![dolphin emulator mac configure logitech controller dolphin emulator mac configure logitech controller](https://i.ytimg.com/vi/Y2Wx-FcvXCU/maxresdefault.jpg)
When making an emulator, we are often faced with "what is best for the user" questions, and they are never really easy to answer. With that, let's get into our list of notable changes for February!ĥ.0-2302 - Support Setting CPU Overclock via GameINIs by Kurausukun ¶ We ask users for patience, bug reports, and understanding going forward as we strive to make Wii emulation better from both accuracy and useability standpoints.Īs a little taste into some of the fun IOS problems we've run into, here's a game that actually uses IOS quirks as anti-piracy.ĭefeating Anti-Piracy with The Smurfs: Dance PartyĪfter that long intro, we hope you can all understand why we're doing what we're doing and hopefully justify some of the recent troubles. There is going to be some pain, regressions, and breaks in the upcoming months as IOS-HLE is improved, but, the end result will be a better emulator with fewer issues in many problematic titles. This is all part of becoming a better Wii emulator. Hence, becoming more accurate, we accidentally went too far and were overwriting values when we shouldn't be writing anything at all in those spots! On a real Wii, only certain constants were written on IOS reload, not all of them. On an ES_Launch from the Disc Channel, Dolphin was overwriting critical constants in low mem1. But, remove any one hack from the chain of hacks, and everything falls apart, which is why the Disc Channel was broken most of the month.
![dolphin emulator mac configure logitech controller dolphin emulator mac configure logitech controller](https://wapzola.com/wp-content/uploads/2021/05/dolpin-controller-settings-configuration-2.jpg)
When there are hacks on hacks, you can make most things work and this is fine.
Dolphin emulator mac configure logitech controller code#
Our old IOS-HLE code was more based on guesses than on what the Wii actually did, resulting in a lot of random hard-coded values. When we fixed The Legend of Zelda: Majora's Mask by using proper, reverse-engineered values for some important IOS-related things, it brought out some regressions too. But with these accuracy improvements have come some hiccups and regressions as well. Last month, we saw a lot of IOS-HLE improvements, resulting in a big uptick in compatibility. To give you an idea of how important Starlet and IOS (Internal Operating System) are on Dolphin, it controls features such as disc access, savegames, networking, USB, ES_Launch (aka, booting games,) and other features necessary for the Wii to function. In terms of actual emulation, the problems mostly come from the Wii's Starlet ARM coprocessor and everything it brings to the table. Putting all of the options in one place looks better and is easier to use. For many years, the Wii Remote, GameCube controllers configuration, and GameCube controller settings were completely split apart because Dolphin's UI was not designed with more than one primary input method in mind! Not only are there emulation challenges associated with the Wii that Dolphin side-stepped with some dirty hacks, it also struggled to add on all of the new features of the Wii. While the core of the Wii is a supercharged GameCube, and things like CPU and GPU emulation were fairly easy to modify into working with only some minor details changing, there are a lot of quirks around it that have been problematic. One of the more incredible things about its history is that it was modified into a Wii emulator around the time it went open source in 2008. And, as a GameCube emulator, Dolphin performs admirably, with the ability to boot every single title and a large portion of the library having no major issues.īut, Dolphin isn't just a GameCube emulator. A lot of its core design and concepts are based around assumptions made that it would only be a GameCube emulator. As most of you know, Dolphin was born a GameCube emulator.