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Dolphin Progress Report: August 2018

One of the most interesting challenges of developing an emulator is that both the target hardware and most of the target software start out as black boxes. As often mentioned within emulation circles, the first step to developing an emulator for a console is getting unsigned code running on real hardware. While running unsigned code on the GameCube can be a bit of a pain, requiring custom hardware or a mixture of the broadband adapter and certain games, the Wii has one of the most robust homebrew environments of any console. Just about anyone can download devkitpro, write their own homebrew, and run it on the Wii.

The truth is that Dolphin is mostly used as an emulator for retail games, but it can also be a useful step for testing homebrew and hacks. After all, when running in Dolphin, users can pause execution, dump RAM, and poke memory without the need for a USB Gecko. While the golden age of Wii homebrew has long passed, several game hacks are still under active development and the Wii remains one of the easiest game consoles to jump into and develop software. Because homebrew can rely on behaviors that games wouldn't ever want to do, even the simplest of projects can stumble into emulator bugs.

Developers kind enough to make their homebrew open source give Dolphin developers an interesting way of debugging issues. It's one of the rare cases where the software being debugged isn't a black box! This greatly cuts down how much effort and expertise is needed to debug what is happening in an issue - instead of mapping out what a game is doing through assembly, we can just look at the source code! Users who write tests that break Dolphin and provide source code give us a much easier look than trying to reverse-engineer what closed source software is doing.

This month, two bugs were discovered that, to our knowledge, do not affect any retail software! Thanks to homebrew projects, these bugs are now a thing of the past. In addition to that, Dolphin on Android has seen a myriad of improvements since our article earlier this month, and netplay saw some new features to make setting up games easier along with a new mode to reduce latency in three/four player matches!

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Dolphin Progress Report: June 2018

While we prefer to get these progress reports shortly after the turn of the month, sometimes things happen out of our control. June wasn't exactly a slow month, but it was backloaded with tons of changes that we weren't expecting to get merged so soon.

Sometimes delays are inevitable, but the notable changes that we were able to include thanks to extending the deadline should more than make up for the several day wait. You've been waiting long enough - without further delay, please enjoy this month's notable changes.

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Dolphin Progress Report: April and May 2018

Users of Dolphin may have noticed that things look a little bit different in the GUI. That's right, mid-April DolphinQt was unleashed to the masses as the default GUI! It hasn't been without some expected headaches and growing pains, but, overall most of the features are working and the transition is going along as smoothly as we could have hoped. For those having problems, the DolphinWx.exe is still included and will be updated with all the core changes.

Considering that we spent a whole monthly article on Qt, let's get into some actual emulator changes. In between the mountain of Qt changes has been an explosion of progress and fixes hitting everything from CPU edge-cases to Vertex Loader fixes! With that, please enjoy this month's notable changes!

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Dolphin Progress Report: February and March 2018

February came and went quietly, especially on the blog. While we do prefer to run a Progress Report every month, we were put into a bit of a bind. February saw a lot of interesting changes - but most of them were setting up for changes that weren't quite ready to be merged yet. Rather than rushing things or writing a Progress Report about things that would be coming soon, we decided to wait.

Well this Progress Report is no April Fools' joke - a lot of big changes landed! While a lot of what's important is under the hood, some of what has been finished has major user facing implications as well. If you were sad about missing a Progress Report for February, have no fear, this double report should more than make up for the lengthy delay!

Because so many of the changes rely on one another, we're going to be jumping around quite a bit between the two months. So hold on tight, and get ready. This is a big one.

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To the Screen with Hybrid XFB

Dolphin has been around for over 14 long years at this point. Goals, expectations and standards have shifted quite a bit since the beginning. At one point, just booting a game at all was good enough, regardless of what you would see or hear! Compatibility has gone from a few select titles to almost every game released across two consoles. Considering all of that, it should be no surprise that some solutions that worked in the past slowly came to be a burden going forward. In this case, we're talking about …

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Dolphin Progress Report: October 2017

The October Progress Report is here! ...A little late, but, all here in one piece. While on the outside it may have looked like October was a slow month, the blog staff and devs have been busy behind the scenes. A big feature (and blog article) was being worked on right up until the end of the month... and then we realized it wasn't going to be done in time. We shifted gears a bit too late and resulted in a tardy Progress Report. Fortunately, there are still many very important changes that arrived this month. With all that in mind, we hope you enjoy this month's Dolphin Progress Report.

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Dolphin Progress Report: September 2017

While an emulator's primary job is to emulate, there's usually a lot more that goes into a good emulator. For Dolphin, it may feel like a lot of work has gone toward luxury features and optimizations rather than improving accuracy and compatibility. For example, Ubershaders is a wonderful, game-changing feature, but it can't fix any bugs in emulation. With another of those huge features on the brink, it's important to highlight that no one has forgotten about Dolphin's weaknesses - it's just getting harder to fix them. Most of the games that no longer work in Dolphin either require better timings (which slow emulation and need to be hardware tested,) or rely on undocumented behaviors that have to be painstakingly sought out, rather than stumbled upon.

Case in point, fixing one of those cases could require weeks of devotion and every development tool in our arsenal just to locate the bug. With Red Steel, developers ended up having to reverse engineer why an engine bug affected Dolphin but not the Wii.

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Dolphin Mega Progress Report: July and August 2017

July and August have been busy on the blog. On top of working on this Mega Progress Report, two feature length articles had to be made after developers selfishly merged several huge, highly anticipated features without considering that it makes work for us here at the blog! Well, the extra work-load is well worth having the incredible Ubershaders and support for Dragon Quest X!

But even beyond those two massive articles, we've been hard at work keeping up with everything else going on because this is going to be a big one. Adding to that someone on the blog staff thought this month of all months would be a good idea to try and harness the power of the blog to get extra testing on some old issues. So buckle up, this is going to be a long read!

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Ubershaders: A Ridiculous Solution to an Impossible Problem


When you're playing your favorite game on Dolphin with a powerful computer, things should run fairly well. The game is running full speed, there are no graphical glitches, and you can use your favorite controller if you want. Yet, every time you go to a new area, or load a new effect, there's a very slight but noticeable "stutter." You turn off the framelimiter to check and your computer can run the game at well over full speed. What's going on?

The slowdown when loading new areas, effects, …

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Dolphin Progress Report: June 2017


June was a month where a lot of important features were merged, but few of them had to do with actual emulation. Every emulator has its own philosophy and goals. While the primary goal is usually to emulate the console at hand, many emulators place secondary goals on various features and ideas. One of Dolphin's secondary goals is to make using the emulator as simple of a process as possible. There are lots of features that try to simplify things, like the Game INI system, support for real …

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