Live data from Hacker News

Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

dolphin-emu.org

31–40 of 69 posts

Re: Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

#31

Earlier quoted context omitted.

Not well. If you don't have a PC you'd be better off running it on your phone with HDMI out to a monitor.

Is there a listing of which hardware can run games at full speed at native/upscaled resolution?

If you have specific games in mind you can often find comparable test results for similar hardware on the game's wiki page. https://wiki.dolphin-emu.org/index.php?title=The_Legend_of_Z... (you can click "expand" to get a ton more results but they may be on very old versions and not representative of current performance).

Re: Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

#32
> 5.0-14120 - Fix Out of Bounds Texture Coordinate Behavior

> More surprisingly, the originally intended effect is never shown on console either! Players have instead been seeing a different kind of blur effect created by this undefined behavior. In all likelihood, this bug went unnoticed by developers because the effect they achieved looked pretty good and they simply didn't realize that anything was wrong. While implementing the undefined behavior in Dolphin, pokechu22 also fixed Nintendo's bug so that we could see what could have been.

Nah, it looks wrong with the original "bug" fixed—it's supposed to look like a painting! The developers may or may not have known what happened, but I bet if not for the quirk they would have gone with something else entirely.

Re: Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

#33

> 5.0-14120 - Fix Out of Bounds Texture Coordinate Behavior > More surprisingly, the originally intended effect is never shown on console either! Players have instead been seeing a different kind of blur effect created by this undefined behavior. In all likelihood, this bug went unnoticed by developers because the effect they achieved looked pretty good and they simply didn't realize that anything was wrong. While im…

I don’t really understand how they consider an effect to be ‘undefined’; did Nintendo ever release documentation for this hardware?

Re: Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

#34
post #27

Earlier quoted context omitted.

Dolphin isn't a Wii U emulator, are you confusing it with the Wii?

Dolphin can't play Wii U games, but it can play games released on Wii U's Virtual Console platform, which is the case here

I never knew that! This project is just so well done. Always amazing to find out new features.

Re: Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

#35
post #27

Earlier quoted context omitted.

Dolphin isn't a Wii U emulator, are you confusing it with the Wii?

Dolphin can't play Wii U games, but it can play games released on Wii U's Virtual Console platform, which is the case here

Are those games distributed as Wii titles rather than Wii U?

I'd imagine that you can't actually play anything exclusive to the Wii U virtual console.

Re: Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

#36

Earlier quoted context omitted.

Does it upscale GameCube games? If not do the still look ok? Dreamcast VGA 480p still looks great.

Yes, Gamecube (and Wii) games are upscaled right up to 4K and they look great. Many games work in 16:9 widescreen also (Gamecube was originally 4:3). For many games there are even community high-def texture packs that you can add to make them look even better. [ Edit: Sorry, was talking about Dolphin here, not Wii U!]

> Many games work in 16:9 widescreen also (Gamecube was originally 4:3).

There are a handful of GameCube titles that were 16:9 native widescreen on the original console. The one that comes to mind for me is Serious Sam: The Next Encounter

Re: Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

#37
post #35
post #27

Earlier quoted context omitted.

Dolphin can't play Wii U games, but it can play games released on Wii U's Virtual Console platform, which is the case here

Are those games distributed as Wii titles rather than Wii U? I'd imagine that you can't actually play anything exclusive to the Wii U virtual console.

I'm not sure how it works technically under the hood. I got Paper Mario as a ".wad" file instead of the normal .iso that you see for GC/Wii/WiiU games, and Dolphin was able to load the .wad file.

Re: Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

#38

> 5.0-14120 - Fix Out of Bounds Texture Coordinate Behavior > More surprisingly, the originally intended effect is never shown on console either! Players have instead been seeing a different kind of blur effect created by this undefined behavior. In all likelihood, this bug went unnoticed by developers because the effect they achieved looked pretty good and they simply didn't realize that anything was wrong. While im…

I don’t really understand how they consider an effect to be ‘undefined’; did Nintendo ever release documentation for this hardware?

There is (was) extensive developer documentation. I don’t know if it’s ever been made openly public.

Re: Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

#39
post #37
post #35

Earlier quoted context omitted.

Are those games distributed as Wii titles rather than Wii U? I'd imagine that you can't actually play anything exclusive to the Wii U virtual console.

I'm not sure how it works technically under the hood. I got Paper Mario as a ".wad" file instead of the normal .iso that you see for GC/Wii/WiiU games, and Dolphin was able to load the .wad file.

Shall I assume you didn't copy it from your Wii U console? if you downloaded it from somewhere, it probably was the original Wii version.

Re: Dolphin Emulator - Dolphin MEGA Progress Report: April and May 2021

#40
post #8

>This was thankfully a lot less strict than on iOS devices, which strictly forbid mapping memory as executable whatsoever and made iOS untenable for us to officially support. Apple even provides documentation for helping developers port JITs to macOS on ARM. Skyler used a method described in the documentation that would change the mapped memory between Writeable when emitting code to Executable when executing code. S…

No / yes / only once. It's just an mprotect(2) call to change the page from R+W to R+X. It needs to happen between the JIT being done creating a hunk of code and the first execution. Basically: allocate a page, write generated machine code to the page, change page to executable, patch page in (so the code gets invoked instead of either interpretation or a baseline compiler). I'm sure you can be smarter about it and i…

On m1 switch RX to RW and back does not require a syscall

The mprotect call will fail as that isn’t a valid mechanism to toggle rw/rx

Post reply on HN