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Dolphin mmj update ? #1
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Forget it bro he (weihuoya) never update dolphinMMJ anymore |
That maybe the case but it doesn't hurt to try reaching out until he gives an official statement declaring he's dropping it for good. Since he hasn't said anything like that then there is hope, maybe after Citra Official comes out. |
I support this whole heartedly and I am begging you to please come back with updates to the MMJ fork!!! Please! |
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Same here, would love to see an update! |
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I second this. I appreciate the hard work that is put in to make something playable over being accurate. Recently Dolphins officials builds have became capable of playing Super Smash Bros. Brawl mods without crashing. The last known release of mmj unfortunately doesn't have this support. The official build struggles to get full FPS unlike mmj would. So an update for mmj would work wonders for playing modded Super Smash Bros. Brawl. |
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I need new version ._. |
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Please add new update |
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Honestly I don't care if he adds an update once every 6 months BUT PLEASE add updates based on the latest Dolphin build with their fixes for games. So please come back to us, MMJ dev! |
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Please create a PSVITA emulator |
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Good day, However I can only do so much and I was wondering if it is possible to get the source code for v11453? I know that you moved onto Citra MMJ and I am not sure if you will come back to Dolphin MMJ but if you have no plans to do that.... I hope that you got honor me with the source code for the latest MMJ version 11453. I have messed with you version 10413 before to change its looks and add a fix for COD black ops zombies (but that's all I'm able to do right now as a novice) Change in name and looks for the app [but I can't get the fullbox art to show yet...not sure how to do it yet]: Hopefully this message / pull request gets to you and I also hope if possible to get any response. |
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Would love to see an update here |
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Dolphin MMJR is coming with everything. Wow how proud I am of this dolphin modification, as it has frequent updates and is increasingly optimized, well worked and monitored (I believe) . I am waiting for modifications of the emulator with which they can optimize Resident evil 4 from GameCube and also Re4 from Wii version. I would appreciate it very much if you managed to optimize the games on previously mentioned . I believe in your project 👍😎 |
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some games need an individual button position on the screen |
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Plz update dolphin emulator with the last 2021 |
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Please keep updating brother you do an excellent job :) congratulations 🎉 |
LoginDialog sets these to gone when a login starts or fails. Whether we use gone or invisible needs to be consistent between LoginDialog and the XML file, otherwise we'll blank space that shows up or disappears when login starts or fails.
Android Studio was complaining about these because their directions didn't match the text alignment, but in this layout they have no effect anyway.
This makes the login dialog look more balanced when "Logging In" or "Login Failed" is visible.
This is an Android port of 7ed61c5. It looks like we don't have descriptions for any of the RetroAchievements settings in the Android GUI, so I haven't added descriptions for these two new settings either.
GameSettings: Don't force ImmediateXFBEnable off in Zelda: Twilight Princess.
GameINI: Add patches to limit internal framerate of Driver: San Francisco.
…ensure a region of bytes is writable without the caller needing to be aware of the windows-only BLOCK_SIZE value.
… it into memory in the background.
VideoCommon: update ShaderAsset to use a vector of properties
Bluetooth/RealtekFirmwareLoader: Add Mercusys MA530 to list.
The check only happened if `USE_VTUNE` wasn't defined, and in that case it was immediately followed by the same check again. The check used to avoid an unnecessary call to `StringFromFormatV` in certain circumstances, but that call was removed in be81fe8.
c++23: Replace Common::Unreachable with std::unreachable
Common: Replace Result with std::expected.
When we're emulating single-precision FMA using an FMA instruction, there's no precision benefit from using a double-precision instruction, assuming all inputs are single-precision. But when we're emulating single-precision FMA using separate multiplication and addition instructions, there is. This change increases the precision of inaccurate FMA to the same level as Jit64, which matters since the only reason we have the inaccurate FMA mode is for sync compatibility with Jit64.
TextureCacheBase::LoadImpl has a hot path where the passed-in TextureInfo never gets used. Instead of passing in a TextureInfo, let's pass in the stage and create the TextureInfo from the stage if needed. This unlocks somewhere above an additional 4% performance boost in the Hoth level of Rogue Squadron 2 on my PC. Performance varies, making it difficult for me to measure, so treat this as a very approximate number.
ARDecrypt: Code modernization.
VideoCommon: Defer creating TextureInfo
JitArm64: Always use double precision for inaccurate FMA
Jit64: Add fres unit test
This doesn't affect any existing callers, because all existing callers use quad registers.
If result_reg is set to a temporary register instead of VD because of accurate NaNs, there's no need to allocate a secondary temporary register because of inaccurate FMA.
Should be a little faster by avoiding false dependencies. Note that there is one remaining MOVSD that really needs to be a MOVSD.
This will be used in the next commit to skip running code that's unnecessary when the result is NaN.
This implements the equivalent of 07443e2 in Jit64 and JitArm64. Aims to fix https://bugs.dolphin-emu.org/issues/13865.
If all inputs to an fmadds instruction (including cousins like fmsubs, fnmadd...) are single-precision, then the result is identical between a double-precision calculation with an error-free transform (whether the calculation is fused or not) and a single-precision FMA instruction (must be fused). So as a performance optimization in JitArm64, if we were going to use double precision with EFT but the inputs are singles, instead we'll use a normal single-precision FMA instruction without anything extra. This lets us skip both the EFT and double-to-single conversions. Also renaming `inaccurate_fma` to `nonfused` because it's confusing that `inaccurate_fma` and `m_accurate_fmadds` have such similar names despite controlling separate things.
…dant_open_file_check JitRegister: Remove redundant check for open file
Set `s_is_enabled` to `true` in `Init` when `USE_VTUNE` is defined so that `IsEnabled` returns true even if perf isn't being used.
Use IOFile's bool operator to check that it's not just open but good.
If the call to `Open` a perf map fails don't set `s_is_enabled` (though it could already be true if you're also using VTUNE) and don't call `std::setvbuf` with a null stream. Also fix a typo in a comment (`if` -> `in`)
This improves my PC's performance on RS2 Hoth by... 0.1% or so, which I think is within the margin of error. But this change also cuts down on boilerplate.
…d_when_using_vtune_without_perf JitRegister: Fix IsEnabled when using VTune without perf
VideoCommon: Move TextureInfo getters to header
…n-cast-warning CachedInterpreter: Replace reinterpret_cast with std::bit_cast to resolve -Wcast-function-type-mismatch warnings.
Make WIL a submodule and update it
…and mention the rationale for setting SafeTextureCacheColorSamples.
GameSettings: Wall-E: Disable ImmediateXFBEnable to avoid stuck FMVs.
Jit: Implement error-free transformation for single-precision FMA
please continue to update dolphin mmj