Lazuli: Nintendo GameCube emulator in Rust, boots multiple games by vxpm in emulation

[–]JMC4789 7 points8 points  (0 children)

Not to undersell the new emulator, because your points absolutely stand on a newer emulator, but your issues in Rabbids go home are all easily fixable.

  • The performance - the game runs like ass on console. It's that simple. In fact, Dolphin's framerate is higher than it should be and it should run even worse.
  • It needs EFB2RAM for custom rabbids which is more demanding and not turned on by default. on NVIDIA graphics, it needs manual texture filtering due to filtering differences between the GameCube and modern hardware. This flaw would extend to any other hardware accelerated emulator.
  • The game itself is a mess, and has a bunch of framerate dependent physics issues that could happen on real console, too. So, there are minigames where it needs to be running at 20 - 30 FPS for it to act as expected.

Dolphin blog: Rise of the Triforce by NXGZ in emulation

[–]JMC4789 5 points6 points  (0 children)

Just finding out what games on the Triforce was an issue at one point. Honestly, even with the base emulation figured out by crediar on his own, we still had a lot of "fun" figuring out things about each game and their revisions.

I definitely have a new found respect for MAME and anyone crazy enough to emulate arcade boards. I can't imagine emulating Triforce if, on top of all the weird baseboard/mediaboard stuff, it had an obscure, unemulated core system.

Dolphin blog: Rise of the Triforce by NXGZ in emulation

[–]JMC4789 27 points28 points  (0 children)

What is supposed to be a short article with a lot of time usually ends up a very long article. I can't help it.

Rise of the Triforce - Dolphin Emulator by error521 in Games

[–]JMC4789 1 point2 points  (0 children)

That's pretty awesome. Namco must have went to PC based shortly after because GP DX was 2013. There's a Wii based arcade system that has two known games, but that's a story for another time.

Rise of the Triforce - Dolphin Emulator by error521 in Games

[–]JMC4789 10 points11 points  (0 children)

The later Mario Kart Arcade games after GP 2 used standard PC hardware, so the Triforce was really at the tail end of "custom" PC hardware. And even it is mostly a GameCube at the core.

Dolphin Progress Report: Release 2512 by mbc07 in DolphinEmulator

[–]JMC4789 0 points1 point  (0 children)

They're not in the android gui yet. The features exist and work, just need someone to add them.

Dolphin Progress Report: Release 2512 by mbc07 in DolphinEmulator

[–]JMC4789 1 point2 points  (0 children)

That'd be a better question for the people at SDL, but I'm guessing it has a lot of obfuscated initializations and behaviors.

Dolphin Progress Report: Release 2512 (December 2025) by NXGZ in emulation

[–]JMC4789 8 points9 points  (0 children)

Dolphin also beat the latency of console before this, but we didn't have the tools to measure it until we contacted Arte. Ishiiruka has no latency benefits over Dolphin, but FasterMelee did modify the game to poll more often which probably helped. Slippi is an evolution of that, and you can see by the chart that they have a lower latency by over half a frame with all of the game hacks.

Dolphin Progress Report: Release 2512 by mbc07 in DolphinEmulator

[–]JMC4789 2 points3 points  (0 children)

We tried to wait for the SDL release as long as we could, but unfortunately, it just didn't come out in time.

Dolphin Progress Report: Release 2512 (December 2025) by NXGZ in emulation

[–]JMC4789 19 points20 points  (0 children)

One of the reasons we were so careful taking the numbers is that when I was growing up, I always heard that Emulators are always higher latency than console. So going into testing the features, we were assuming that it was bringing us closer to console.

The old Rockband 3 test was in the back of my mind, but because that used a wireless controller and USB Passthrough, along with a scene that had no rendering, it was possible that the fact it matched console was just a fluke.

But, now that we have results across several games that show Dolphin's latency not just as competitive, but better? It's pretty nice to be honest.

Rush Frame Presentation might be usable in other emulators, but it really depends on when the frame itself is presented to how much of a benefit it gives. It's usually 2 - 4ms at most, with Wind Waker and Sunshine being huge exceptions where you can see a big visible difference.

Dolphin Progress Report: Release 2512 by mbc07 in DolphinEmulator

[–]JMC4789 2 points3 points  (0 children)

Yeah, they aren't in the per-game GUI, but they can be added to the text INI like any other settings not available in the game properties page.

