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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! |
Same here, would love to see an update! |
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. |
I need new version ._. |
Please add new update |
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! |
Please create a PSVITA emulator |
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. |
Would love to see an update here |
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).
Fix Error #1 (alternative solution)
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 👍😎 |
some games need an individual button position on the screen |
Plz update dolphin emulator with the last 2021 |
Please keep updating brother you do an excellent job :) congratulations 🎉 |
IOS::HLE::BluetoothEmuDevice: Remove calls to GetPointer
PPCCache: Avoid Global System Accessor
Jit64: Preserve inputs when software_fma && m_accurate_nans
This fourth part of my series of patches to get rid of unsafe uses of GetPointer takes care of the "easy" cases in VideoCommon. Three uses of GetPointer now remain in Dolphin: VertexLoaderManager, TextureInfo, and the software renderer's TextureSampler.
Rekindle software JIT profiling with a std::chrono conversion and a config connection.
DolphinQt: trigger frame advance from hotkeys on the host thread
VideoCommon: use imgui input queue for mouse clicks
JitArm64: Skip temp regs where possible
InputCommon: Fix unnecessary "Modifier/Range" ini file entries.
VideoCommon: More specific subgroup op bugs
Externals: Update minizip-ng to 4.0.5 and convert to submodule
use pkg-config to find libusb
use pkg-config to find libfmt
Fix building on OpenBSD/arm64 and add CPU feature detection.
JitArm64: Minor mtfsfix optimization
Android: Fix crash when no devices have outputs
Was informed by the RetroAchievements team that this isn't an option in most emulators, and as the next commits will be to enable default icons, there will always be something to display.
Achievement badges/icons are refactored into the type CustomTextureData::ArraySlice::Level as that is the data type images loaded from the filesystem will be. This includes everything that uses the badges in the Qt UI and OnScreenDisplay, and similarly removes the OSD::Icon type because Level already contains that information.
The defaults get loaded in by Dolphin at emulator start, and are used if the badge that would normally be displayed has not for whatever reason been downloaded yet. Badges attached to this PR are placeholders (MayIMilae is designing permanent badges) and reside in Sys\Load\RetroAchievements.
The names attached to the BadgeStatus object are obsolete and unneeded and are removed from everything that uses them. All BadgeStatus references are updated to just Badge.
…ult-badges-v2 RetroAchievements - Default Badges
Add OpenBSD/arm64 support.
Branch targets always start a new block, so this variable isn't useful.
This is the same fixup as in Jit64::FixGTBeforeSettingCRFieldBit.
BI contains both the field and the flag (5 bits total), so we need to shift away the 2 flag bits to get the 3 field bits. (Same as the CRBA/CRBB handling in the code just below the BI code.)
PPCAnalyst: Fix handling of FL_READ_CR_BI
PPCAnalyst: Remove unused member isBranchTarget
CMake: update required compiler versions for std::bitcast support
The offset-based overload hasn't been in use since f754a1a.
DiscIO: drop unused Volume::CheckContentIntegrity() overload
Interpreter: Fix GT when setting SO of CR
DolphinTool: support WAD verification
ScmRevGen: Generate Info.plist files containing the current version
please continue to update dolphin mmj