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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Feature Request Thread
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Feature Request Thread
10-01-2013, 12:51 AM
#751
RachelB Offline
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Major said he'd do that, not sure if he ever did. I'll ask him about it.
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10-01-2013, 02:14 AM
#752
Shonumi Offline
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We were working on it (at least I was :p) but given how huge Dolphin is as a program, it's a big time-sink for someone who already doesn't have free-time. A lot of groundwork has been covered in the draft manual, but I'd say like 50% (conservative?). It doesn't help that the online manual was intended to cover the very latest revisions, and things are constantly changing every week. I might pick it up again, but focused on the current stable build (4.0) like I intended to in a nice PDF format.
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10-01-2013, 02:59 AM
#753
xemnas Offline
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Just an idea. Create an XML file and a program to generate a documentation from it. Then modify the code to parse this XML. After it's done, the code and the documentation generator will use the same input. When anybody wants to create or update the documentation to sync with the latest revision, it will be just one click or one command line.
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10-01-2013, 03:09 AM (This post was last modified: 10-01-2013, 03:09 AM by neobrain.)
#754
neobrain Offline
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Great, you just reinvented Doxygen... :p
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10-01-2013, 03:29 AM (This post was last modified: 10-01-2013, 03:49 AM by xemnas.)
#755
xemnas Offline
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It's not the same. Doxygen generates a document from annotated source code. This approach, however, separates data from the source code. It means that the data can be processed by any tools without the need to have access to the source code.

Another difference is with Doxygen, it's possible that the document generated and the actual code might not be in sync if the code isn't correctly annotated.

By the way, if you think you can use Doxygen to do this better, you can use it. The goal is to have a documentation that is easy to generate and sync with the code.
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10-01-2013, 03:57 AM
#756
neobrain Offline
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Yeah, I should've probably suggested LaTeX instead of Doxygen...
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10-01-2013, 06:54 AM
#757
edipoCosta Offline
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I'm a developer too, and I don't have any problem to change settings in .ini files, but for a user is much more easy make this with a GUI. The PCS2 and another emulators have a great way to change this settings per game without change things on GUI. If we have any contributor that only make changes on UI, that is the job.

Dolphin have a great GUI to config, no make sense part of config make in GUI and another in .ini.

Thanks.
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10-01-2013, 07:17 AM
#758
xemnas Offline
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That is a good idea indeed. Just want to mention that the XML file can be used to dynamically generate a generic UI as well. When there is change, no need to update the code. Just update the XML file and the UI will be automatically updated.
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03-23-2014, 05:33 AM
#759
omega_rugal Offline
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Quote:There's no reason to have a standalone thread for a question without even any explanation what you're talking about.

ok i`m on the right place now so here it goes again

to include native support for reading NES, SNES and N64 pads connected to a LPT port with an adapter

seriously, do anyone remember this?

http://arcadecontrols.com/Mirrors/www.ziplabel.com/dpadpro/snes.html

that`s for the Snes part, the Nes is pretty much the same but the N64 part is more complicated

this feature will be more attractive for those who play old titles on the virtual console and want to use an original pad.
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03-24-2014, 02:04 AM
#760
MayImilae Online
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Dolphin already supports Dinput, Xinput, and SDL controllers. If that adapter reveals itself to the operating system you can set it up and use it in Dolphin already via the GCPad or Emulated Wiimote. Just do that?
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