- #Twilight princess hd texture pack iso patch for free#
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Essentially, take what is normally a feature exclusive to dirty builds of Dolphin Emulator (not friendly for sharing game mods), and make it easily configurable for anyone on the latest revision of Dolphin (which, btw, is so loaded with awesome tools for hacking. I suppose emulating less RAM ought to be possible as well, but I cannot see many reasons why one would want that.
(I am unfamiliar with Wii dev units did they have even more RAM?). On it are clearly marked intervals for retail GameCube, retail Wii, NPDP-GDEV, etc. So here's how I visualize it a slider just like the Emulated CPU Override one in pretty much the same menu.
#Twilight princess hd texture pack iso patch how to#
If our community could solve how to expand the OSArena(?) to create a larger heap, we could make new content that would be impossible on the original hardware! (Think like how Project 64 can have its memory expanded and how the SM64 community uses that very often.) This would also make using Dolphin Emulator to test game prototypes like the Metroid Prime 3 one much easier to do on recent revisions. However, when running in a build of Dolphin with more emulated RAM, Pikmin 2's MEM heap / CPU bar actually recognizes the extended memory range!
#Twilight princess hd texture pack iso patch for free#
You see, Pikmin 2 is pretty starved for free memory, which leads to custom course models being a pain to make. This feature has always piqued my interest, but now that I am into game modding, even more so. The commit that added this feature to the master branch to be optionally changed upon compiling is here. While exploring the internet, I learned about a leaked build of Metroid Prime 3 exists for the GameCube, and that the only reasonable way to run it is via a modified build of Dolphin Emulator that allocates more emulated RAM to simulate a NPDP-GDEV unit.
Having this basic yet powerful tool would save so much time.įor the latter example, I actually am not sure how useful it would be, but I'm sure having Anti-Breakpoints work both ways will be better in the long-run. For two, repeat experiments are difficult depending on how you do the configuration. For one, Dolphin's breakpoints are already hard to keep track of and a messy configuration would compound that.
Sure, there are messy configurations one could create to push past the annoying loop, but that's no good. If it does, emulation will continue as normal.įor the former example, this would be incredibly useful when a particular memory address (usually static data) is accessed multiple times in an irrelevant loop. If a Processor Breakpoint is tripped that interacts with memory/registers, Dolphin then checks to see if the memory range/registers has an Anti-Breakpoint. If it does, emulation will continue as normal. If a Memory/Register Breakpoint is tripped, Dolphin then checks to see if the processor instruction responsible has an Anti-Breakpoint. This is a basic tool that would speed up my workflow tremendously. There are three ideas that I have thought of so far. From my time using Dolphin's debugging tools, I have some suggestions for new features and improvements that will positively effect virtually all GC/Wii modding communities! Recently, our community has had an explosion of people learning about assembly editing, myself included. While reading the Dolphin Emulator website, I learned that this section of the forums existed.