Dolphin now uses the simulated memory size defined in `bi2.bin` to
adjust the memory size in the emulated console automatically.
If **Enable Emulated Memory Size Override** has been enabled by the
user, the fixed memory size specified for **MEM1** and **MEM2** are
still used as they were before.
Most retail games do not define the simulated memory size (Wii or
Triforce games), or define it to a value that matches the default 24 MiB
(GameCube games), so, in the general case, there is no behavior change.
One game that sets the simulated memory to a non-default value is the
debug build of _Mario Kart: Double Dash!!_, where the value is set to
48 MiB.
This enhancement is focused mainly to the modding community. Prior to
these changes, modded games with extended memory requirements would
fail to launch in Dolphin [with no indication of what the problem is] if
the user failed to set the emulated memory override to the correct
value. Now, modding tools can specify the simulated memory size in the
`bi2.bin` file to produce extended games that _just work_ in Dolphin,
without cumbersome instructions that can be overlooked by the user.
This is the 32-bit unsigned integer that is seen at offset `0x04` in the
`bi2.bin` file.
The intent is to study what games define values that departure from the
norm. Common values are 0 MiB (Wii games) and 24 MiB (GameCube games),
with some debug and demo builds featuring 48 MiB (e.g. the debug build
of _Mario Kart: Double Dash!!_).
The data structure of the `bi2.bin` file in which the simulated memory
size is set:
> **13.2 Disk header Information**
>
> this is loaded to the Address in `0x800000f4` when a disc is initialized by the IPL
>
> | offset | end | size | Description |
> | :------: | --- | :--: | --------------------- |
> | `0x0000` | | 4 | Debug-monitor Size |
> | `0x0004` | | 4 | Simulated Memory Size |
> | `0x0008` | | 4 | Argument offset |
> | `0x000c` | | 4 | Debug flag |
> | `0x0010` | | 4 | Track Location |
> | `0x0014` | | 4 | Track size |
> | `0x0018` | | 4 | Countrycode |
> | `0x001c` | | 4 | ? |
See https://hitmen.c02.at/files/yagcd/yagcd/chap13.html#sec13.2.
Most GameCube games set the value to `24 MiB`, which matches the
physical memory size. Most Wii games set the value to `0 MiB` (unset).
The debug build of _Mario Kart: Double Dash!!_ is one game that sets the
value to `48 MiB`.
The warning can be seen since 1f72403ec7 when GCC 13.3.0 is used:
```counterexample
[1540/1898] Building CXX object Source/Core/VideoCommon/CMakeFiles/videocommon.dir/TextureCacheBase.cpp.o
/w/dolphin/Source/Core/VideoCommon/TextureCacheBase.cpp: In member function 'void TextureCacheBase::ApplyMaterialToCacheEntry(const VideoCommon::MaterialResource&, TCacheEntry*)':
/w/dolphin/Source/Core/VideoCommon/TextureCacheBase.cpp:3136:19: warning: loop variable 'texture' creates a copy from type 'const VideoCommon::MaterialResource::TextureLikeReference' [-Wrange-loop-construct]
3136 | for (const auto texture : material_data->GetTextures())
| ^~~~~~~
/w/dolphin/Source/Core/VideoCommon/TextureCacheBase.cpp:3136:19: note: use reference type to prevent copying
3136 | for (const auto texture : material_data->GetTextures())
| ^~~~~~~
| &
```
This is a follow-up to 3e788399b6 (#14153), where a custom
style for `QGroupBox` widgets was introduced when the Fusion style is
used.
However, it was overlooked that the custom QSS does not get along well
with Qt versions older than 6.6.0; on Windows, Qt 6.5.1 is used.
| With Qt 6.5.3 | With Qt 6.11.0 |
| ------------- | -------------- |
| <img alt="Dolphin with Qt 6.5.3" title="Dolphin with Qt 6.5.3" src="https://github.com/user-attachments/assets/9d341eef-0438-44c0-b341-8d0a53d9eb09" /> | <img alt="Dolphin with Qt 6.11.0" title="Dolphin with Qt 6.11.0" src="https://github.com/user-attachments/assets/1bc793d2-c958-413b-b99c-51d064104a75" /> |
Compile checks have been added now to only apply the custom style if
Qt 6.6.0 (or newer) is used.
- Row height is no longer hardcoded to `24`; instead, the height is
determined by the font height of the currently selected debug font.
- Header height has been reduced (a factor of the font height) as it
only serves as a column resizer.
