[HN Gopher] Dolphin Progress Report: February, March, and April ...
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       Dolphin Progress Report: February, March, and April 2022
        
       Author : soopurman
       Score  : 85 points
       Date   : 2022-05-17 19:15 UTC (3 hours ago)
        
 (HTM) web link (dolphin-emu.org)
 (TXT) w3m dump (dolphin-emu.org)
        
       | baal80spam wrote:
       | This software is fantastic. I have greatest respect for the
       | Dolphin Team.
        
       | makeworld wrote:
       | About the update servers: why don't they just host their own copy
       | of the required update files? I thought maybe because of
       | copyright issues, but when the current solution is running their
       | own intermediary server it seems kind of equivalent.
        
         | duskwuff wrote:
         | > but when the current solution is running their own
         | intermediary server it seems kind of equivalent.
         | 
         | My impression is that they aren't hosting or relaying any of
         | the update files -- they're running a web service which
         | provides Dolphin users with URLs of files which are hosted by
         | Nintendo.
        
         | delroth wrote:
         | The update data is not redistributable, but there is nothing
         | copyrightable in what the "fake update server" returns (30
         | lines of PHP serving some trivial static XML files).
        
           | masklinn wrote:
           | Maybe the "fake update server" could have a "cache" for
           | "reliability"?
        
           | makeworld wrote:
           | Ah I see, thanks! I thought the fake update server would be
           | returning the actual data files itself. What a precarious
           | situation to be in though, that's unfortunate.
        
       | Jasper_ wrote:
       | > The creatively named "Windows.Gaming.Input" (WGI) is the newest
       | input API for Windows.
       | 
       | For now! The Windows.Gaming.Input API is the Xbox One API, and
       | has been around since Windows 8 for UWP and the Xbox One SDK. The
       | new one is GameInput [0], which is used on the Xbox One X by
       | Microsoft's new gaming SDK, the GDK. It's not yet on Windows, but
       | it is, ostensibly, coming soon...
       | 
       | [0] https://docs.microsoft.com/en-
       | us/gaming/gdk/_content/gc/inpu...
        
       | poglet wrote:
       | Recently installed Dolphin to play some coop games with my
       | family. - Using the origional Wii Remotes (I purchased a 4th one
       | from Ebay) and the Mayflash sensor bar which I've had for a few
       | years. - It works great, much better the the origional Wii - I
       | will need to further explore the GameCube / Wii U games.
        
       | jonny_eh wrote:
       | Could Dolphin ever add support for WiiU/3DS? I realize there are
       | existing emulators for those platforms, but Dolphin rocks.
        
         | delroth wrote:
         | It wouldn't make any technical sense to do so. 3DS is
         | completely different hardware, Wii U has some hardware
         | similarities but the environment in which games run is
         | completely different (there's an OS, a bunch of dynamic
         | linking, etc.).
        
           | HelixEndeavor wrote:
           | Does the Wii not have an OS? Or do you mean Wii U titles are
           | far more integrated into its OS?
        
             | tech234a wrote:
             | The Wii U titles appear to be far more integrated into the
             | OS. On the Wii it appears that games were run at a pretty
             | low level [0]. Also, on the Wii, although there is an
             | updatable system menu capable of downloading and running
             | some small apps, the menu shown when you press the home
             | button while in a game was included with each game as part
             | of the SDK, not as part of the OS [1]. (The Korean version
             | of Mario Kart Wii was found to have unused files for a
             | Chinese home menu [2].) Meanwhile on the Wii U it is
             | possible to launch an entire web browser and certain other
             | apps from the home menu and still return to your running
             | game afterwards.
             | 
             | [0]: https://fail0verflow.com/blog/2013/espresso/
             | 
             | [1]: https://wiibrew.org/wiki/HOME_Menu
             | 
             | [2]: https://www.youtube.com/watch?v=0gfFDAXNMj8
        
             | msk-lywenn wrote:
             | Wii boots into a shell but when a game starts, it
             | completely takes over. The menu you see when pressing the
             | home button is not from the OS, it is called by the game
             | into a linked library provided by Nintendo. Even shutting
             | down the console by pressing the power off button had to be
             | implemented by developers in order to be allowed to
             | release.
        
