Commit Graph
45597 Commits
Author SHA1 Message Date
crediar 2c62214875 Added Triforce support 2026-02-15 20:14:14 -06:00
Windsurf7 fe617172f3 GameINI: Formatting updates to Sonic Mega Collection
This PR provides formatting updates to Sonic Mega Collection.

All regions:
* Formatting fixes.
* Updated to follow my code naming convention for Sega games.
2026-02-16 01:34:26 +03:00
JMC47 d6b5af57d0 Merge pull request #14281 from spaceage64/add-classic-controller-codes
Add classic controller code for RUUxxx - AC: City Folk
2026-02-15 16:05:49 -05:00
spaceage64 c08db74e6b Add classic controller support code for RUUE01 - Animal Crossing: City Folk (NTSC-U)
Added control scheme to codes.

Split .ini files based on Rev 0/1.

Added controller mapping instructions.

Added other regions and removed redundant lines.

Added Grass Deterioration cheats.

Changed wording regarding Right Stick variant.

Removed credits from RA Verified list.

Update ApprovedInis.json from PatchAllowlist test.

Updated approved list hash to match AchievementManager.

Attempted to fix the approved hash list again.

Update approved INI list and PatchAllowlist verification data
2026-02-15 19:41:40 +01:00
JosJuice 5aacc1ca7c Merge pull request #13991 from SuperSamus/branch-watch-optional-emit
Jit: Emit Branch Watch code only if it's enabled
2026-02-15 12:07:35 +01:00
Martino Fontana c9457cf906 Jit: Emit Branch Watch code only if it's enabled
JIT code related to Branch Watch was emitted if the debugging UI was active: the emitted code would dynamically check whether Branch Watch is active.
However, this causes two problems:
1. It decreases performance by just having the debugging UI enabled
2. It clutters the host assembly in the JIT tab, making it harder to read (unaware readers will wonder what these instructions are for)

With this PR, code related to Branch Watch is emitted only if Branch Watch itself is active, fixing the issues above.
The JIT cache will now be wiped whenever the feature is toggled, causing a slight stutter. However, this isn't the kind of feature that is toggled over and over, so IMO it is an acceptable trade-off.
2026-02-15 11:03:02 +01:00
JMC47 4e0a4fe5df Merge pull request #14361 from Windsurf7/monkeyballbanana-gameini
GameINI: Formatting updates to Super Monkey Ball on wii
2026-02-15 03:47:06 -05:00
JMC47 cbcaba1856 Merge pull request #14360 from Windsurf7/monkeyballadv-gameini
GameINI: Formatting updates to Super Monkey Ball Adventure
2026-02-15 03:46:13 -05:00
JMC47 93afe0858c Merge pull request #14370 from Windsurf7/warioworld-gameini
GameINI: Formatting updates to Wario World
2026-02-15 03:45:19 -05:00
JMC47 bbd275ccea Merge pull request #14377 from Windsurf7/lozfsa-gameini
GameINI: Formatting updates to The Legend of Zelda Four Swords Advent…
2026-02-15 03:44:44 -05:00
JMC47 e387fa3732 Merge pull request #14385 from dreamsyntax/cpu-clock-max
Qt/Android: CPU Clock Override max to 500%
2026-02-15 03:38:23 -05:00
Dentomologist 0fbe38118e CheatsManager: Update code tabs on creation
Call `OnStateChanged` when creating CheatsManager to update the AR and
Gecko code tabs with codes for the currently running game (if any).

Previously, creating CheatsManager while a game was running wouldn't
show any codes until the next time the core state changed (excluding
Starting or Stopping which had no effect).