- A `OnDebugFontChanged()` slot has been connected to properly update
the widget on debug font changes.
| Before | After |
| --- | --- |
| <img alt="Registers widget (before)" title="Registers widget (before)" src="https://github.com/user-attachments/assets/8a6644f9-1081-4ac8-9fff-c79ddb73e103" /> | <img alt="Registers widget (after)" title="Registers widget (after)" src="https://github.com/user-attachments/assets/67f799d0-8afd-4081-bb40-3d7a76ddc705" /> |
INI files for both known regions of _Mario Kart Arcade GP 2_ (Triforce)
have been added to the `GameSettings` directory:
| Game ID | Region | Revision Date |
| ------- | ------ | ------------------- |
| GNLE82 | NTSC-U | 2007/02/07 02:47:24 |
| GNLJ82 | NTSC-J | 2007/02/06 20:29:25 |
The files contain Action Replay and Gecko cheat codes. Some of the cheat
codes have been sourced from the Internet; others have been developed by
the author of this change.
> [!IMPORTANT]
> Triforce games may have had multiple revisions for a given game region
> after the original release, and Dolphin cannot distinguish them at
> this time. Cheat codes are developed for one revision only, and cannot
> work with other revisions.
>
> For this reason, every cheat code name is provided with a prefix that
> states the revision date of the target game revision. It will be up to
> the user to enable the cheat codes for their correct game revision and
> region. The revision date for _Mario Kart Arcade GP 2_ games can be
> seen in the SegaBoot menu, under the **ENTER GAME TEST > OTHERS**
> screen.
> [!NOTE]
> Prior to issue #14470, the game ID for the NTSC-U region was
> incorrectly assigned the game ID of the NTSC-J region due to an issue
> in how the region flag in boot.id files was treated. This issue
> blocked the addition of the INI files until the issue was resolved (a
> region mismatch would cause fatal errors if cheat codes for the wrong
> version were enabled in Dolphin).
> [!CAUTION]
> There have been seen game dumps in the wild that, even though their
> real region is NTSC-U, the region flag in their `boot.id` file is
> `0x02` (NTSC-J), instead of `0x0E` (NTSC-U).
In some Triforce games (e.g. _F-Zero AX_), the bytes that follow the
region flag in the `boot.id` file (at `0x38`) happen to be `0x00`.
However, in other games (e.g _Mario Kart Arcade GP 2_), it seems the
region flag is padded with `0xFF`.
_Mario Kart Arcade GP 2_ (`boot.id` in the USA version):
```
00000 0000: 42 54 49 44 00 00 01 E0 00 00 00 01 00 00 00 01 BTID.... ........
00000 0010: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF ........ ........
00000 0020: 47 43 41 4D 00 00 01 C0 07 D3 05 0F 00 00 00 07 GCAM.... ........
00000 0030: 53 42 4E 4C 00 00 00 00 0E FF FF FF FF FF FF FF SBNL.... ........
-----------
^
|
region flag
```
When the region flag was tested in `switch` statements (where a single
byte was expected in the `case`s), the test would fail, depending
on the game.
This issue would lead to the wrong calculation of the country in
`VolumeDisc::GetCountry()`, which was then used to build the game ID in
`VolumeDisc::GetGameID()`.
The solution is to test using only the least meaningful byte in the
region flag.
Unexpected game IDs were first noticed with USA version of _Mario Kart
Arcade GP 2_, which was wrongly assigned the same game ID that is given
to the Japan version (i.e. `GNLJ82`). The correct game ID for the USA
version is `GNLE82`.
The logic in the code was deliberately avoiding index `2` (**Selected
Font**; the debug font) by using `std::min(index, 1)`. Presumably, the
reason was that there was no debugger in Qt version of Dolphin at the
time.
Test plan:
- Select a debug font via the **Options > Font...** action.
- Show the **Log** tab via the **View > Log** action.
- In the **Log** tab, choose the **Selected Font** item in the combobox.
- Restart Dolphin.
**Without** the patch, the **Monospaced Font** item is wrongly selected
in the combobox.
**With** the patch, the **Selected Font** item is now properly restored
from the saved settings, and the selected debug font is correctly used
in the log messages.
The cpp-ipc dependency was included in #13870; it was overlooked that
`install()` commands in the library would lead to ancillary files being
installed along side Dolphin on Linux.
`EXCLUDE_FROM_ALL` is now set in the `add_subdirectory()` call to
prevent cpp-ipc from being part of the installation.
