Some users seem to be under the impression that the panic alert is
saying that enabling MMU will fix the issue, but that's not what it
actually says. Let's try to make this a bit clearer.
I think we've gotten all the useful reports we can get from this now.
Nowadays we're just getting repeated reports of issues we already know
about, like https://bugs.dolphin-emu.org/issues/12321.
Set the default value of `Config::MAIN_WASAPI_DEVICE` to `default`
instead of `Default`. This fixes an issue where `AudioPane`'s `Output
Device` combo would be blank if `WASAPI` was selected and the user had
never changed the value of `Output Device`.
We don't have to worry about backward compatibility with users who have
`Default` in their config because config values aren't written unless
they've been changed at some point from the default, and the combo has
always saved `default` instead of `Default`.
Audio still worked during emulation in this situation because the
fallback for an unrecognized device name is the default device.
To help prevent similar situations in the future references to
`MAIN_WASAPI_DEVICE`'s default value now call `GetDefaultValue` instead
of hardcoding the expected default, or use the new helper function
`Config::IsDefaultValue`.
This was causing the achievement runtime to shutdown in the middle
of a disc change even if the resulting disc was valid, which was
causing achievements like the ones in Resident Evil for completing
the entire game in a single session to break midway through.
Also adds a log to notify the user when the disc change is invalid
(e.g. different game inserted).
Significantly rewrote ICCardReader and DeckReader functionality.
Dual IC card slots of VirtuaStriker4 + Gekitou now work.
IC cards are automatically inserted/ejected in VirtuaStriker4 + Gekitou + Avalon.
IC card data is saved to a file.
Avalon deck contents are loaded from a JSON file.
Added IOPorts class to handle bespoke GPIO functionality.
This should stop AchievementManager::LoadGame from being called for the
default ISO when CBoot::BootUp is booting something other than a disc or
IPL (most notably, the Wii Menu), while still detecting all disc changes
that happen while a disc game is running.
Don't copy null terminators from the log's `header.gameid` into
`FifoDataFile`'s `m_game_id`.
Doing so would cause an infinite loop in `Core::GenerateScreenshotName`
as the various concatenations and `fmt::format` calls would then
effectively drop all the timestamps and disambiguating arbitrary numbers
since they followed the null terminator in the gameid, and so the
`File::Exists` calls would always return true.
Fixes https://bugs.dolphin-emu.org/issues/14002.
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`.
Check the return value of calls to `GetBuffer` and stop the `WASAPI
handler` sound thread if they fail.
This prevents a crash due to a null pointer dereference if `GetBuffer`
is unable to retrieve a buffer, which could be triggered during
emulation by disabling the selected WASAPI output device in the Windows
Sound settings.
The status bar shows the number of games in your collection. If any
games are hidden by the platform, region, or search filters it will also
show how many games are visible and how many are filtered.
The visibility of the status bar can be toggled from the menu by
selecting `View`->`Show Game Count`.
Implements https://bugs.dolphin-emu.org/issues/9517.
Added SerialDevice base class interface.
Adapted MagneticCardReader to use the SerialDevice interface.
Implemented The Key of Avalon touchscreen SerialDevice.
Altered CSIDevice_AMBaseboard to use SerialDevice.
Made serial reads happen every GCAMCommand rather than only upon write.
Made Stick and IR Widgets bigger
Improved Stick and IR layouts to better utilize space
Made Stick and IR Widgets Scale at a fixed ratio when window is resized
Added Scrollbars to Stick and IR Widgets
Reduced Spinbox padding in dark style
Use the normal state changed `HookableEvent` instead of having
`Core::NotifyStateChanged` call `g_perf_metrics.OnEmulationStateChanged`
directly.
The direct call was added in bad78cfed4 to
avoid a crash. At the time state changed callbacks were stored in a
vector, and the crash was caused by `g_perf_metric`'s destructor trying
to remove the callback from the already-destroyed vector.
Later a97627e736 switched state changed
callbacks to use `HookableEvent`, which is specifically designed to
handle the case where a hook outlives its associated event.
Since the workaround is no longer necessary replace it with a standard
`EventHook`.
This switches from an O(log(N) * M) algorithm to an O(N * log(M))
algorithm. This is advantageous because N, the size of `mappings`, is
usually much smaller than M, the size of `m_page_table_mapped_entries`.
RemoveLargePageTableMapping already did something similar, so we can
even deduplicate some code between it and RemoveHostPageTableMappings.
Speeds up Rogue Squadron 3 by roughly 3% on my PC.
If Dolphin crashes, changes that have been made to settings are often
lost. This has been a minor annoyance for me when developing, but it has
become a much bigger issue recently due to the problem where Dolphin
freezes on shutdown for ROG Ally users.
