[HN Gopher] Dolphin Progress Release 2603
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       Dolphin Progress Release 2603
        
       Author : BitPirate
       Score  : 286 points
       Date   : 2026-03-12 09:23 UTC (13 hours ago)
        
 (HTM) web link (dolphin-emu.org)
 (TXT) w3m dump (dolphin-emu.org)
        
       | DonThomasitos wrote:
       | Fantastic! I always wonder if the original console devs would be
       | able to provide bonus insight.
        
         | pjc50 wrote:
         | If they're still working for the same employer (quite possible
         | with Nintendo), they may still be under NDA.
        
         | eleveriven wrote:
         | I imagine some of the original devs would be surprised anyone
         | is still digging into their work at this level of detail 20+
         | years later
        
       | love2read wrote:
       | I really enjoy how clearly excited the author is about what they
       | wrote here.
        
         | jofzar wrote:
         | JMC is the goat, I had the pleasure of reporting melee netplay
         | bugs with him and he is just so Inquisitive and interested in
         | everything.
        
       | bpierre wrote:
       | Do they accept donations? I couldn't find anything on the
       | website.
        
         | jsheard wrote:
         | They don't: https://forums.dolphin-emu.org/Thread-dolphin-
         | donations?pid=...
        
           | Meneth wrote:
           | Wise.
           | 
           | I've seen many a fine volonteer project become enshittified
           | because they started optimizing for financial income rather
           | than for having fun.
        
             | agoodusername63 wrote:
             | It's also a smart legal strategy.
             | 
             | Nintendo's lawsuits they won against emulator projects in
             | the past had donation systems as one of, if not the sole
             | main point they drove to win the case.
        
               | flykespice wrote:
               | Yep like yuzu did monetize their emulator, it didn't help
               | that they were also shipping cracked on their discord
               | server
        
               | favorited wrote:
               | From a practical perspective, they "won" in their recent
               | attacks on emulation by shutting big projects down, but
               | we can't know what would have happened at trial because
               | they never got that far.
               | 
               | NoA sued the Yuzu devs and settled out of court, with the
               | devs paying $2.4 million and shutting down the Yuzu and
               | Citra projects. The $2.4 million was noted as being a
               | reasonable estimate of what Nintendo's lawyers would have
               | billed if the case went to trial, not a reflection of
               | Yuzu's collection of donations.
               | 
               | NoA used some combination of carrot-and-stick to get the
               | Ryujinx developers to shut that project down as well, but
               | we won't know what that combination was because they
               | never filed a lawsuit, so there are no public records,
               | and there was likely an NDA.
        
             | MBCook wrote:
             | I suspect you would quickly attract a lot of the wrong kind
             | of "developers" the moment a financial reward appeared.
             | Especially now that it's so easy to use AI to make
             | something that looks slightly plausible.
             | 
             | Although I suspect the other sibling comment is the real
             | reason.
        
       | ralusek wrote:
       | What is the most reliable place for ROMs these days? Is there any
       | sort of checksum that can accompany them to ensure safety? While
       | I trust Dolphin, I don't trust most ROMs.
        
         | lmz wrote:
         | Now there's an interesting challenge. A ROM that does a VM
         | breakout and runs a command on the host.
        
           | jsheard wrote:
           | It's been done, the ZSNES and Project64 emulators have both
           | had exploits which allowed a malicious ROM to run arbitrary
           | code on the host. ZSNES is written mostly in assembly so that
           | was kinda asking for trouble though.
        
         | mfjordvald wrote:
         | There's tons of options, no-intro, redump, tosec, mame are all
         | doing DAT files with file checksums.
         | 
         | That said, ROMs are basically never a malware vector as they
         | have to exploit an issue in the emulators themselves and
         | historically that hasn't really been seen. Typically malware
         | related to roms happens with files included in the zip archives
         | or by sites offering "downloaders" with embedded malware.
        
           | anthk wrote:
           | gstreamer, 6502 code from a NES music decoder, and maybe c64
           | SIDs would exploit it too.
        
         | joenot443 wrote:
         | In all my years of emulation, I've never come across a
         | malicious ROM for a major console.
         | 
         | Dolphin runs its own VM. Obviously anything is possible, but
         | developing some kind of breakout-ROM which would infect the
         | host machine is just way more engineering than I could imagine
         | ever being worth it. The vector is just too complex, and the
         | target (nerds downloading retro games) just isn't worth the
         | squeeze.
         | 
         | Archive.org actually hosts a good chunk of the major Gamecube
         | ROMs. Good luck!
        