In particular, the following files should no longer be seen in the build
logs or in the final builds:
```
-- Installing: /app/include/libipc
-- Installing: /app/include/libipc/condition.h
-- Installing: /app/include/libipc/buffer.h
-- Installing: /app/include/libipc/export.h
-- Installing: /app/include/libipc/def.h
-- Installing: /app/include/libipc/rw_lock.h
-- Installing: /app/include/libipc/shm.h
-- Installing: /app/include/libipc/mutex.h
-- Installing: /app/include/libipc/pool_alloc.h
-- Installing: /app/include/libipc/ipc.h
-- Installing: /app/include/libipc/semaphore.h
-- Installing: /app/lib/libipc.a
-- Installing: /app/share/cpp-ipc/cpp-ipc-targets.cmake
-- Installing: /app/share/cpp-ipc/cpp-ipc-targets-release.cmake
-- Installing: /app/share/cpp-ipc/cpp-ipc-config.cmake
-- Installing: /app/share/cpp-ipc/cppIpcConfigVersion.cmake
```
Fusion is one of the built-in styles that Qt ships with, and that is
generally supported in all platforms and handles custom color palettes
properly.
The color palettes have been borrowed from the Dolphin Memory Engine
buddy application.
The new styles are:
- **Fusion Light**
- **Fusion Dark Gray**
- **Fusion Dark**
A demo of each style on Windows:
| System | Light | Dark | Fusion Light | Fusion Dark Gray | Fusion Dark |
| ------ | ----- | ---- | ------------ | ---------------- | ----------- |
| <img width="1920" height="1080" alt="Dolphin Emulator System style" src="https://github.com/user-attachments/assets/7f55a19d-d9a1-43d1-a435-1e1d5b29abe2" /> | <img width="1920" height="1080" alt="Dolphin Emulator Light style" src="https://github.com/user-attachments/assets/4c70f2f9-16b8-4777-b72b-55b2dffcd1e4" /> | <img width="1920" height="1080" alt="Dolphin Emulator Dark style" src="https://github.com/user-attachments/assets/5e669477-d2a5-4d19-b2c5-a2ed9bb1e6fe" /> | <img width="1920" height="1080" alt="Dolphin Emulator Light Fusion style" src="https://github.com/user-attachments/assets/b1f95c47-0691-4809-bd74-99e913c17684" /> | <img width="1920" height="1080" alt="Dolphin Emulator Dark Gray Fusion style" src="https://github.com/user-attachments/assets/c9d30aa3-f941-4fc5-806f-d3fbd2cae0cc" /> | <img width="1920" height="1080" alt="Dolphin Emulator Dark Fusion style" src="https://github.com/user-attachments/assets/123d2125-e126-4e8c-aa42-793ded8ffacc" /> |
> [!NOTE]
> Notice that the **Light** and **Dark** styles remain available only on
> Windows due to limitations on how styles in the various platforms
> handle (or mishandle) custom color palettes.
> [!IMPORTANT]
> Due to [`KDE-511547`](https://bugs.kde.org/show_bug.cgi?id=511547),
> after having used Breeze (default style in Plasma systems), top tool
> bars in tools areas will lose their correct background color; a
> restart will be required in order to get the updated color in the main
> window.
>
> UPDATE: The issue has been fixed upstream and should be available in
> KDE Plama 6.5.3 and newer.
Trigraphs support is generally disabled by default, but some compilers
(e.g. GCC) may still warn when one hypothetical trigraph is encountered.
For example, one of these warnings was introduced as part of #14067:
```
.../Source/Core/DolphinQt/MainWindow.cpp:1433:77: warning: trigraph ??) ignored, use -trigraphs to enable [-Wtrigraphs]
1433 | this, tr("Select a File"), dialog_path, tr("All Save States (*.sav *.s??);; All Files (*)"));
|
.../Source/Core/DolphinQt/MainWindow.cpp:1445:77: warning: trigraph ??) ignored, use -trigraphs to enable [-Wtrigraphs]
1445 | this, tr("Select a File"), dialog_path, tr("All Save States (*.sav *.s??);; All Files (*)"));
|
```
The warning is generally not interesting and has been disabled now.
This is a hassle-free BBA option intended for local play with multiple
Dolphin instances running *in the same system*. After selecting
**Broadband Adapter (IPC)** in the **SP1** slot in the GameCube section
in the settings, games that support LAN play will be able to discover
each other, without requiring third-party software or relatively complex
TAP setups.
The implementation is based on cpp-ipc, a high-performance inter-process
communication library that uses shared memory as transport layer.
Supported platforms are:
- [x] Linux
- [x] Windows
- [ ] macOS (cpp-ipc does not support this platform)
- [ ] FreeBSD (cpp-ipc does not support this platform)
- [ ] Android (cpp-ipc needs some adjustments; while it could work,
launching two Dolphin instances within the same Android system may be
both challenging and impractical)
The `QtUtils::AdjustSizeWithinScreen()` function now centers the
widget on their parent window after the widget's size is adjusted. This
is required in some desktop environments (generally on Linux systems) to
ensure that the just-resized widget remains aligned with its parent
window.