Instead of saving the config when certain arbitrary settings are
changed, let's save the config when the user closes the settings window.
Fixes a macOS Metal crash when stopping immediately after boot starts.
m_upload_encoder and m_texture_upload_encoder could be dealloc'd during shutdown before endEncoding could be called, which causes a Metal assertion failure.
Co-authored-by: OatmealDome <julian@oatmealdome.me>
Don't set cached array bases to invalid pointers. If a game tries to set
an invalid base just keep the old one, which might cause game problems
but won't crash the emulator.
Users are reporting a crash at the point where WiimoteAndroid::IORead
tries to use m_java_wiimote_payload. This commit solves the problem by
making m_java_wiimote_payload a global reference.
The code for setting up m_java_wiimote_payload has also been moved to
the constructor just because that way it's impossible for it to run
twice. (If the code as written were to run a second time, the old global
reference would be leaked. ConnectInternal should only run once, so this
is just to be on the safe side.)
Fixes https://bugs.dolphin-emu.org/issues/13960.
Use the existing system reference instead of Core::System::GetInstance(),
and calculate the phase 2 scheduling delay from GetTicksPerSecond()
instead of hardcoding 50000 ticks.
Mistakenly thought the change media call would close the current
game if the new media failed to hash. This wasn't the case so
instead I'll close the current game myself. This fixes an issue
where a default ISO would immediately load achievements when
starting up the Wii menu.
We often use game IDs in paths, so we should try to make sure path
traversal is impossible in game IDs. Admittedly, doing any kind of real
attack using the six bytes available in game IDs is unrealistic, but no
game ID should contain non-alphanumeric or non-ASCII characters anyway.
Might also fix https://bugs.dolphin-emu.org/issues/13982 by skipping
converting between encodings for game IDs.
This makes JitBaseBlockCache::ErasePhysicalRange around 50% faster and
PPCAnalyzer::Analyze around 40% faster. Rogue Squadron 2's notoriously
laggy action of switching to and from cockpit view is made something
like 20-30% faster by this, though this is a very rough measurement.
This is a very small libary, and as I understand it, it was more or less
developed for Dolphin.
This moves the two relevant files from Externals to Common, changes the
namespace to Common, reformats the code, and adds Dolphin copyright
notices. The change in copyright notice and license was approved by
AdmiralCurtiss.
APPROVED_LIST_HASH is moved to a separate file, making tests compilation faster after changing it.
The error message prints the hash in a way that it can be directly copy-pasted (though it still needs clang-format).
The legacy Execute1 path (offset=0, length=0) was using Write_U32
(big-endian) to write the "TEST OK" status string. However, the PPC
display code in segaboot reads this buffer with lwz followed by manual
bswap32, so the data must be stored in little-endian. Use Write_U32_Swap
to match the other two TestHardware paths.
Implement the MediaBoard commands and response protocol needed for
the segaboot NETWORK TEST to pass:
- TestHardware (0x0301) two-phase response via CoreTiming: phase 1
echoes test_type with 0x80 acknowledgment flag, phase 2 sends
result with testStatus=2 and checkProgress=100
- GetNetworkConfig (0x0104) with trinetcfg.bin read intercept
- Separate Execute1/Execute2 last-response buffers to prevent
cross-clobber on the shared s_media_buffer
- Generic 0x80xx cleanup command acknowledgment
- Network config persistence for SET IP ADDRESS
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.
Overrides now also apply in reverse for accepted connections.
IP Override UI now includes a description.
Mario Kart Arcade GP 4x Multicabinet now works on one PC without any tricky IP configurations.
Added AMMBCommandBind, NetDIMMBind, and some helper functions.
Removed redundant settings.
Fixed a bug caused by static usage of Core::System::GetInstance()
Removed unused headers
Removed unneeded code
Optimised code
Added sanity checks
Added SafeCopyFromEmu/SafeCopyToEmu
Set Triforce buttons to be translatable
Removed unneeded code
Removed unused code
Added EINPROGRESS to fix networking on Linux systems
Added function NetworkBufferCheck and NetworkCMDBufferCheck to verify buffer sizes
Added NetworkCMDBufferRead/NetworkCMDBufferWrite/NetworkBufferRead/NetworkBufferWrite
Added multiply buffer size checks
Rewrote GetGameType()
Moved AMMediaboard::Shutdown to DVDInterface::Shutdown()
Changed JVSIOMessage overrun check
Changed SwapBuffers function to be a member function
Added sanity checks for buffer sizes
Added translation prefix for Triforce buttons
Updated text for misconfigurations when trying to boot normal games with Triforce hardware connected
Fixed NAMCAM for Mario Kart GP
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
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.
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.
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.
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.