![]() ![]() The main point of the DMCA is stop people from making illegal copies of games, which Nintendo is very much in the right of doing so. We appreciate your patience in the meantime. We are currently investigating our options and will have a more in-depth response in the near future. We were notified by Valve that Nintendo has issued a cease and desist citing the DMCA against Dolphin's Steam page, and have removed Dolphin from Steam until the matter is settled. Here's an excerpt from the official announcement on the company's website: Rather, it was the team behind the Dolphin emulator. Video game emulation is still very much a grey area despite several years worth of discussions and precedence.Īlthough if we're being technical, it wasn't Valve that lost. All it took was a cease-and-desist order from the Japanese gaming giant, claiming the emulator violates the company's intellectual property rights under the Digital Millennium Copyright Act (DMCA). As the two gaming behemoths collided because of the planned release of Dolphin, a popular open-source emulator for GameCube and Wii games, on Steam, Nintendo got a big "W". About Us For more information about Kotaku Australia, visit our about page.Valve never caves and Nintendo doesn't relent. Technical Something not looking quite right? Contact our tech team by email at office AT. Advertising To advertise on Kotaku Australia, contact our sales team via our advertising information website. Contact Editorial To contact our editors, email tips AT or post to Kotaku Australia, Level 4, 71 Macquarie St, Sydney NSW 2000.Essentially, we take the mess of info coming out… Got a game you think we should be looking at? Contact or send it to: Kotaku AustraliaLevel 4, 71 Macquarie StSydney NSW 2000 So, uh, what exactly is this ‘blog’ thing? We’d love to say it’s some magical technology developed in secret by Thomas Edison parallel to his work with electricity, but it wasn’t. If you’d like to contact Kotaku with suggestions, comments, or product announcements, you can email us at Kotaku Australia is published by Allure Media in association with Gawker Media. Sure, you could mosey over to the US site, but you’d miss out on all the juicy gaming goodness that’s relevant – and important – to you. The Australian edition of Kotaku is focused on taking all this fantastic news and crafting it into a tasty treat for all you Aussies and Kiwis. Whether it’s the latest info on a new game, or hot gossip on the industry’s movers, shakers and smashers, you’ll find it all here and nicely packaged at Kotaku. They’d be one in the same in every lexicon on the planet if it were humanly possible. Or you can just watch some emulated Star Wars: Clone Wars (sans music) below, and marvel at how much better it looks these days. You can check out the Dolphin blog post detailing GameCube memory usage, how Dolphin used to handle it and how things have changed. Happily, they have managed to get dynamic BATs working now with only around a 1 per cent dip in performance, as opposed to previous attempts that saw drops of as much as 30 per cent. The Dolphin team knew how to fix the problem for a while, but were wary of doing so, fearing it would drastically slow down every other game for the sake of this one. In order for Dolphin to emulate it properly, hardcoded methods for predicting BAT access had to be tossed out the window in favour of dynamic BAT processing, letting the game tell the emulator how and where memory was handled. Pandemic Studios’ 2002 movie tie-in, Star Wars: Clone Wars, is the only GameCube game to take the GameCube’s instruction and data BATs and set up its own damn memory maps. The more complicated memory access a game attempts, the harder it was to emulate without fiddling about with how Dolphin handles memory calls. All Dolphin has to do there is make sure the memory accesses end up in the right places. Most games use the GameCube’s default BAT mapping without attempting to address anything beyond that. Since the console had relatively low physical memory to work with, games interfaced with virtual memory, which was then translated to physical memory via the Memory Management Unit, or MMU, generally via Block Address Translations (BATs) or page files. The Dolphin team has been tirelessly working to make the perfect GameCube emulator for years, rewriting and tweaking the emulator to handle the odd ways certain games accessed the console’s PowerPC processor memory management. ![]()
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