Fixes https://bugs.dolphin-emu.org/issues/13977.
2026-02-14 20:32:07 -08:00
Dentomologist b398dc38e0 Merge pull request #12917 from JosJuice/transfer-sysconf-control
Explicitly transfer control of SYSCONF to emulated system
2026-02-14 11:35:59 -08:00
JosJuice 1cc9e8352f Merge pull request #14329 from JosJuice/android-hotplug
Android: Rework input device hotplug
2026-02-14 17:43:38 +01:00
JosJuice 5440c7737f Explicitly transfer control of SYSCONF to emulated system
The functions SaveToSYSCONF and LoadFromSYSCONF contain checks for
whether emulation is running. The intent of this is that when we're
emulating a Wii, the emulated system may write to SYSCONF whenever it
likes and does not expect anything else to write to SYSCONF, so the
host code shouldn't access SYSCONF while emulation is ongoing. However,
Core::IsRunning is an imperfect proxy for whether we've handed over
control of SYSCONF to the emulated system yet, as the actual handover
happens at a slightly different point in time than when the emulation
state is changed. This usually isn't a problem, but in theory it could
be a determinism problem if a setting is changed right as emulation is
starting, or it could cause the emulated software to briefly misbehave
if a setting is changed right as emulation is stopping.

Things got worse in 72cf2bdb87 when I
replaced the Core::IsRunning calls with !Core::IsUninitialized. With
IsRunning, there was be a period of time where SYSCONF should have been
protected but wasn't. With !IsUninitialized, there was a period of time
where SYSCONF shouldn't have been protected but was, and crucially, this
period of time included the moments where we do setup and teardown of
the emulated NAND, which broke transferring SYSCONF settings between the
host and the guest. 72cf2bdb87 was
reverted because of this.

This commit adds a flag that we explicitly flip when control is handed
over to or from the emulated system. This protects the SYSCONF file
for exactly as long as is needed.
2026-02-14 10:05:27 +01:00
TryTwo 954219f781 Cheat Search: Add ability to delete items and fix duplicate commands when multiple row items are selected.
Changes it to select rows then extracts one item from each row to operate on. The behavior and data across each item in a row was already identical, so using rows doesn't change anything.
2026-02-13 16:45:00 -07:00
JMC47 1a0cbe29be Merge pull request #14375 from Windsurf7/loztp-gameini
GameINI: Formatting updates to The Legend of Zelda Twilight Princess
2026-02-13 17:01:51 -05:00
Martino Fontana fdbc2883ef VideoCommon: Invert interaction between Arbitrary Mipmap Detection and GPU Texture Decoding (the former disables the latter)
Split from #14293.
It makes sense for a setting that changes visual output to have priority over a setting that barely makes any difference.
2026-02-13 13:57:43 +01:00
Windsurf7 2c2a8c5c40 GameINI: Formatting updates to The Legend of Zelda Four Swords Adventures
This PR provides formatting updates to The Legend of Zelda: Four Swords Adventures.

All regions:
* Title fixed.
2026-02-13 05:05:01 +03:00
Windsurf7 b1aab4ff01 GameINI: Formatting updates to The Legend of Zelda Skyward Sword
This PR provides formatting updates to The Legend of Zelda: Skyward Sword.

All regions:
* Formatting fixes.
2026-02-13 05:03:24 +03:00
Windsurf7 5c879a4973 GameINI: Formatting updates to The Legend of Zelda Twilight Princess
This PR provides formatting updates to The Legend of Zelda: Twilight Princess.

All regions:
* Formatting fixes.
2026-02-13 05:01:36 +03:00
Windsurf7 3ea6a26822 GameINI: Formatting updates to Wario World
This PR provides formatting updates to Wario World.

All regions:
* Formatting fixes to match other Nintendo games.
2026-02-13 04:50:06 +03:00
dreamsyntax e1e1485582 Qt/Android: CPU Clock Override max to 500% 2026-02-12 18:39:05 -07:00
Windsurf7 f372a32e16 GameINI: Formatting updates to Super Mario Galaxy & New Super Mario Bros Wii
This PR provides formatting updates to Super Mario Galaxy & New Super Mario Bros Wii.

All regions:
* Formatting fixes.
2026-02-13 04:34:42 +03:00
Windsurf7 7d9254898c GameINI: Formatting updates to Super Monkey Ball on wii
This PR provides formatting updates to Super Monkey Ball: Banana Blitz & Super Monkey Ball: Step and Roll.

All regions:
* Formatting fixes.
2026-02-13 04:23:37 +03:00
Windsurf7 d8ca279ca5 GameINI: Formatting updates to Super Monkey Ball Adventure
This PR provides formatting updates to Super Monkey Ball Adventure.

