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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
11-06-2014, 03:57 AM
#891
kirbypuff Offline
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FR list updated
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11-06-2014, 08:46 AM
#892
KHg8m3r Offline
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Ok, so here's how to setup your controller to have Start + A when pressing select (I'm assuming you'll be using an XInput device (what is says in the dropdown), with A mapped to A, B to B, X to X, Y to Y, Start to Start). Copy these, right click on button A to paste for A, and right click Start to paste into Start
For Button A: `Button A` | Back
For Start: Start | Back

What this is does is say for button A of a GC controller, it can either be activated from pressing button A on the controller or button select (back) on the XInput device. And then Start on the GC can be pressed from start or select on the XXInput. Since pressing select will activate both buttons, viol: you get a start +A push.
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11-09-2014, 11:51 AM
#893
kirbypuff Offline
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Quote:4.0-4087 (1 day, 22 hours ago) - Removed OpenMP

Finally!

(that also means the FR list is now shorter by 1 FR Big Grin)
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11-10-2014, 07:25 PM
#894
Kolano Offline
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Adding a quick request here, since it's something that irks me, though I expect it to likely be ignored...

Cache additional details of Wii games to speed initial ISO review, making their review time post initial review more similar to GC titles.
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11-11-2014, 05:55 AM
#895
Baryn Offline
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I understand that this would require custom code specifically for the DS4, because DirectInput does not include motion sensor data, but it would be such an awesome addition to Dolphin.

I am interested in using the DS4 instead of the Wiimote because it doesn't require a lightbar for pointer control (it has a touchpad that corresponds to mouse input), and all of my other emulators already work well with it.

Mapping buttons to swipe, tilt, and shake across all axes just doesn't work very well. Also, some games require simultaneous input of multiple gestures (such as simultaneous tilt and shake), which is quite kludgy with buttons. Some games require simultaneous gesture and button input, which can also be more difficult.
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11-12-2014, 01:23 PM
#896
Koestu Offline
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I know one or two people have wanted this, so I hope it's not too difficult.
Implementing rudimentary, non-playable support for the Pro instruments in Rock Band 3. I tried, but couldn't even get at all close with a cheat solution. A hack to proceed with Pro Keys or Pro Guitar would be nice because it's useful to see the chart in action in-game. How does one even begin to make this happen?
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11-17-2014, 03:13 AM (This post was last modified: 11-23-2014, 03:58 PM by kirbypuff.)
#897
kirbypuff Offline
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FR list cleaned up and updated. Added a new FR:

* GFX: Remove the useless "EFB to RAM Cache" option.
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11-17-2014, 04:48 AM
#898
RachelB Offline
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(11-17-2014, 03:13 AM)kirbypuff Wrote: FR list cleaned up and updated. Added a new FR:

* GFX: Remove the useless "EFB to RAM Cache" option.

It's not useless.
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11-17-2014, 07:41 AM
#899
JMC47 Offline
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I've been trying to get rid of the EFB2Ram Cache option for a while. If you have situations where it's good, please let me know Tongue
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11-23-2014, 04:05 PM (This post was last modified: 11-24-2014, 01:48 AM by kirbypuff.)
#900
kirbypuff Offline
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2 more FRs added to the list:

* DSP: High quality audio interpolation (Cubic, 6-point Hermite, Sinc)

* Async shader compilation or a similar, but better solution for stutter-free real-time shader generation.
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