version before directory initialization
  * Android: Update Load Wii System Menu string in onPrepareOptionsMenu
  * Externals: Update MoltenVK to 1.2.7
  * Core: Move Emulation IOS instance to System.
  * Correctly log register errors
  * VideoCommon: Don't use indexed output for fbfetch
  * Arm64Emitter: Don't optimize ADD to MOV for SP
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