           | bombcar wrote:
           | Yeah, Dolphin was a Gamecube emulator and since the Wii was
           | basically two GameCubes taped together it was very easy for
           | it to begin supporting Wii titles.
           | 
           | The Wii U is significantly different, I think.
        
             | lapetitejort wrote:
             | The Wii U could run Wii games thanks to dedicated chips on
             | the MoBo. That's why it has to switch into Wii mode. Most
             | Nintendo backwards compatibility depends on dedicated
             | hardware to operate. Wii and GameCube are the exception.
             | The Super Nintendo was going to be backwards compatible
             | with the NES but Nintendo found it too expensive.
        
               | fredoralive wrote:
               | Pedantically, I'm not sure if there are any extra
               | physical chips on the Wii U for backwards compatibility,
               | at least for the major bits. On the CPU side, the Wii U
               | uses a weird triple core PowerPC 750 (aka G3) setup, even
               | though the 750 was a) ancient and b) not designed for
               | SMP, in order that it could be used for backwards
               | compatibility with the previous 750 powered units. On the
               | GPU side it does still have the old GC / Wii "GX" GPU as
               | a separate unit, but it's just on the same chip as the
               | modern GPU.
        
       | a_shovel wrote:
       | > _It 's an impressive effect for the time, as the lighting on
       | the ridges will shift and match the sun's angle even as the suns
       | dynamically move through the sky. Bump mapping like this wouldn't
       | become common until the next console generation, and here it is_
       | in a GameCube launch title _from 2001!_
       | 
       | It's always fun when a Factor 5 game appears in one of these.
       | These people were wizards.
        
         | AdmiralAsshat wrote:
         | Bump mapping was supposed to be a selling point of the Gamecube
         | hardware, so it wouldn't surprise me if Nintendo specifically
         | asked or told Factor 5 to incorporate it.
         | 
         | IIRC, it was used in the Zelda Spaceworld 2000 demo. I remember
         | magazines at the time noting the bump mapping on Ganondorf's
         | sword:
         | 
         | https://www.youtube.com/watch?v=SvE3yJv3fm0
         | 
         | Slightly longer video of just the Zelda segment:
         | 
         | https://www.youtube.com/watch?v=RIa79bTDuV4
        
           | HelixEndeavor wrote:
           | Why did they drop that selling point? Did it hog too much
           | performance for most games?
        
             | AdmiralAsshat wrote:
             | I think the article itself probably explains it well: you
             | didn't get it for free.
             | 
             | >However, there was a reason this effect didn't take off
             | until years later. The DirectX9 and newer forms of bump
             | mapping are painless - developers can use them with very
             | little setup and they are very, very cheap to run. Devs
             | don't even need to think about it. But with this older type
             | of bump mapping, developers had to build the effect
             | themselves. And it was not cheap. For something that just
             | adds a bit of visual flare, most GameCube and Wii
             | developers decided it was not worth it and passed it by.
             | 
             | So again, Nintendo themselves probably coded it into the
             | tech demo because they wanted to show off what was possible
             | with the hardware, even if it wasn't practical (I believe
             | there was a Dreamcast tech demo that bragged about how many
             | polygons they had put into rendering a bowl of fruit).[0]
             | And it is known that Nintendo worked with Factor 5 directly
             | to provide them with prototype Gamecube hardware before the
             | console was ready so that F5 could release a "killer app"
             | launch title. It wouldn't surprise me, then, that F5
             | similarly threw in all the bells and whistles they could
             | think of.
             | 
             | [0]https://imgur.com/HvQqYjT
        
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       (page generated 2022-05-17 23:01 UTC)