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For the past couple of years, enterprising Android users have gone through the trouble of setting up cheat codes by hand through text editors or using the Desktop version to create the settings files they wanted. Some forks of Dolphin even hooked a conventional text editor into the program to try and make editing cheats easier!

But all of these stopgaps weren't actual solutions, they were working around the problem. Someone had to get down and dirty and make serious additions to the Android GUI if we were to ever have a permanent solution.

This means all of the same features that you already enjoy on desktop related to enabling, disabling, and adding cheats are all there, and work exactly the same! The fated day has finally come. Nearly a year ago we expressed our frustrations with the upcoming Scoped Storage requirement in Android. Since then The main difference is that Dolphin is now locked to using an app-specific directory for a majority of its user files on Android 11 and up.

Unlike some other emulators, Dolphin does not have the option to simply ask for permission to use other directories. If access to those files is too slow, the user may see noticeable lag, or in dualcore games could even crash. When using directories other than the app-specific one , performance on accessing files is terrible, so much so that it would impact emulation in a negative manner. This doesn't apply to your games however, as when using most game formats in Dolphin, you're only accessing a single file.

The main culprit in Scoped Storage performance issues is dealing with many smaller files. Using the app-specific directory may not seem like a big deal, but there are some tricky things to keep in mind. First of all, you will have an incredibly difficult time trying to copy files into the app-specific directory with the default file manager on Android 11 and up. Some users have reported difficulties editing these folders on certain devices, but we've been unable to verify the reports to this point.

While this may be a bit frustrating, our biggest fear with Scoped Storage was that, by default, uninstalling Dolphin would delete user files including save data. Thankfully, there is a work-around to that problem provided by Android called fragile userdata. Essentially, we mark the files in Dolphin's app-specific directory as fragile, so if you uninstall Dolphin to downgrade, bisect, or do something else where you would want to reinstall it later, Android will ask you if you want to keep the App's data files.

This only works when uninstalling from Android itself; if you uninstall from the Play Store you will lose all of your data.

There is one other exception we should note. Scoped Storage does not apply to you if you upgrade from an older version of Dolphin without ever uninstalling it. So if you download 5. Though going through that trouble shouldn't really be necessary as all of the known issues have already been quelled. Unless you specifically need things like custom directories for tons of Wii NANDs that cannot be within the app-specific data directory for some reason, you shouldn't see much of a difference if any with the latest builds.

For more information on if Scoped Storage affects you, please check Dolphin's Wiki. MoltenVK was introduced to Dolphin 3 years ago, and it has since become the defacto backend for macOS users wanting to play games in Dolphin.

However, it hasn't exactly been smooth sailing. After the issue remained for three years, macOS and iOS veteran OatmealDome decided to look into this longstanding issue and sus out the source.

On newer Macs with Intel Graphics, if ocol1 is present in the fragment shader and dual source blending is enabled, entire primitives will not be written to the depth buffer if any fragment is discarded. There's our flickering. Fortunately or unfortunately , we have already experienced dual source blending issues on other drivers, so we already have a fallback path set up that only allows dual source blending when absolutely necessary. In the early years of Dolphin's life, developers were very limited in what they could do to emulate the GameCube and Wii.

These consoles are quite different from PCs, and most of the tricks that today's computers can use to work around these differences simply didn't exist back then.

So developers did whatever they had to, and usually that meant hacks , but sometimes that even meant not emulating something if that happened to work. Now that proper emulation is possible, for the past eight years Dolphin has been unraveling those knots, replacing hacks with better solutions as they come up. Not large enough to hold a frame but much faster than going to Main Memory There are limitations to this of course.

Dolphin ignored all of that. In fact, it ignored that the consoles even have a texture cache. This takes time and processing power, so Dolphin stores converted textures in a cache on the host GPU for a long time to make the most of this work. However, this cache would balloon to enormous scale if it isn't constantly pruned as even the tiniest variation is stored as a separate texture in the cache, so Dolphin has a horrifying cacophony of heuristics to guess what textures a game will or won't use every frame.

It's terrifying, and no sane Dolphin developer will even go near it. It wasn't. Instead, every draw call Dolphin simply hashed all textures in Main Memory, and if the hash didn't match, Dolphin would invalidate the cached copy. That's it. This is what Dolphin does for every texture already, so Dolphin is more or less ignoring that the consoles have their own texture cache at all.

Yet for the majority of Dolphin's catalog, this is fine. As TMEM's hardware-mode texture cache is transparent to the game anyway, Dolphin could just take the texture caching job and implement it in a way that worked best for Dolphin, and everything just worked. Four years ago phire discovered one of the limitations of this strategy. Spyro: A Hero's Tail has a highly complex SDR bloom effect which uses 16 EFB copies to build, where it reads the screen then blurs and brightens multiple copies of what it read before stacking them all on top of eachother for scanout to the screen.

As it is manipulating textures in Main Memory, the game dutifully invalidates TMEM along the way - except for one step. This is a bit of an abuse of the GameCube hardware to help build a complex effect. Dolphin, however, couldn't do this. Dolphin's "emulation" of hardware-mode TMEM and Dolphin's Texture Cache for converted textures in Main Memory are one and the same ; it ignored that the consoles have a seperate cache that may have different contents than Main Memory.

If something was changed in Main Memory, the version in Dolphin's Texture Cache was automatically changed too. So in Dolphin, when Spyro overwrote the texture in Main Memory with the 2x version, Dolphin did just that, but there was no other cache that still contained the 1x version. When the game tried to read the 1x size version from TMEM, Dolphin's Texture Cache gave it the 2x version instead, breaking the bloom effect. With this, some changes to cached textures are allowed to occur without invalidating the cached copy as long as the texture was the same size, the same address, and no explicitly requested TMEM invalidation took place.

Since Spyro: A Hero's Tail 's bloom fell within that criteria, Dolphin now keeps both the 1x version of the texture and the 2x version of the texture in Dolphin's Texture Cache, allowing the bloom effect to be built correctly. This isn't proper hardware-mode TMEM emulation, not even by a longshot. However, there is a reason why no one wants to touch Dolphin's Texture Cache. After this change, a slow trickle of regressions started to flow.

The common thread through most of these games is FMVs. Their videos would become stuck, only playing audio. While the games themselves didn't freeze, this regression made it frustrating to play certain games or impossible in the case of NHL Slapshot.

Normally, games will store many frames in a buffer in Main Memory, streaming a frame at a time as it goes through the buffer. Once it reaches the end of the buffer, it loops around to the beginning where new frames are waiting. That method of FMV streaming still worked fine after the heuristic was added.

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