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Dolphin Progress Report: January 2016


With Dolphin in the thick of the 5.0 feature freeze, things were expected to slowdown a bit. Some of us were worried there wouldn't even be enough content for a Progress Report! Alas, while the gears have shifted toward different things to prepare for a release, there is no shortage of interesting changes. As an added bonus a feature implemented three years ago was rediscovered! That kind of thing just seems to happen over the course of a project.

Work toward Dolphin 5.0 has continued; but, a lot of these cleanups have come at a cost. There have been some noteworthy regressions (notably with netplay) and through testing we've noticed some broken features that have been working incorrectly for some time. As Dolphin approaches its next release, we hope that users will continue to update to the latest dev builds and test for regressions and issues so they can be caught before 5.0 is in everyone's hands.

Something to notice about this Progress Report is that we heavily leaned on Dolphin's FIFOCI infrastructure for screenshots and examples. These images were automatically generated on a server without user interaction and were taken from the exact same frame of instructions sent to the emulated GameCube/Wii GPU. Of course, FIFOCI is limited to graphical bugs, and certain graphical bugs at that. Without FIFOCI, it's possible that these changes would not exist, or if they did, there wouldn't be an easy way to verify what they fixed. In the case of the Wrap Negative Indirect Texture Coordinates, it was developed as a fix for F-Zero GX, but FIFOCI discovered it also affected Skyward Sword.

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