Post subject: Dolphin 5.0 under testing!
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Titan91
He/Him
Joined: 8/9/2015
Posts: 22
Wow I was wondering when this would happen. How long has it been since 4.0 came out? English link: https://dolphin-emu.org/download/dev/837cbfa4e355f8fed53cf4ff1171197ee05a2100/ Blog post: https://dolphin-emu.org/blog/2015/08/01/dolphin-progress-report-july-2015/
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
Almost 2 years since it was published :O (1 year and 10 months :P)
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Titan91
He/Him
Joined: 8/9/2015
Posts: 22
I'm still running 4.0. Don't like the way frame dumping was broken (again) and how synchronous audio breaks streaming music.
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
Titan91 wrote:
I'm still running 4.0. Don't like the way frame dumping was broken (again) and how synchronous audio breaks streaming music.
and memory leak :P
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Emulator Coder
Joined: 5/8/2014
Posts: 125
Yeah, excuse the developers for making framedumping actually work in master instead of forcing users to use a third party hack. Also, asynchronous audio doesn't work for TASing, so have fun with that. The memory leak needs to be solved, but, unfortunately I'm not entirely sure how to address it.
endrift
Any
Emulator Coder
Joined: 12/14/2014
Posts: 161
Also there were bugs in the TASing tools that were fixed in the mean time, and classic controller support was added (IIRC). I fixed some of those bugs myself!
Emulator Coder
Joined: 5/8/2014
Posts: 125
Yeah, about the memory leak, would you mind explaining exactly what you're running into? I assume it's the problem where loading/saving state again and again in the same session is using up more and more memory, but I want to be sure before I go and bother someone to try and fix it.
Fog
Emulator Coder, Experienced player (641)
Joined: 4/5/2014
Posts: 459
also I have a pull request which brings Windows dumping up to par with linux (VFW is horrible)
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
JMC47 wrote:
Yeah, about the memory leak, would you mind explaining exactly what you're running into? I assume it's the problem where loading/saving state again and again in the same session is using up more and more memory, but I want to be sure before I go and bother someone to try and fix it.
For me, it doesn't seem to matter how many states I load/save, but how long I keep Dolphin open. A few times, I have left Dolphin 4.0-6870 paused for 2-3 hours while either away from keyboard or using another program, and the memory used by Dolphin will eventually rise to 2.0 GB or so according to Task Manager. This might be different than got4n's problem. Really though, it's a minor bug in a great program. You and the other developers should be commended for bringing Dolphin such a long way since its inception.
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
CoolKirby wrote:
Really though, it's a minor bug in a great program. You and the other developers should be commended for bringing Dolphin such a long way since its inception.
I agree :D But, yeah my problem is: 1. Load a game 2. Make a savestate 3. Load it multiple times 4. Normally it should take more and more memory (it takes even more per savestate if you use cheat engine linked to dolphin)
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Dimon12321
He/Him
Editor, Reviewer, Experienced player (596)
Joined: 4/5/2014
Posts: 1220
Location: Romania
And what are the main changes comparing to 4.0?
TASing is like making a film: only the best takes are shown in the final movie.
JosJuice
She/They
Editor, Emulator Coder
Joined: 7/3/2010
Posts: 193
Location: Sweden
Dimon12321 wrote:
And what are the main changes comparing to 4.0?
In general, there have been many accuracy and performance improvements. To make some of these improvements possible, support for old things like Direct3D 9 and 32-bit CPUs has been dropped. A few examples of accuracy improvements:
    * The Star Wars: Rouge Squadron games are now working, with only a small number of issues left * Pokémon Snap is now working (yes, unlike actual N64 emulators...) * The Paper Mario: TTYD graphics glitches with Punies and with water reflections have been fixed, although the graphical effects in this game will no longer work with certain old graphics cards * Many other graphics fixes, like the ones seen in the screenshots here: https://dolphin-emu.org/blog/2014/03/15/pixel-processing-problems/
For non-TASing:
    * Wii games now work over netplay, and there have been other netplay improvements too, but Wii Remotes usually make everything desync * Native support for GC controller adapters * Improved support for GBA communication (not compatible with netplay or TAS at the moment) * GameCube save data can optionally be stored in memory card folders instead of memory card files * 3D stereoscopy
...and a bunch of stuff that isn't significant enough to include for a summary like this. I've probably forgotten things too. There'll be a better list when the 5.0 release happens. For TASing:
    * A/V sync for dumping built-in to replace the A/V sync hack * TAS input for more controllers: Nunchuk, Classic Controller (Wii Remote too? I don't know things that far back) * Replays in games like SSBB, Mario Kart Wii and F-Zero GX are now sync-compatible with consoles * The loading times are now more similar to ones on real consoles. There are still improvements to be made, especially for Wii discs, but they've become much better than they were in 4.0. Most people don't care about this, but it's been heavily requested by people interested in Metroid Prime TASing, so I figured I'd include it in this list.
Like others in this topic have said, some new problems have unfortunately been introduced. Frame advance not working when held, frame advance sometimes unpausing, and memory usage going up when loading savestates are all listed as blocking issues for 5.0 and should thus hopefully be fixed before the final release. There are also some crash fixes for TAS input that are in the development builds but not the release candidates yet that probably can make their way in.
Joined: 10/14/2013
Posts: 335
Location: Australia
I really hope Fog's FFMPEG dumping feature makes it into the 5.0 release. Then there'd be no issue with the AVSync on windows (thanks to vfw) any more and we could put the whole thing behind us.
I'm not as active as I once was, but I can be reached here if I should be needed.
Fog
Emulator Coder, Experienced player (641)
Joined: 4/5/2014
Posts: 459
thecoreyburton wrote:
I really hope Fog's FFMPEG dumping feature makes it into the 5.0 release. Then there'd be no issue with the AVSync on windows (thanks to vfw) any more and we could put the whole thing behind us.
It's unlikely to be ready for 5.0. I'm still tinkering with various formats and codecs and whatnot.
Joined: 10/14/2013
Posts: 335
Location: Australia
That's fair enough. Better to not rush something like this.
I'm not as active as I once was, but I can be reached here if I should be needed.
Active player (476)
Joined: 2/1/2014
Posts: 928
Thanks JosJuice for the summary for TASing/Non-TASing, you've been doing some amazing work that we all appreciate.