All regions:
* Formatting fixes.
2026-02-13 04:21:40 +03:00
JosJuice ea80945912 Merge pull request #14342 from sepalani/hdr-mic
IOS/USB: Add missing vector header in Emulated/Microphone.h
2026-02-11 20:25:34 +01:00
JosJuice 112fcc9a97 Merge pull request #14341 from sepalani/hdr-exi
EXI_Device: Add missing include for PanicAlertFmtT
2026-02-11 20:23:22 +01:00
Dentomologist 59d255e8e7 Merge pull request #14332 from ElTioRata/megaman-ws
Gecko/AR - Widescreen Fix for Mega Man X - Command Mission
2026-02-11 11:07:15 -08:00
Sepalani 6f3282e073 IOS/USB: Add missing vector header in Emulated/Microphone.h 2026-02-11 18:25:15 +04:00
Sepalani ddcf0413c1 EXI_Device: Add missing include for PanicAlertFmtT 2026-02-11 18:08:41 +04:00
Dentomologist fe517e2287 Merge pull request #14339 from jordan-woyak/pointer-wrap-no-do-pointer
ChunkFile: Prevent PointerWrap::Do(T&) from compiling with pointers.
2026-02-10 19:20:13 -08:00
Jordan Woyak 2ba9af9e60 ChunkFile: Prevent PointerWrap::Do(T&) from compiling with pointers. 2026-02-10 06:44:36 -06:00
JMC47 7e60de1cfa Merge pull request #14337 from SuperSamus/revert-7694-MKWDeferred
Revert "Disable Deferred EFB Copies on Mario kart Wii"
2026-02-09 18:38:04 -05:00
Martino Fontana f84cb40e2c Revert "Disable Deferred EFB Copies on Mario kart Wii" 2026-02-09 22:59:03 +01:00
JosJuice ebc8c9d857 Merge pull request #14330 from oltolm/static
Misc: fix compiler warning: implicit declaration of function
2026-02-08 20:58:39 +01:00
ElTioRata 0bc5a8acb8 Gecko/AR - Widescreen Fix for Mega Man X - Command Mission 2026-02-08 16:09:14 -03:00
JosJuice 2891bc9495 GameSettings: Update Rogue Squadron II and III
I've gone through all relevant settings for Rogue Squadron II and III
and overhauled their game INI files. Each setting is explained with a
comment.

Some settings I chose not to include:

* EFB to RAM only seems to affect certain fadeouts in Rogue Squadron II.
  Without it, the affected fadeouts are replaced by a pure black screen.
  I don't think this is important enough to warrant the performance hit.
* As I was unable to find anything Rogue Squadron III needs EFB to RAM
  for, I also didn't find anything it needs DeferEFBCopies disabled for.
* I didn't find anything EFBEmulateFormatChanges was needed for in
  either game.
* Enabling EFB access makes the ship engine glow visible in Rogue
  Squadron III, but this effect is minor enough that you probably won't
  notice it's missing unless you know it's supposed to be there. Since
  this is Dolphin's heaviest game, let's give users the choice.
* I was considering forcing XFB to RAM for Rogue Squadron III to make
  fadeouts render properly instead of going from magenta to black, since
  enabling XFB to RAM doesn't really hurt performance when you're
  already enabling EFB to RAM. But then I was unable to find a reason
  why we should enable EFB to RAM for this game.

Tested in RS2 and RS3. The RS3 demo disc settings are copied from the
RS3 settings and haven't been tested by me.
2026-02-08 12:14:53 +01:00
JosJuice bd92388d2f Android: Rework input device hotplug
Previously, when an input device was connected or disconnected, we would
recreate all devices. This commit makes it so we only touch the relevant
device instead. This matters because recreating a device causes us to
drop all held buttons for that device. Due to Android only delivering
inputs as events, we're unable to poll for currently held buttons when
recreating a device.

