We hereby release the source code of Dolphin and most of its plugins under the GPL 2.0.
You can check out the code using Subversion (we recommend TortoiseSVN), from our new repository at Google Code. .
A few new features are included:
* New OpenGL graphics plugin by zerofrog
* Basic patch/cheat system (no search yet), support for decrypted Action Replay codes
* Much faster JIT in 32-bit, slightly faster in 64-bit
* Basic Wii support (plays a couple of intro movies, starts zelda, no working wiimote)
* Some more I forgot about right now, see them as bonuses..
With the new gfx plugin, the code mostly builds and even runs a bit on Linux, but games don't work yet. There's now a cross platform wxWidgets GUI.
We'll release some new official builds soon, too.
Compatibility has not increased since the last release, but speed has in many cases.
Dolphin is currently not in a super polished state, but we hope that the community can help fix that, and maybe in the long run also add more features and compatibility. If anyone has a new feature or fix and wants SVN write access, just contact us and we'll add you to the project. Or you could just fork the whole thing, but that would probably be annoying
That's right folks, after a long waiting time, the 64-bits version of Dolphin is finally public!
Quote from Dolphin Website:
Last year the Dolphin Beta testing team (CKemu/Chaoscode/Knuckles) already posted shots of Dolphin 1.03.2 x64 which also has dualcore support.
Well finally you can test this version aswell, however there are a few general notes:
- Remember that this version is a PRIVATE BETA version.
- This means it is less stable than Dolphin 1.02, USE AT OWN RISK.
- This version requires a 64bit operating system (either Windows XP64 or Vista64)
- SO IT WILL NOT WORK ON A 32BIT OS (GOT THAT?)
- The graphics/audio plugins haven't been upgraded.
- Due core changes some games might run better, some might run worse or not at all
- Speed is now CPU dependant, dualcore is obviously helps a lot.
Quote from Chaoscode: "SSBM is 100% playable with 100% speed on my crappy computer."
Enjoy this Public beta testing release, and...
don't forget to thank ector & F|RES in this thread!
It seems this awesome GameCube emulator is back and being worked on. From monk himself...
So... gcube did mean to die at o.4, but after a long while of complete inactivity, I picked it up again and made a bunch of improvements. Unfortunately I'm not able to release the newest version just yet. I was trying to make it a Christmas gift this year, but the university took all of my time. Fortunately I graduated this week so that's out of the way. In January I will start looking for a job, and after I get one, again I won't have so much time to work on this project, but I will definitely release 1.o version in the few upcoming months. Keep in mind 1.o doesn't mean it will be finished, or even fully functional. It just means gcube has reached the goals I set up for it...
There's some new shots as well, plus stay tuned for other frequent news updates. Special thanks to Martin64 and this network for hosting the website, and also thanks to everyone who's helped us get this far allong in our project. (Especially Doug and Chrono, without them our website would be nonexistent!) Also, feel free to drop by #Gekko on Efnet for any questions, or stop in the Gekko forum at NGemu.
Please don't bombard us too much yet with questions, the emu is still in early stages. Creds go to myself (of course), Aprentice, Lightning, and Thakis. Feel free to check out #Gekko on Efnet IRC.
Gekko (Not to be confused with the Gamecube's Cpu) is a "proof-of-concept" Gamecube Emulator that we have been working on for the past few months. What this means, is at this time it doesn't offer anything the other emulators don't, it is relatively slow and no commercial games boot. On a different note, currently Gekko is probably the most actively worked on Gamecube Emulator, and considering the great leaps and bounds we've made in the past few weeks, new updates are expected in the very near future. Gekko is currently being developed by myself (ShizZy), aprentice, and thakis, with some assistance from ZeZu. Stay tuned..
GCEmu is GameCube emulator for Windows. It has been in development for about one year and it's capable of running commercial games.
Here is what one of the authors has to say about this release:
GCEmu is a very incomplete emulator for the Nintendo Gamecube.
It uses recompilation techniques and some other tricks to achieve a reasonable speed.
Although emulation is very incomplete, this emulation shows that 'it can be done' and can be done at a decent speed.
Where Dolphin Emu shows that the emulation can be done, GCEmu shows that it can be done at speed.
This is because the different focus. Where the Dolphin guys hate to do cpu emulation (especially recompilers)
this is exactly what I (Tratax) have been playing with since PSEmu.
It was made using Visual Studio C++ using pure C code and a few bits of assembler.
You can visit the SourceForge page of this project for more info.
A new version of the Gamecube emulator Dolphin has been released! Since talk is cheap let me just quote what Knuckles wrote about this version in This Thread.
This is right, I've got the permission from FiRES to release the latest beta of Dolphin. This version is classified as an open beta, development on the emulator has already been stopped for a good while now and since there is no work in sight, this version is getting released.
I know a lot of people were waiting for it and there it is. It's still buggy, not compatible with a lot of games, slow and all but it's still better than the previous one.
What's new in this one:
-Improved Audio plugin
-improved Dolphin default input plugin
-Added Falcon4ever's nJoy 0.2 input plugin (recommended)
-Added Memory card support
-----slot 1 & 2, 2MB ones are inserted by default, can't be changed,
-----WARNING: if you format your memcard with an US game, you will be only able to use it with US games (same goes for EUR and JAP ones)
-Better recompiler compatibility and stability
that's all I can remember of the changes....
Enjoy!
Please note that this is a BETA release and it is certain that it will have problems.
It's recomended to visit the Release Thread and the Official Site for more information
Masken has worked hard on this promising GameCube emulator, and the hard work has been revealed in the beta testing thread over at the forums, and finally a new version is out:
July 26th 2005 - Release 7
It took a while, but now it's done. Aside from BAM being playable, there are also many other changes. Here are the most noteworthy:
* Fixed many crash bugs.
* Removed the need to have MSVCR71.dll.
* Added DSP disassembler.
* Vastly improved graphics emulation, using pixel shaders.
* Changed window title to show game name instead of file name (GCMs only).
* Added an option to turn debug logging off and on. It is off by default.
* Added an option to disable the syscall instruction, enabling Freeloader and Action Replay.
Download and discuss. Oh, by the way, you might need d3dx9_25.dll. Just put it with the others.