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Dolphin mmj update ? #1

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jonathan55569
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please continue to update dolphin mmj

@dhanial
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dhanial commented Apr 8, 2020

Forget it bro he (weihuoya) never update dolphinMMJ anymore

@Bankaimaster999
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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.

@Bankaimaster999
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please continue to update dolphin mmj

I support this whole heartedly and I am begging you to please come back with updates to the MMJ fork!!! Please!

@TMCThomas
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Same here, would love to see an update!

@Ian095
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Ian095 commented Apr 24, 2020

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.

@FranzelDamasco909
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I need new version ._.

@Aiden578
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Please add new update

@Bankaimaster999
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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.
Now that the Citra Team released their official build I'm really hoping to see more Dolphin MMJ updates to come along!
If you decide to try another emulator I would advise trying out a PS2 Emulator~, however, the entire Dolphin community is begging for your return with new MMJ updates.

So please come back to us, MMJ dev!

@takyo830
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takyo830 commented Jun 6, 2020

Please create a PSVITA emulator

@ghost
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ghost commented Jun 18, 2020

@weihuoya?

@Bankaimaster999
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Good day,
I'm trying to see if I can take on the mantle of updating the last Dolphin MMJ version you had uploaded before it was taken down which was v5.0-11453. I'm new to coding but I have been successful before with adding newer fixes to your older version 10413.

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)
See them here:
COD Black OPs Zombie fix [game use to freeze when you try to play zombies solo]:
(https://www.youtube.com/watch?v=O0Md1-lltso)

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]:
(https://www.youtube.com/watch?v=9SIhfX_TDqk)

Hopefully this message / pull request gets to you and I also hope if possible to get any response.
Thanks for all your hard work and expecting more great things from you.

@Lemoncak3
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Would love to see an update here

weihuoya pushed a commit that referenced this pull request Jul 22, 2020
This is an alternative to PR 8557 and PR 8558. The way this PR solves
the problem is essentially the same as what we had before PR 8394
(except the code we had back then only worked because it was broken).
weihuoya pushed a commit that referenced this pull request Jul 22, 2020
@Gomoboom
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Gomoboom commented Sep 21, 2020

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 👍😎

@theOG1
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theOG1 commented Nov 6, 2020

some games need an individual button position on the screen
I tried to make it different for every game but doesn't change
Like call of duty and need for speed
Any idea how to do that?!?

@FioriAlbania70
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Plz update dolphin emulator with the last 2021
Plz plz plz.

@XheroxJS
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Please keep updating brother you do an excellent job :) congratulations 🎉

JosJuice and others added 12 commits June 4, 2024 13:41
Add user agent to headers for all RetroAchievements server calls
VideoCommon: pull texture sampler out of texture cache for later reuse
VideoCommon: use imgui mouse position event when the mouse position changes
RetroAchievements - New Default Badges
FatFsUtil: Generate a non-partitioned image in our folder-to-sdcard conversion.
…statement

MMU: Remove erroneous continue statement
This lets us reduce the number of USE_RETRO_ACHIEVEMENTS ifdefs in the
code base, reducing visual clutter. In particular, needing an ifdef for
each call to IsHardcodeModeActive was annoying to me. This also reduces
the risk that someone writes code that accidentally fails to compile
with USE_RETRO_ACHIEVEMENTS disabled.

We could cut down on ifdefs even further by making HardcodeWarningWidget
always exist, but that would result in non-trivial code ending up in the
binary even with USE_RETRO_ACHIEVEMENTS disabled, so I'm leaving it out
of this PR. It's not a lot of code though, so I might end up revisiting
it at some point.
AdmiralCurtiss and others added 30 commits July 15, 2024 23:24
…r-message

AchievementManager: Don't point to stack for login error message
The cause of the leaderboard spam was primarily this call where if there was an attempt to get leaderboard info and there wasn't already, there would be a fetch request. This is bad for many reasons: some games have hundreds of boards that will be fetched at startup, if there's simply no data to populate that board, this will just continue to fetch every time the dialog needs to update. To mitigate this, I simply don't load leaderboard information until there are events for that leaderboard - less information for the player, sadly, but heavily cuts down on the number of leaderboard fetches.
The player_index field in question is ultimately what gets used to determine which ranks get displayed in the leaderboards chart, and because this was missing the chart was simply displaying the top four results no matter what.
…r-unlock-bug

Fixed incorrect unlock information in Achievements dialog
Disable Dual Core in Death Jr.: Root of Evil
…erboard-spam-fix

RetroAchievements - Leaderboard Spam Fix
IOS: Fix return code inaccuracy
Fix double-definition under newlib
Use C++20 erase_if() instead of erase(remove_if()) (NFC)
Emitters: Define Trivial Getters Inline
cmake: Fix building with system minizip-ng
DolphinTool: list filesystem recursively
…etwork-error

AchievementManager: Fix incorrect check on network request return value in FetchBadge()
It now supports variable-sized data payloads and memory range freeing. It's a little faster, too.
WritePC is now needed far less, only for instructions that end the block. Unfortunately, WritePC still needs to update `PowerPCState::npc` to support the false path of conditional branch instructions. Both drawbacks should be smoothed over by optimized cached instructions in the future.
This was a bigger performance boost than I expected.
…tePC

I tried making the new templated Interpret callback test only the relevant exceptions (EXCEPTION_DSI, EXCEPTION_PROGRAM, or both), but didn't find a significant performance boost in it. As I am learning, the biggest bottleneck is the number of callbacks emitted, not usually the actual contents of them.
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