The creation of the **Cheats Manager** dialog is now deferred to first
show, as creating it within the main window's constructor prevents the
dialog from knowing the real position of its parent window, which is
only properly calculated on first show.
For the same reasons, the analytics prompt is now shown only when the
application is ready (i.e. when the main window has been shown).
| Before | After |
| ------ | ----- |
| <img width="1920" height="1080" alt="[Dolphin Emulator] Misplaced analytics prompt" title="[Dolphin Emulator] Misplaced analytics prompt" src="https://github.com/user-attachments/assets/c3e43b3b-cf79-4398-b531-7de6068c583e" /> | <img width="1920" height="1080" alt="[Dolphin Emulator] Centered analytics prompt" title="[Dolphin Emulator] Centered analytics prompt" src="https://github.com/user-attachments/assets/a10d06d9-7438-4032-b96c-dfcb48826349" /> |
| <img width="1920" height="1080" alt="[Dolphin Emulator] Misplaced Settings dialog" title="[Dolphin Emulator] Misplaced Settings dialog" src="https://github.com/user-attachments/assets/f35b10ee-4f07-48d4-86f9-2537ad5ca7ca" /> | <img width="1920" height="1080" alt="[Dolphin Emulator] Centered Settings dialog" title="[Dolphin Emulator] Centered Settings dialog" src="https://github.com/user-attachments/assets/33e37237-77a4-44f6-a0e2-b709f65b672b" /> |
| <img width="1920" height="1080" alt="[Dolphin Emulator] Misplaced Cheats Manager dialog" title="[Dolphin Emulator] Misplaced Cheats Manager dialog" src="https://github.com/user-attachments/assets/1fbd3836-5639-4d5a-b57e-e2e21f21c9db" /> | <img width="1920" height="1080" alt="[Dolphin Emulator] Centered Cheats Manager dialog" title="[Dolphin Emulator] Centered Cheats Manager dialog" src="https://github.com/user-attachments/assets/3f2b1b50-de16-49b7-bac4-c444c6cab0bc" /> |
A new class that derives from `QMenu` has been introduced. Menus of this
`NonAutodismissibleMenu` type will stay visible when a _checkable_
action is triggered.
This is convenient in menus that feature a series of check boxes that
toggle visibility of third components (e.g. the **List Columns** menu),
allowing the user to toggle several actions at once.
For now, the new type is used in the top menu bar.
Gecko codes in Dolphin feature a dedicated field for the creator of the
cheat code. When saved into the INI file, the code name and the creator
name are concatenated, and then inserted in the `[Gecko]` section:
```ini
[Gecko]
$<cheat code name> [<creator>]
<code line 1>
<code line 2>
<code line 3>
<...>
$<other cheat code name> [<creator>]
<code line 1>
<code line 2>
<code line 3>
<...>
```
On the other hand, enabled codes are listed under the `[Gecko_Enabled]`
section, but in this case the creator name is omitted from the line:
```ini
[Gecko_Enabled]
$<cheat code name>
$<other cheat code name>
```
Having the creator name in the `[Gecko]` section but not in the
`[Gecko_Enabled]` section is arguably not ideal, but this is legacy
behavior in Dolphin.
The **Cheat Code Editor** dialog is not acknowledging this subtle
behavior in Dolphin: the cheat code name and the creator name *can* be
both inserted in the name field. This issue manifests as an inconsistent
state where a Gecko code that *appears* to be enabled has no effect when
the game is launched.
As part of this fix, the creator name (if present) is now moved into the
dedicated creator field before the code is stored internally.
Test plan:
- Right-click on any game and open the **Properties** dialog.
- Switch to the **Gecko Codes** tab.
- Press the **Add New Code...** button.
- In the **Cheat Code Editor** dialog:
- Enter `This is a test [Jane Doe]` in the **Name:** field.
- Enter `01234567 00000000` in the **Code:** field.
- Press **Save**.
- Observe that the newly added code is now in the list, and *appears* to
be enabled.
- Close the **Properties** dialog.
- Right-click on the same game and open the **Properties** dialog again.
**Without** the fix, the newly added code, while still on the list, has
been inadvertently disabled (it was never really enabled!).
**With** the fix, the newly added code is the list and remains enabled.
This fixes https://bugs.dolphin-emu.org/issues/13695.
A number of settings in the `debugger` group were wrongly using a newly
constructed `QSettings` object instead of the singleton object that
`GetQSettings()` provides.
This made the application create a spurious, extra configuration file in
the user directory:
```
~/.config/Dolphin Emulator/dolphin-emu.conf
```
Notice that, by default, the application configuration files are stored
in `~/.config/dolphin-emu`; not in `~/.config/Dolphin Emulator`.