I've never met a human being who would want to read 17,000 pages of documentation, and if there was, I'd kill him to get him out of the gene pool." -- Joseph Costello, President of Cadence
Dolphin passed the 1000 revision milestone, with significant progress. Among the usual batch of graphic and emulation fixes to expect, Wiimore support has been improved by FireS.
The full list of changes is pretty long, and can be browsed here.
The Dolphin team has been working hard for the last few weeks and Daco was kind enough to compile revision 609 of the Dolphin SVN.
There are too many changes to enumerate them all (see SVN changlog here) but you will notice improved graphics and sound in alot of games. Also, Masken (author of WhineCube) has been contributing to Dolphin by adding some preliminary Wiimote emulation. It is not functionnal yet but we should see promising results in the near future.
Finally, please remember that this IS NOT an official release.
Falcon4ever, over in this thread, has released a new version of his input plugin for Dolphin. At the same time he made his plugin open source by adding it to Dolphin's repository. (which you can find here).
This release adds multi-pad support and he was nice enough to compile a fresh build of Dolphin also!
*Note* NGEmu will only update the download when significant changes are made to the SVN. However... Nivalis, a member of Emuforums, is trying to keep track of most major SVN changes and is offering precompiled builds to download here. Please keep in mind that these can be buggy! Enjoy :)
After the recent Dolphin update, an update for the highly compatible DSP HLE plugin has been released as well. Using this update, compatibility in lots of game will increase a lot and many game will get in-game.
No release notes or anything else have been published together with this release, so if you had issues with a game before, just go ahead and give it a try again using this new version.
Better late than never: Over at the Gekko homepage, a new beta version of this gamecube emulator has been announced for N'Sider members. If you haven't heard of N'Sider yet, it's a support program for the developers, which in exchange for a small donation gives you lifetime access to all private betas.
Let's take a look at what has been posted together with this release:
The new 0.2 beta is out for the N'Siders. Note, awhile back the forum had the database cleaned up and some N'Sider accounts were deleted. If you signed up and find that your account is now missing, please recreate your forum user then email or private message me with the email address you used for the PayPal payment. Once I confirm the email address I will add you back to the N'Sider area and you will have access to the beta.
If you sign up for the N'Sider area, outside of the above group of people, you will have to wait until the next release to get a copy.
So if you already donated, time to head over to the Gekko homepage. If not, you might seriously consider it to get future versions of this nicely developing emulator!
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. Have fun, / ector & F|RES
My buddy Falcon4ever compiled the source and I thought I'd share it with you guys. THESE ARE NOT OFFICIAL!
It has been a little over two years since the Gekko project has started and now the N'Sider members from the Gekko website can have a go at trying out this emulator. Last week, Lightning celebrated his birthday by releasing a beta of Gekko to the N'Siders. New screenshots and new compatibility reports should be flowing in as the members try it out. Big thanks to zion and ExodusC for these screenshots!
The beta is available to every N'Sider member that donated 7$ to the project before 03/14/2008. If you're part of those members, you can logon here and try the beta out. You can register to the N'Sider section here and help with reporting bugs, compatibility, etc. when the next beta will be released. And from my last chat with Lightning, he plans on releasing betas more often than once every two years ;)
» Visit the Gekko website and forums for more information
» Access the N'Sider section here or register here (Paypal 7$)
Finally! The moment alot of poeple was waiting for has finally arrived. You've all seen the screenshots and will now be able to try it out yourself. Dolphin 1.03.2 Beta x64 is out!
THIS VERSION IS ONLY FOR 64BIT CPUs. IT WILL NOT WORK ON 32BIT CPUs.
Here's what Falcon4ever (a betatester from Dolphin) has posted on the Dolphin website:
I guess some guys thought we never would update this
page again ;) ...
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!
Lightning and ShizZy have been hard at work for the last couple of weeks and have made some nice progress on the video plugin. They've decided to let the public know by posting 2 new screenshots for everyone to see.
Super Mario Sunshine may be one of the first games released on the GameCube but it is one of the more complex in terms of handling graphics. Here is how this game looks right now :
And finally, as always, another shot of The Legend of Zelda: Wind Waker was posted to show the recent options added to the graphics configuration. You definitely want to click on this picture:
» For more information, be sure to check out the website and forums
Gekko is the latest GameCube emulator to be announced and is quickly gaining grounds on the emulators that have been here before it. ShizZy has put together a section for those who would like to support the team by donating a, one time only, small sum of money.
