Tag archives: progress report

Dolphin Progress Report: June and July 2016


Now that the festivities surrounding the Dolphin 5.0 (and more importantly the feature freeze) are complete, changes have begun to roll into Dolphin once again. While none of the heavy hitters have gotten in just yet, June and July had more than their fair share of merges, regressions, and reverts that make up the typical Dolphin workflow.

It's good to be back!

Continue reading

You can continue the discussion in the forum thread of this article.

Dolphin Progress Report: May 2016


This will likely be the last Progress Report before Dolphin 5.0 is released for one simple reason: we're running out of fixes and notable changes! From here on out, unless some huge bugs are discovered, all we're left with is a few minor regressions and prepwork for the release.

For those wondering why so much care is being taken into Dolphin 5.0's release, look back at Dolphin 4.0's release. It shipped with several huge day one bugs that required 2 hotfix patches to become what people now see as Dolphin 4.0.2. In order to prevent another debacle, all changes are being carefully checked over and tested before and after being merged. We want the highest possible compatibility for our releases, as they are a benchmark for the next wave of development builds until the next release!

For your viewing pleasure, we have a video of an AI being developed for Dolphin fighting its distant ancestor: the Level 9 AI. It turns out an AI built upon all we've learned about Melee in the past 15 years doesn't exactly feel fair to throw at the original AI.


Smashbot vs Level 9 AI

With that, let's get to what is hopefully the last batch of Notable Changes before the 5.0 release!

Continue reading

You can continue the discussion in the forum thread of this article.

Dolphin Progress Report: April 2016


Things have slowed down, but, that's a good thing. As we hopefully enter the final days of the 4.0 era, there are simply less changes being merged. Dolphin is under a feature freeze, and with few bugs remaining, developers have become exceedingly picky about what can be safely merged into the emulator. So we apologize for the lack of updates, but we promise it will be worth it. To make up for the lack of content, here's another weird game we sent to JMC47 in order to torment him. Enjoy that along with this month's notable changes.


Sesame Street: Cookie's Counting Carnival

Continue reading

You can continue the discussion in the forum thread of this article.

Dolphin Progress Report: March 2016


It's April Fool's day which means that the internet is full of fake articles, products, videos, and images meant to fool users into thinking they're real. We decided to do things a little differently here at the Dolphin Blog, instead of making the users our fool, we decided it would be JMC47. See, JMC47 has been going through the trouble of getting as many games possible to gain a stranglehold on the issue tracker/wiki help with testing and issue verification. In the past, he's made videos of the games he's come across upon his own will, which led to videos like the one on Speed Racer. delroth ended up finding a game so spectacularly weird that JMC47 not only had to play it, he had to record his experience. Welcome to Gummy Bears MiniGolf presented in glorious 1080p HD!


Gummy Bears Minigolf

Continue reading

You can continue the discussion in the forum thread of this article.

Dolphin Progress Report: February 2016


Another month rolls by and now the feature freeze is starting to take a toll on the new features. Aside from Android and D3D12 development, which have an exception from the feature freeze, most of the changes this month were either relatively small or involved Dolphin 5.0 blocker bugs. Progress on the eventual Dolphin 5.0 release is very promising, with over half of the remaining blocking issues with fixes pending! While there is still quite a bit of work to do, we hope this month's notable changes, featuring some oft requested tweaks, will tide people over until the feature freeze is over.

Continue reading

You can continue the discussion in the forum thread of this article.

Dolphin Progress Report: January 2016


With Dolphin in the thick of the 5.0 feature freeze, things were expected to slowdown a bit. Some of us were worried there wouldn't even be enough content for a Progress Report! Alas, while the gears have shifted toward different things to prepare for a release, there is no shortage of interesting changes. As an added bonus a feature implemented three years ago was rediscovered! That kind of thing just seems to happen over the course of a project.