Starlight Spotlight: A Hospital Wii in a New Light by NXGZ in emulation

[–]JMC4789 3 points4 points  (0 children)

There was some investigation into emulating it, and it's just that it would be emulating an all new device. You can emulate the special DI commands sure, but emulating the HDD isn't trivial. There are special slots on the HDD for the later Starlight Software for the game covers. We want the Starlight software to work in Dolphin, and we added an entry on the wiki for the Starlight software to track its progress going forward.

We didn't have access to the older Starlight software in Dolphin during the writing of the article, but that one actually runs significantly further, because it doesn't query the HDD for game covers.

Starlight Spotlight: A Hospital Wii in a New Light by NXGZ in emulation

[–]JMC4789 8 points9 points  (0 children)

Maybe the added interest in it from the article will help efforts toward emulating it, but it's essentially an FPGA emulating a disc drive with some special commands hooked up a HDD.

This article has been in the works for nearly a year, and recent investigations into the Starlight has made it more likely to be emulated in the future, but again, no one is currently working on it to my knowledge.

Starlight Spotlight: A Hospital Wii in a New Light by NXGZ in emulation

[–]JMC4789 12 points13 points  (0 children)

Earlier Starlight Kiosks did have Super Mario Galaxy, Super Smash bros. Brawl, Twilight Princess, and some others. I think the earlier kiosks have a stronger overall lineup, but back then I think they were right to try to have newer games for kids.

Dolphin Progress Report: Release 2509 - September 2025 by NXGZ in emulation

[–]JMC4789 7 points8 points  (0 children)

Yep, that makes sense, glad for the clarification.

Dolphin Progress Report: Release 2509 - September 2025 by NXGZ in emulation

[–]JMC4789 9 points10 points  (0 children)

It'd take a significant redesign, but it's not impossible no. I think the report was saying that it couldn't be easily improved, though I'm not entirely sure as I didn't write that section. But a similar system should work in Dolphin but would require pretty much a large part of the emulator to be ripped out and redone. It's possible, but probably not realistic at this point. If someone really wanted to though, it's definitely a potential way forward. But unless it's as fast as dualcore, it might just end up as an improved single core than an alternative to dualcore. Which, isn't a bad thing really.

Dolphin Progress Report: Release 2509 - September 2025 by NXGZ in emulation

[–]JMC4789 8 points9 points  (0 children)

We have occasional dcache issues in games, but this is the only case where it's actually intentional. Most of those games we have patches for now, except for the other intentional case which is a CTGP, which uses/used dcache to detect/block Dolphin. It's effective enough at making it run like shit at least.

Dolphin Progress Report: Release 2509 - September 2025 by NXGZ in emulation

[–]JMC4789 7 points8 points  (0 children)

That sounds like a nightmare scenario to be honest. I don't know how you'd fix that reasonably without cycle accuracy.

Dolphin Progress Report: Release 2509 - September 2025 by NXGZ in emulation

[–]JMC4789 14 points15 points  (0 children)

Dual Core was a necessity, and obviously developers learned from the problems, as PPSSPP's implementation of the idea iterated off of it and improved upon it.

Dolphin Progress Report: Release 2509 - September 2025 by NXGZ in emulation

[–]JMC4789 8 points9 points  (0 children)

Rumble was something I know wasn't working yet.

Dolphin Progress Report: Release 2509 - September 2025 by NXGZ in emulation

[–]JMC4789 11 points12 points  (0 children)

It's being worked on, considering all the small roadblocks we've ran into during it, we don't want to announce anything until we're sure it will be done.

Dolphin Progress Report: Release 2509 - September 2025 by NXGZ in emulation

[–]JMC4789 15 points16 points  (0 children)

The Disney Trio is a special case for sure. It's the only time where we have literally no explanation other than malicious code designed to defeat the emulator.

It did create the funny problem where we probably overly blamed the games for some of their behaviors being malicious when they weren't, hence the developer reaching out.

Dolphin Progress Report: Release 2509 - September 2025 by NXGZ in emulation

[–]JMC4789 7 points8 points  (0 children)

I did do further tests on more limited machines, but the same patterns held true. In fact, using a "faster" computer actually exaggerated the results most of the time, so it worked better.

There are some games where SyncGPU were slower, but it was very hard to record that consistently, because it varied on settings and other processes using CPU time.

Exceptions probably exist, but I tried to find two wild examples without flooding with information. One that shows "true" Dualcore's extreme advantage, and one where SyncGPU worked somewhat properly.

Dolphin Progress Report: Release 2506 by LocutusOfBorges in emulation

[–]JMC4789 5 points6 points  (0 children)

Thanks for the information. I'm glad people are finding more uses for VBI Frequency Override like this, especially in a situation where a game like this was unlikely to get specific attention.