The long awaited Dolphin 5.0 release is finally here! After nearly a year of bug-hunting and handling the release process, everything has come together for our biggest release yet! The three previous releases followed a very distinct pattern: sacrifice performance, hacks, and features in exchange for higher accuracy. As such, Dolphin 3.0, 3.5, and 4.0 progressively grew slower. But thanks to the cleanups put forward throughout those releases, Dolphin 5.0 is the fastest Dolphin has ever been!
By removing all of those hacks and outdated features while cleaning up the codebase, Dolphin has reached a new level of efficiency, powered by a revitalized dynamic recompiler. On the GPU side, OpenGL and D3D11 have seen tons of optimizations and accuracy improvements, and have been joined by a brand new D3D12 backend for huge performance gains. If there's a CPU or GPU extension that can make Dolphin faster, we take advantage of it.
At a basic level, Dolphin 5.0 is more accurate and more efficient than previous builds in every way. Individual games will vary, especially due to various hacks being removed along the way.
Nice to see the full release of 5.0, although I guess the various "daily" releases have been a bit more advanced for a while now as 5.0 was likely feature locked a while ago with only further fixes and such being added.
Good timing, almost got all of my old consoles and pc systems set-up for playing over the Steam Link. Would have gone faster if I stopped playing those games.
Soon its setting up the dolph, might check out cemu while I'm at it.
Wonder if the No More Heroes games will finally be able to play without all the audio stutter and other issues that have plagued them forever in Dolphin.
that should make sabin happy. I think he's the one that was always waiting for RS2 to work right
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! As we proudly stated once zFreeze emulation was defeated yes, you can finally play Rogue Squadron II in Dolphin. Due to how demanding it is and all the crazy hardware tricks it uses, it may not be perfect yet, but zFreeze will not be causing any more headaches.
Launch Box 6.0 is out (yes a bit late to post this ).
Not only easy to set up compared to other Front Ends but starting to look great too now.
+ Takes away some of the problems on the Steam Link.
It's funny - I discovered Launch Box right when it first got released since it was also a Dosbox front-end - it was solid but needed quite a bit of work. Back then I had a few chats with the developer about potential features but the move towards a multi-platform front end does explain why he was quite stubborn in holding on to some odd decisions.
And yeah, Hyperspin is a real mess to set up - took me a week to find all the info I needed to modify my arcade setup because all the tutorials are hard to find, dated or only a tiny part of the giant Hyperspin puzzle.
This looks a lot more like Maximus Arcade which has been abandoned sadly enough. The problem with MA was that, while it was really easy to set up, the options were severely lacking and if the support for an emulator wasn't included, you were fucked.
Launch Box does seem quite a bit like Maximus Arcade, though, so I wonder how much emulator support it has.
There's also Big Blue, which has a lot of features none of the other frontends have. You can search for games by speaking into your mic, it supports up to 5 monitors at once, you can point to both pre-defined list items as well as folders on your hard drive, etc.
- Participate in the evolution of the 3Dification technology
- Play nes games with the true 3D graphic
- Play with any resolution supported by your PC, window or full screen mode
- Mono or Stereo Sound
- Customize the graphic whatever way you want
- Share your customization with the community.
- Participate in the evolution of the 3Dification technology
- Play nes games with the true 3D graphic
- Play with any resolution supported by your PC, window or full screen mode
- Mono or Stereo Sound
- Customize the graphic whatever way you want
- Share your customization with the community.
An incredible end to the day today as Geod has finally released his very special emulator, which allows you to play many NES games completely in 3D! Titled 3DNes, and available for the PC, this Emulator runs smoothly on old computers such as a CoreM 800MHz + Intergrated Card Laptop in FullHD. What's more apart from the true 3D graphics for old flat CRT screen NES games, you can also play in any resolution, with customization graphics and full mono or stereo sound! What a brilliant Emulator, which really shines with a 3D graphical Mario, Castlevania or even Megaman!
Impressive, although from what I understood on the forums of that emulator and the authors twitter it's still pretty rough but even so the showcased screens and video examples and tutorials are very impressive.
While browsing around said Twitter account I also found a post about emulator accuracy involving bSnes which I found to be very interesting.
Honestly, even with all of the issues listed above, we've only scratched the surface of accurate emulation. Take the case of DICE, the digital integrated circuit emulator. Here is an emulator that works at the transistor level for absolutely perfect recreation of the very first video games ever created. To run Pong at about 5-10fps, DICE requires a 3GHz processor. Yes, you read that right: no computer processor at this time that can run Pong at the circuit level at full speed. It's not that DICE is a slow program; indeed, it is very well optimized. It's that there is enormous overhead to simulating every last transitor propagation delay.
But one day it will be possible. And I for one am happy that this classic has been completely replicated for future generations.
Applying DICE's approach to more modern systems becomes problematic, however. Take the case of Visual6502. Some clever individuals used a technique not unlike our DSP extraction method to scan in the surface of the 6502 CPU, used by the Nintendo and Commodore 64, among others. They vectorized the transistors and provided a high-level simulation of the chip, which disregards propagation delays. This code was famously demonstrated in Javascript but has also been ported to C and optimized. Even with the shortcuts it takes, computers are not yet fast enough to use this implementation in emulation.
As much as I would like every emulator to support every last transistor propagation delay, in truth this simply isn't possible. It becomes fair to say that we will likely never see hardware capable of emulating an N64 at this level at playable framerates within our lifetimes.
In fact, it's doubtful this is even possible for the SNES. I do understand that at some level, the power of modern computing does have a hand in determining just how accurate emulators can become.
The compromise I have made was to craft a rough design that would be similar to the real hardware and to cleanly isolate each processor, sharing only the state that the real chips would share. While the goal is always to match the results of all operations on real hardware perfectly, my approach at least creates an emulated system that is virtually indistinguishable from real hardware. But unlike DICE, it is not a perfect digital form of the exact original hardware design.
When it comes to the N64 and above, I realize that even this approach is no longer practical. I do not have any easy answers here, but I know that nobody can realistically be expected to develop an emulator that cannot run at even a single frame per second on the most powerful system in the world.
(So yeah a compromise between speed and accuracy, unfortunately I believe bSnes/Byuu is no longer worked on as the author decided to move on with his life rather than be stuck working on this emulator for many more years, which is understandable.)
Is there any way to get MAME emulation to save the high scores?
Restarting a game, high scores always wiped out.
I know back in the "real" arcade days, the machines would only save the high score until they were unplugged (for the most part), but I wasn't sure if MAME could do some extra magic or anything?
Is there any way to get MAME emulation to save the high scores?
Restarting a game, high scores always wiped out.
I know back in the "real" arcade days, the machines would only save the high score until they were unplugged (for the most part), but I wasn't sure if MAME could do some extra magic or anything?
If the original machine/software doesn't, then MAME doesn't, since it just emulates the original machine running the original ROMs on it.
However, you can do a save state (Shift+F7+SlotNumber) and then reload it (F7+SlotNumber), so it's like the machine hasn't been switched off at all. However, not all games/drivers support save states, if I recall correctly.
Isn't one of the add-on files for Mame a highscore file? I forgot as it's been a while since I used it but i remember there being several such extras from the usual cheat archive to highscores and some other stuff.
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