           | 0x0 wrote:
           | The breakout engineering to exploit Dolphin has already
           | happened, see for example:
           | 
           | * https://dougallj.wordpress.com/2016/11/13/exploiting-
           | dolphin...
           | 
           | * https://gist.github.com/hthh/502ae16db55612f64d3966769a154c
           | 3...
           | 
           | * https://github.com/dolphin-emu/dolphin/pull/4447
        
             | joenot443 wrote:
             | Woah! This I was not aware of - that's really cool
             | actually. Hats off to u/dougall.
        
         | zeta0134 wrote:
         | I've had pretty good success with CleanRip
         | https://wiibrew.org/wiki/CleanRip#Wii_DAT_download for
         | acquiring ROM files. With it, I was able to backup my entire
         | personal collection with minimal fuss, and can now enjoy that
         | collection in HD with Dolphin's various enhancements.
         | 
         | For verification you generally want the Redump database, which
         | has checksums for most disc-based console releases.
         | Unfortunately they seem to be offline at the moment, or I'd
         | share a canonical link. Look around for that.
        
       | MurkyLabs wrote:
       | I always love reading the dolphin progress reports. They do a
       | good job of explaining how things work and parsing it out into
       | something easy to understand
        
         | entropicdrifter wrote:
         | Right? I started reading them before I became a programmer. I
         | think they helped me learn how to think about the inner
         | workings of programs
        
           | PaulHoule wrote:
           | I think they're the best status reports I've seen anywhere.
        
             | entropicdrifter wrote:
             | Agreed. They've been consistently high quality for the 12
             | years they've been put out at this point. I'm glad they
             | stopped trying to force them into the "monthly update" mold
             | because so many ended up being like "April/May/June/July
             | Update!"
        
         | eleveriven wrote:
         | What stands out to me is that they explain not just what
         | changed, but why it was hard in the first place
        
       | someperson wrote:
       | I think the lede is somewhat being buried here.
       | 
       | Dolphin is bringing back support for the Triforce arcade cabinet
       | that was jointly developed by Nintendo, Sega and Namco that was
       | dropped by Dolphin in 2016.
       | 
       | Notably games includes F-Zero AX (not to be confused with F-Zero
       | GX on Gamecube) and Mario Kart Arcade GP 1 and 2.
       | 
       | This is pretty big!
       | 
       | https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce...
        
         | jtvjan wrote:
         | There was a thread on it a few weeks ago:
         | https://news.ycombinator.com/item?id=47040524
         | 
         | Though I don't know if you can count it as a "buried lede" if
         | the first paragraph of the article is dedicated to it, with a
         | big clickable banner, haha!
        
       | bspammer wrote:
       | > All of this just to let Dolphin play online with real Wii
       | consoles in a game whose official servers are since long dead and
       | whose replacement servers have a peak of only 15 concurrent
       | online players.
       | 
       | Knowing there's people out that who have such absurd levels of
       | dedication makes me so happy.
        
         | thebruce87m wrote:
         | Imagine what humanity could achieve if we worked together. If
         | robots/AI work out and we do have 100% spare time then you'd
         | hope there would be more of this sort of thing.
         | 
         | Such a shame that it'll probably just mean more inequality, at
         | least in the short term.
        
       | marklar423 wrote:
       | In the discussion of the Triforce arcade compatibility, there's
       | some discussion of "IC Card" support needing to be implemented,
       | and doing so unlocking a lot of missing functionality.
       | 
       | I think this is referring to the Japanese rail payment cards? I
       | know you can use them on things like vending machines, but from
       | the article it seems like the Triforce cabinets let you save game
       | progress on them too, which would be a great feature I've never
       | seen in US arcades.
        
         | someperson wrote:
         | > Triforce games can support two types of cards for saving:
         | Magnetic Cards (magcards) and Integrated Circuit (IC) cards.
         | Magcards are cheaper, fragile, and can only survive so many
         | writes before failing. They have the added bonus of having a
         | printable side, where the game can print a player's
         | achievements and more. IC cards are more like old credit cards
         | with a thicker plastic. They weren't printable, but were much
         | sturdier.
         | 
         | Source with photos: https://dolphin-
         | emu.org/blog/2026/02/16/rise-of-the-triforce...
        
           | marklar423 wrote:
           | Cool! Thanks for the clarification.
        
         | pie_flavor wrote:
         | It's referring to memory cards. This is _the_ Triforce feature,
         | almost every game on it uses cards for savegames. The arcades
         | you 're thinking of almost certainly had a version of Mario
         | Kart Arcade GP - you may just not have played it.
        