Work toward Dolphin 5.0 has continued; but, a lot of these cleanups have come at a cost. There have been some noteworthy regressions (notably with netplay) and through testing we've noticed some broken features that have been working incorrectly for some time. As Dolphin approaches its next release, we hope that users will continue to update to the latest dev builds and test for regressions and issues so they can be caught before 5.0 is in everyone's hands.

Something to notice about this Progress Report is that we heavily leaned on Dolphin's FIFOCI infrastructure for screenshots and examples. These images were automatically generated on a server without user interaction and were taken from the exact same frame of instructions sent to the emulated GameCube/Wii GPU. Of course, FIFOCI is limited to graphical bugs, and certain graphical bugs at that. Without FIFOCI, it's possible that these changes would not exist, or if they did, there wouldn't be an easy way to verify what they fixed. In the case of the Wrap Negative Indirect Texture Coordinates, it was developed as a fix for F-Zero GX, but FIFOCI discovered it also affected Skyward Sword.

Continue reading

You can continue the discussion in the forum thread of this article.

Dolphin Progress Report: December 2015


Happy New Year! Now for the big news. On January 7th, 2016, we will be entering a full feature freeze in preparation for the Dolphin 5.0. A feature freeze is basically a period where we all devote ourselves to doing testing and fixing regressions to move us toward the Dolphin 5.0 release, and we've had one for every release we've done! During the feature freeze, no new "features" can be added to the emulator, and only bug fixes can be applied to master. Does that mean there won't be blog updates? No! The show must go on, and the Progress Report will monitor the fixes as they come in, plus there will be articles in the interim about the remaining bugs, some of the great features added since Dolphin 4.0, or just some articles that we've been wanting to put up and never have time.

But the feature freeze hasn't started yet! We have a nice full month of updates for you in this month's Progress Report.

Continue reading

You can continue the discussion in the forum thread of this article.

Dolphin Progress Report: November 2015


Black Friday is a day when many gamers splurge for deals on their favorite games and consoles. For Dolphin testing, this presents an opportunity for users and testers alike to get a lot of games for very, very cheap. So, in honor of that, here's a picture of a Black Friday haul. Thirty-three Wii games and a Drawesome tablet for fifty dollars isn't too shabby of a haul, plus other deals and markdowns grabbed throughout the week make for a monster pile of games to test!


Black Friday

Imagine the total cost of all of these games added together if you bought them new when they were released!


Note that even the marked down sticker tags are do not tell the full tale; many of the games were even cheaper than that once all the promotions kicked in! One tester has a very, very busy holiday ahead!

Continue reading

You can continue the discussion in the forum thread of this article.

Dolphin Progress Report: October 2015


A few months ago, we announced our intentions to work on and release Dolphin 5.0 with a new release method. By using a stable branch, we hoped to avoid doing a feature freeze so that devs could both work on new features and continue to stomp out regressions. Unfortunately... that didn't work. Users wanted the newest features to be in Dolphin 5.0, developers were confused on what features needed to go to what branches, and things more or less ended up not working out the way we hoped.

Sometimes, it's best to just admit a mistake and do things right, so, in order to provide users and developers with the clearest path for Dolphin 5.0, we will be restarting the Dolphin 5.0 release process from scratch. That means abandoning the stable branch (along with merging all unique fixes over into Master) and eventually implementing a full feature freeze in order to give time to close all regressions and make Dolphin 5.0 the special release it needs to be.

We hope that users are understanding of the delay. With that, let us continue with our regularly scheduled Progress Report action!

Continue reading

You can continue the discussion in the forum thread of this article.

Dolphin Progress Report: May 2015


After a slow April month, a chaotic May more than makes up for it. On top of working on an emulator, developers had their hands full with relicensing. It's always a good month when you can look back at the issues that were fixed and go "phew," hoping to never, ever encounter anything like that ever again.

A wide variety of issues, features and enhancements saw important updates this month that increase playability and make the emulator more robust. Please enjoy this month's progress report!

Continue reading

You can continue the discussion in the forum thread of this article.