N'Sider will be updated weekly with screenshots, videos and technical info. You can find more information on Gekko's website or at their forums in this thread.
It has been a while since we got news from Gekko but ShizZy has update his website with a new screenshot showing major progress. Here is what he had to say:
We're not usually this nice...
...But here's a little progress shot to let you know that Gekko is not
at all dead, and in fact the team is more allive right now than it has
ever been.
Shot taken with Gekko's own Video Plugin
that I have been working on over the past few months, in the Legend of
Zelda: the Wind Waker. That is, we no longer use Dolphin Video.
I won't say much, but I will say we have some big surprises in store that aren't quite evident from just a screenshot :-)
ShizZy announced this week the addition of two programmers to the Gekko team. The first is Azimer, the author of Apollo and N64 audio plugin, and the other is hcs, author of the in_cube Winamp plugin and 64th Note.
Also, previous screeshots of Gekko were taken using Dolphin's video plugin. ShizZy is currently wokring on writing his own plugin for Gekko and is making more and more progress. In a short period of time he went from this :
To this:
This emulator is still not released and no date has been mentioned yet. Please do not ask us when it will be released as we do not know :)
When GCube was initially released, it was one of the best GameCube emulators out there! After four releases, monk, the main developer, discontinued the project and pretty much disappeared from the scene. Well not too long ago, monk is back and has great news regarding GCube :
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. For now I will keep
quiet about the changes, but here's a few shots.
Keep an eye out for more info later. I'm off for holidays, after I get back I
will try to answer all of the (possibly reasonable) questions, if any. I'm
posting the news in here on purpose, wondering, how soon it will be discovered ;)
Gekko finally has a place to call home! Located at http://www.gekko-emu.com, you will be able to find all the latest informations, screenshots and releases for this GameCube emulator.
Be sure to check out the gallery for some up-to-date screenshots showing the constant progress being made.
Finally, if you have ideas or just want to hang out with crew, you can always join the IRC channel #gekko on EFNet.
My buddy ShizZy sent me a new screenshot showing the progress that him and his team (Aprentice, Lightnin and Thakis) have made in the last couple of weeks.
I think we can expect great things from the GC scene in the months to come!
Our buddy ShizZy over at Emulation64 just posted a recent screenshot showcasing the latest version of Gekko GameCube Emulator, running Resident Evil 4. Creds go out to Aprentice, Lightning, and Thakis as well. Feel free to head on over to #Gekko on efnet.
Expect more news from this amazing team... I can't say more... ShizZy doesnt want to :p
Our buddy ShizZy announced over at Emulation64, the Nintendo GameCube emulator called Gekko that they're currently working on. I'll let him tell you all the details :
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..
» You can discuss this announcement in this thread
Our buddy org, main coder behind Dolwin, has dropped by on Emutalk to let us know what's going on lately. I'll let him tell you what he has been up to:
Yes exactly, I'm in army now. There is not much fun, since its boring. I will be there for 1.5 years more (the russian officers are recruited for 2 years, and I was called in summer 2005). I visit home from time to time, but when I'm home, time is enough to rest only.
Dolwin is in development all the time, this is basically paper work - I'm thinking about new features, or make documentation and so on. I dont program much, because it is difficult to begin programming again, after idle time. Source code grow slowly.
Currently I'm working on my own PowerPC disassembler and soft floating-point emulator of IEEE-754 to emulate FPU exceptions. Also I made some general changes in emulator core. And also I'm doing some reverse engineering on my new cube
Well, best regards everyone. Cya!
NGEmu wishes org the best of luck in the army. And don't you worry, the GC emulation scene will still be here in a year and a half to welcome you back with arms wide open
For those of you who were having a problem loading games with GCEmu, you will definitly like this. @ruantec-man, who is know for his Emu-Selector, made a frontend for this new GameCube emulator. It will associate .gcm's with GCEmu and will load them with all the selected settings. Here are important notes from @ruantec-man:
Do not place the manager in the same directory as GCemu as will not work. anyways you can load the emupath in the GCemu Manager main window.
After you associate the .gcm files just click 2x on the .gcm file to open them!
[Update] The author fixed a few bugs that were in the first release. You can now grab the update version here.
» Grab GCEmu Manager right here on NGEmu!
» Discuss the release in this thread