Archifau tag: video

Hey, Listen! Your Wiimote can speak now!


One of the oldest complaints about Dolphin's Real Wiimote support is that Wiimote audio not only sounds extremely bad, but can outright lag the controls and even cause the Wiimotes to disconnect from your PC. To work around these problems, the developers did the only thing they knew to do; implement "Disable Wiimote Speaker Data." This ended up being one of the most important features for many users to be able to use Real Wiimotes in Dolphin, as dozens of games suffered constant disconnects due to audio issues.


Firing Starbits with Speaker Data Enabled on older builds.


The situation remained unchanged for year after year until just a few days ago, when newcomer Julian Loehr renovated Dolphin's Wiimote handling to take advantage of the improvements within the Windows 8/10 Bluetooth Stack. Not only do -TR Wiimotes work without special hardware, but on all configurations Wiimote Audio started working on those Wiimotes. Further investigation by degasus thanks to a timely regression the very next build brought us something unimaginable: fully working RealWiimote audio!


Real Wiimote Audio Demonstration


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Dolphin Progress Report: November 2015


Black Friday is a day when many gamers splurge for deals on their favorite games and consoles. For Dolphin testing, this presents an opportunity for users and testers alike to get a lot of games for very, very cheap. So, in honor of that, here's a picture of a Black Friday haul. Thirty-three Wii games and a Drawesome tablet for fifty dollars isn't too shabby of a haul, plus other deals and markdowns grabbed throughout the week make for a monster pile of games to test!


Black Friday

Imagine the total cost of all of these games added together if you bought them new when they were released!


Note that even the marked down sticker tags are do not tell the full tale; many of the games were even cheaper than that once all the promotions kicked in! One tester has a very, very busy holiday ahead!

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Rodea: The Sky Soldier Releases for Wii U, 3DS and... Wii?


It's now late in 2015, and the Wii U has comfortably supplanted the Wii as Nintendo's flagship console. While there have been a few Wii releases the past couple of years, most of them are just low-quality ports of titles that are much better on other platforms along with the typical shovelware. But Rodea: The Sky Soldier is very different story. It is a high quality third party release for the Wii. In 2015. This would be a neat, but not exactly newsworthy story, except there is no Wii version you can buy on its own; it's only found as a pack-in with the Wii U release within the first print of the game. Now, most people are probably wondering, "Why would I play the Wii version instead of the Wii U version?"

Because Yuji Naka, the legendary developer behind Nights into Dreams and the creator of Rodea, asked people to play the Wii version.



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Dolphin Progress Report: June 2015


As the twilight of the Dolphin 4.0 era approaches, code cleanup and regression hunting have become a high priority, fixing the serious and minor issues that have cropped up over the past year and a half that remain unaddressed. From remedial problems such as INI issues to Real Wiimotes issues on OS X, a lot of those important minor issues have been tackled. As if that wasn't enough, there are still exciting developments within several core features to keep users satiated in this month's Progress Report.

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Dolphin Progress Report: May 2015


After a slow April month, a chaotic May more than makes up for it. On top of working on an emulator, developers had their hands full with relicensing. It's always a good month when you can look back at the issues that were fixed and go "phew," hoping to never, ever encounter anything like that ever again.

A wide variety of issues, features and enhancements saw important updates this month that increase playability and make the emulator more robust. Please enjoy this month's progress report!

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A Second Perspective: An In-Depth History of Stereoscopy in Dolphin


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Videogames are interactive experiences with emotional highs and lows, providing players with thrilling experiences alongside wondrous vistas. The greatest games can leave lifelong impacts on their players long after the controller is put down.

Emulators serve as a convenient way to relive those past experiences and rediscover hidden gems from one's childhood. But what if an emulator could not only recreate those moments, but enhance them by pushing the games you know and love to new heights? At what point do people say that the must-play experience of the game is not on the original console, but on an emulator?

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Dolphin Progress Report: April 2015


On the one year anniversary of the Dolphin Progress Report, we have a fairly slow month in terms of emulation development. While there are certainly some big things on the horizon, unfortunately development managed to hit one of the gaps where there were mostly some fix-ups and optimizations this month with only a few changes that users will notice.

With that, let's take a look at this month's notable changes.

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Dolphin Progress Report: March 2015

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Console add-ons and linking emulation are almost always difficult tasks. Worse yet, availability, software support, cost, and even popularity can limit the ability to get these hardware add-ons documented and emulated. While their are numerous examples spanning tons of consoles and their respective emulators, this month, we're talking about GameCube to Game Boy Advance Connectivity.

Timings and synchronization are a given on real hardware; games know how it's going to work and many expect it to always work perfectly. When it doesn't? Certain games break. Now imagine a synchronization task more complex than dualcore and netplay. That would be GBA to GCN connectivity.

When skidau took up the task of renovating Dolphin's connectivity to Visual Boy Advance-M, he knew that it would require not only work on the Dolphin side of things, but also VBA-M. Getting two completely different emulators to sync up (up to 5 instances!) and play nice was the heart of the issue. Months of prototype builds (over 60 total!) between Dolphin and VBA-M were tested and the best possible combination was chosen for high compatibility and reasonable performance. The result is Dolphin (and VBA-M) finally getting a taste of what this feature was like on console.

That, and much more, is featured in this month's progress report!

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Datel: Unlicensed Product Showcase

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Software licensing has been a way to control not only the quality of products for game consoles, but also limit what developers could do. From the Nintendo Entertainment System onward, Nintendo has used a variety of lockout chips and DRM in order to make sure all of the products on their consoles had the Nintendo Seal of Approval. Their efforts kept quality much higher than in the previous era of gaming, but did not completely stomp out all unlicensed products and games. For the GameCube, Wii, and many other consoles, Datel has been the most prominent producer of unlicensed hardware and software. They have survived a rough market to make a claim to fame with popular products such as Action Replay!

These range from extremely interesting utilities to minigame collections. So, enjoy a quick look at some of this rarely emulated software!


Unlicensed Datel Software Showcase

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The Rise of HLE Audio

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Like any artistic medium, games are emotional experiences filled with joy, sadness, frustration, and more. Special moments can bring tears, cause shouting, or even screams. But imagine during one of those emotional highs if the audio simply died, and the game continued onward in a deafening silence before eventually freezing. That kind of marred experience was commonplace under Dolphin's old way of handling HLE audio.

The users of today don't have to face those problems; modern High Level Emulation (HLE) audio is both fast and accurate, mostly matching the conventions and output of its high-accuracy counterpart, Low Level Emulation (LLE) audio. This change in behavior is thanks to the work by delroth and magumagu that corrected the main fundamental flaw that afflicted old HLE audio. Fixing this defect and cleaning up the audio brought a multitude of features and fixes to the emulator that helped bring us into this modern era of speedy accuracy.



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