Dolphin, the GameCube and Wii emulator - Forums

Full Version: Homebrew detection of dolphin in newer builds
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3
The problem with that is there are two separate implementations in libogc (libasnd and libaesnd).
They've been modified a couple of times for bugfixes and such.
Then there's the libasnd mod that handles unsigned audio samples.
Then there's the libasnd mod that handles little-endian audio samples.
Then there's the libasnd mod that handles both.
Well that's only 5x less versions than AX or Zelda. That sounds reasonable.
FYI, I posted an issue for this: libogc ucodes aren't implemented in DSPHLE

Fixing this would give a boost to performance for Brawl mods on Android as the two best methods for launching them have separate issues:
Project M Launcher needs LLE - libogc ucodes aren't implemented in DSPHLE
Gecko OS can't use JIT on Android - Android: Gecko OS crashes

I rig modelsĀ in 3ds Max and tinker with ASM for Brawl. ~30 FPS, even with the above issues, is good enough to show them off on Android while traveling or for job interviews.

I'd implement the libogc ucodes myself if it was just translating documented information into a Dolphin-friendly format but something tells me it won't be that easy.

Anyway, it's probably obvious that I'm eager to see any of the above issues fixed!
Pages: 1 2 3