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Laurence Muller
bcaa0d1d86
nJoy:
- Added some kind of rumble support (windows only, using direct input). - Only usable for player one. - Not customizable, fixed rumble strength. - Due to some Dolphin bugs you need to initialize rumble support manually. How to use: - Disable the 'render to main window' in the video plugin (opengl or d3d). - Start the game and wait a few seconds. - When the game is running, press the 'half press' button once. - Rumble support should now be enabled (if your joypad supports it). - Confirmed to work with Crazy Taxi. Dolphin bug: When void PAD_Initialize(SPADInitialize _PADInitialize) is called, the render window does not excist yet. Therefor the value _PADInitialize.hWnd is incorrect. In order to initalize rumble support, it is required to set the CooperativeLevel to "DISCL_EXCLUSIVE | DISCL_FOREGROUND". But without a proper hWnd this will fail. So the trick I used here is, let the game start and create a window (and a hWnd). After that I set the CooperativeLevel. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@126 8ced0084-cf51-0410-be5f-012b33b47a6e
Updated wxwidgets to 2.8.8 - should fix http://code.google.com/p/dolphin-emu/issues/detail?id=65 - thx to prismsub7
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Dolphin
=======
Open Source Release under GPL 2
by F|RES & ector
Contributions by:
zerofrog, yaz0r, tmbinc
DX9 gfx plugin by ector
OpenGL gfx plugin by zerofrog
System Requirements:
* Windows 2000 or higher. The Linux build is at least 80% done, it starts,
but won't run games yet. There's a bug somewhere.
* Fast CPU. Dual core a plus.
* Any reasonable modern GPU, support for pixel shaders 2.0 required.
New Features
* Interprets Action Replay codes
* Buggy framerate limiter, deactivated
* Full Xbox 360 Controller support, with rumble
Dolphin is a Gamecube emulator. It also has preliminary support for Wii and
Triforce emulation.
Gamecube compatibility is about the same as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it.
There is preliminary Wiimote emulation but it does not work yet.
We haven't worked on Dolphin for a long time, except for a short burst adding
the basic Wii support, and we don't think we will finish it, so we hereby
release it, in its current unfinished state, to the world.
Usage Notes
-----------
The GUI should be pretty much self-explanatory.
To attempt to boot Wii ISOs, you need the disc master key. It should be
called "masterkey.bin". Put it in the Wii subdirectory.
To use Action Replay codes, follow the examples in the Patches subdirectory.
Use + in front of a cheat name to activate it. The cheats can be named
anything.
Code Notes
----------
Dolphin is written in C++. It's compiled with Visual Studio 2005. An
installation of the DirectX SDK is required.
To tweak settings for the JIT/Dynarec, see Core/PowerPC/Jit64/JitCache.cpp,
in InitCache().
We have a scons build system set up, but if anyone wants to create an
automake solution, go ahead, we'd appreciate it.
We are looking for new source code maintainers.
Languages
C++
88.5%
Kotlin
4.9%
C
2.3%
CMake
1.2%
Objective-C++
1%
Other
1.8%