         | charcircuit wrote:
         | It exists in US arcades. It's a similar concept as an AIME card
         | which you use to authenticate when playing maimai, chunithm,
         | dance dance revolution, dance around, beat mania, etc. Triforce
         | IC cards store data instead of just being for authentication.
        
       | petterroea wrote:
       | On the topic of Dolphin progress reports, one of the people who
       | author them has written an interesting blog post on the state of
       | open source emulators and the kind of community problems they
       | deal with: https://emucross.com/rethinking-open-source/
       | 
       | TL;DR if you open source a project prone to hype before you are
       | established with a community, identity, and results to speak for,
       | you risk entitled and uninformed users demanding more than you
       | can deliver. Others may take your half-baked feature branches and
       | release them (to fanfare from users who were able to use it with
       | the exact one game it worked with), taking your credit.
       | 
       | Running these projects ain't easy and the Dolphin team deserves a
       | lot of credit for doing it with a level of professionalism I'm
       | sure many in here don't even see at work. The social work
       | involved in this kind of project should not be taken for granted
       | either.
        
         | rustyhancock wrote:
         | I was going to say that I'm glad it sounds like trifoce support
         | is in mainline now.
         | 
         | Because some time ago I had multiple incompatible branches of
         | Dolphin to support the games I played.
         | 
         | I'm not sure it was a half baked triforce fork but it was
         | definitely not as polished as the main branch
        
           | petterroea wrote:
           | As far as I know it is mostly more immature emulators that
           | struggle with straight out "stolen work" - something tells me
           | the triforce branch is more a matter of "let's get triforce
           | to work and then we can get it working well with the main
           | branch again afterwards"
        
         | pjc50 wrote:
         | It's got to be a major struggle maintaining motivation in the
         | face of aggressive and ungrateful users. It's bad enough when
         | they're giving you money, it must be much worse when they're
         | not.
        
       | kotaKat wrote:
       | "... we've identified the touchscreen protocol as being similar
       | to Elo's SmartSet Data Protocol..."
       | 
       | Chuckled out loud at that one. Figures they went for an ol'
       | reliable when they built the arcade cabinets for The Key of
       | Avalon.
        
       | eleveriven wrote:
       | The most interesting part to me is how often emulator development
       | turns into discovering that the original games were doing
       | something deeply strange but completely intentional
        
         | jonhohle wrote:
         | I've been decompiling for the past (almost) two years, and it's
         | fun to see the bugs, compiler quirks, programmer superstitions,
         | things that coincidentally work because of compiler behavior
         | not because of correctness, as well as the things modern
         | tooling would have caught that 30-year old versions of GCC
         | hadn't gotten around to yet.
         | 
         | There were even things I thought I had to manually optimize in
         | the early 2000s that the GCC optimizer was already taking care
         | of in the mid-90s.
        
           | WalterGR wrote:
           | Have you written about your discoveries anywhere? They sound
           | pretty interesting.
        
           | thesuitonym wrote:
           | How can you tell the difference between something manually
           | optimized and something automatically optimized?
        
             | Philpax wrote:
             | There's not really an exact science to it, but manually-
             | optimised code is usually more structured/systematic to
             | make it easier for the human author to manage the
             | dependencies and state across the board, while
             | automatically-optimised code is free to arrange things
             | however it would like.
             | 
             | As an example of the kinds of optimisations that the best
             | human programmers were doing before compilers took over,
             | see Michael Abrash's Black Book:
             | https://www.phatcode.net/res/224/files/html/index.html -
             | you can intuit how a human might organise their code to
             | make the most of these while still keeping it maintainable.
        
         | anthk wrote:
         | Heh. Today I found thanks to the 9front people that some GB
         | games used carts' sram as 'swap'.
         | 
         | games/gb didn't save the sram in the _emulator_ save files, so
         | upon restoring the snapshot and saving in the _cartridge
         | memory_ you got a mismatch. It got fixed really fast, the
         | emulators are really simple plan9 C compared to anything else.
        
       | suprstarrd wrote:
       | I really thought this was talking about the year 2603 at a
       | glance.
        
       | landr0id wrote:
       | > Thankfully, the game's community narrowed down the issue and
       | eventually found that the fnmsubs CPU instruction was implemented
       | incorrectly in Dolphin's JIT but worked correctly in our
       | interpreter.
       | 
       | Sounds like a good opportunity for differential fuzzing!
        
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       (page generated 2026-03-12 23:00 UTC)