
- #DOLPHIN EMULATOR SUPER SMASH BROS BRAWL UNLOCK ALL CHARACTERS AR CODE CODE#
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As such, maintaining it was difficult and a lot of bugs slipped in.
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XFB Virtual was more or less its own implementation and didn't really share much code from the other codepaths. With higher accuracy than XFB Disabled and none of the limitations of XFB Real, XFB Virtual should have been a slamdunk of a feature!. After all, the XFB copies are just data sitting in RAM! However, a vast majority of games don't elect to take advantage of this feature, instead scanning out the frame from the XFB region unmodified.
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However, the CPU is still free to do whatever it wants until scanout begins. In the default case, a game will have one frame being scanned out and another ready for scanout, all while the GPU renders the next one. For example, when switching from interlaced output to progressive output, a game changes the VI register controlling that. Even the scanout process isn't static, as games can modify the VI registers to change how the data in the XFB region is displayed. On console, these special EFB copies reside in the XFB region until the video interface (VI) is ready to output the frame to the screen, scanned line by line over the course of a frame's duration (scanout). In Dolphin, we refer to these as XFB copies. Once the GPU is done rendering a frame, it executes an EFB copy with a special bit to convert the frame into the YUV format (which the GPU can no longer modify) and sends it to a designated region in main memory known as the "eXternal FrameBuffer". When the GameCube/Wii is rendering something, the GPU renders to the Embedded Frame Buffer (EFB), a special 2MB chunk of memory on the GPU itself, separate from the shared main memory. Rendering Frames on the GameCube and Wii ¶ Hundreds of games will see either performance increases or better visual output thanks to this rewrite! For those that were aware of it, Hybrid XFB has been awaited with the same anticipation as other big features for good reason. Our new feature, Hybrid XFB, simultaneously simplifies code while making the fast path more accurate and the accurate path more suitable for general use. In this case, there wasn't much of a choice but to kick Dolphin's decade old XFB emulation to the curb in order to revolutionize how the emulator outputs frames. While the old solutions work, sometimes it's necessary for big rewrites to take a step forward. Since most games don't do anything interesting during this step, XFB emulation has actually lagged behind a bit.

In this case, we're talking about e Xternal Frame Buffer emulation.įrames output by the GPU are stored in game allocated RAM, where the CPU can make finishing touches before sending the frame to the screen.

Considering all of that, it should be no surprise that some solutions that worked in the past slowly came to be a burden going forward. At one point, just booting a game at all was good enough, regardless of what you would see or hear! Compatibility has gone from a few select titles to almost every game released across two consoles. Goals, expectations and standards have shifted quite a bit since the beginning. Dolphin has been around for over 14 long years at this point.