This recently became a problem for users of Ayn devices due to a
firmware update. Every now and then, something about the display
viewports changes, triggering an update to an input device that I assume
is a touch input device. This input device isn't something users
normally map in Dolphin's controller settings, but it changing was
causing Dolphin to drop all held buttons for the device's built-in
gamepad as well as any other connected gamepads.
2026-02-08 10:38:43 +01:00
oltolm 60351c19cc Misc: fix compiler warning: implicit declaration of function 2026-02-08 00:37:29 +01:00
Dentomologist a8fbe8f28f Merge pull request #14311 from LillyJadeKatrin/retroachievements-aliases
RetroAchievements - Fix Aliases
2026-02-06 15:44:36 -08:00
Dentomologist 0bf34a73b3 PerformanceMetrics: Clamp graph minimum auto size
Add a minimum value for the automatic size of the performance metrics
graph. The graph can still be manually resized smaller than this limit.

This prevents the graph from automatically resizing itself to be too
small to contain the full graph and legend, which happened when using
native resolution with `Auto-Adjust Window Size` enabled.
2026-02-06 13:30:48 -08:00
Dentomologist f7b7267993 PerformanceMetrics: Fix automatic graph resizing
Fix a bug causing the performance graph to not resize when the render
window changed size:
* When changing the render window size during emulation the performance
  graph wouldn't update its size until the next emulation session.
* When changing the render window size with no emulation active (by
  changing the Internal Resolution with Auto-Adjust Window Size enabled)
  the performance graph wouldn't update its size until the second
  emulation session after the change.

Before explaining why the bug happened, here are some details about Dear
ImGui (henceforth ImGui) for context:
* In order to allow programs to specify initial ImGui window sizes while
  also allowing the user to resize them, `SetNextWindowSize` takes a
  flag from the `ImGuiCond_` enum specifying under what circumstances
  that function should actually have any effect.
* ImGuiCond_FirstUseEver causes ImGui to only apply the command when the
  window doesn't have any saved size information for that session or in
  the ini file specified by `ImGui::GetIO().IniFilename`. Since we set
  that filename to `nullptr`, in practice the resize command is applied
  on the first frame of each ImGui/emulation session.
* Qt saves the most recent size of the render window across emulation
  (and even Dolphin) sessions, which is then used to set the initial
  value of `ImGui::GetIO().DisplaySize` in the next emulation session.
* It takes multiple frames for the size of the render window to update
  when changed by setting the internal resolution. This means that
  `ImGui::GetIO().DisplaySize` will have a stale value in the
  intervening frames, and specifically for the first few frames of
  emulation if the resolution was changed beforehand.

When changing the resolution during emulation the call to
`SetNextWindowSize` had no effect because of the
`ImGuiCond_FirstUseEver` flag. `DisplaySize` would be updated several
frames later, and then the next emulation session would update the graph
size on its first frame.

When changing the resolution outside emulation and then starting a game,
the call to SetNextWindowSize on the first frame took effect but used
the stale value of `DisplaySize`. `DisplaySize` would be updated a few
frames later, but the graph wouldn't be resized until the first frame of
the second emulation session.

This commit fixes the issue by using the `ImGuiCond_Always` flag in the
performance graph's call to `SetNextWindowSize` when the render window
size changes.
2026-02-06 13:30:48 -08:00
Dentomologist 4b5b2ebd2f PerformanceMetrics: Add padding below graph
Add vertical padding between the performance graph (when it's enabled)
and the FPS/VPS/Speed overlays.
2026-02-06 13:30:48 -08:00
JMC47 c792454f79 Merge pull request #14326 from sepalani/ico-wii-speak
WiiSpeakWindow: Add missing Dolphin icon
2026-02-06 12:16:43 -05:00
Admiral H. Curtiss b4cc818fad Merge pull request #14315 from Gabriela-Orzechowska/fix_riivo_params
RiivolutionParser: Fix XML Param Parsing
2026-02-06 17:58:54 +01:00
Gabriela Orzechowska b4a67351c0 RiivolutionParser: Fix XML Param Parsing 2026-02-06 18:06:27 +01:00
Sepalani 998de8ad8b WiiSpeakWindow: Add missing Dolphin icon 2026-02-06 16:31:09 +04:00
JMC47 c4b913d9da Merge pull request #13768 from JosJuice/page-table-fastmem-2
Core: Create fastmem mappings for page address translation
2026-02-04 16:20:35 -05:00
JosJuice 35ce08fb88 UnitTests: Add PageTableHostMappingTest 2026-02-04 21:35:22 +01:00