![]() Many gaming communities over the years have reached out to thank emulator developers for their efforts. Please enjoy these rather lengthy Notable Changes! With that out of the way, there's no point in delaying things any further. While it's not related to Dolphin directly, Apple released the new M1 Max and we got our hands on one to see how it stacks up against the M1 with some rather interesting performance numbers at the end of the report. This beta was mostly to showcase and let users on the Play Store try out the newly finished Cheat GUI! We'll finally showcase that after a lengthy delay between when that extra beta was pushed and this Progress Report. Speaking of Android, users may have noticed we pushed out an early beta last month. An easy to use GUI for launching Riivolution mods was added both to desktop Dolphin builds and Android. If that wasn't enough, Dolphin also welcomed support for a wealth of mods through support for Riivolution. The fact that the PlayStation 2's floating point behaviors mattered to us for this Progress Report should tell you the kinds of things we were up against when writing up the changes. This Progress Report also contains collaboration with the PCSX2 development team as they helped us understand some of the behaviors of Floating Point Math on the PlayStation 2. Trying to even begin to rectify the problems with this approach and explain the reasoning behind why it sort of wasn't emulated go very, very deep. Dolphin's approach to emulating this bit of the hardware has been to effectively ignore it exists. The first rabbit hole showcases TMEM, the GameCube and Wii's texture cache. ![]() That line doesn't exactly work when it's midway through the month, huh? This Progress Report ended up being a very technically challenging report to write with several huge rabbit holes that go through the history of Dolphin and the games themselves. It's the beginning of the month and time for another Dolphin Progress Report!. ![]()
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![]() ![]() You don't have quite as much room as you'd like. NO AVENUES? NO GROWTHĮventually, you'll be trapped by the city's boundaries. Get the money, build the hospital, and drop taxes back to normal - the period of time in between won't damage your reputation much. However, you can raise taxes for just a few days to raise that $120,000. If you need to build a new hospital, the $120,000 cost is going to hit hard. Fortunately, you can play a bit of tug-o-war to keep people happy while still creating an income spike.īasically, your approval and happiness will be just fine if you raise taxes temporarily. Keeping them high, however, leads to unhappy citizens and a low approval rating. Of course, the quickest way to increase city income is to raise taxes. Balancing the budget, which becomes more complex as you upgrade your city hall, is the best way to organize money coming in versus money going out. Tweaks to the budget and increases in commercial and industrial zones will increase income. As you expand, costlier items become available, but everything starts in a meager state. Don't expect to have tidal waves of money rolling in at the city's start. ![]() YOU WON'T BE A MILLIONAIRE RIGHT OFF THE BATĮvery city starts small that's just the way it is. Pay attention to the meters and build accordingly, and you'll keep your employment and income rates steady. If commercial demand starts rising, zone more commercial space. In other words, build twice the residential zones as you build commercial or industrial: the amount commercial and industrial zones combined should equal residential.Īs the city grows, keep an eye on these demand meters. When you being your city, start zoning in a 2:1 ratio that favors residential. These represent residential demand, commercial demand, and industrial demand respectively. The bottom right corner of the menu shows three bars: green, blue, and yellow. Make sure you place enough services to adequately cover your city, then begin upgrading them. The more sprawling your city, the more you'll need to place.Įach building has a limited response time: maxing out a firehouse in the northern part of town does no good if the trucks can't reach the southern part of town in time. Don't get caught up in maxing out every aspect of these buildings so soon. Hospitals can have more ambulances firehouses can have more trucks. Nearly every buildable object can tweaked. Do you have enough services in place to collect trash, fight fires, cure sick, and stop crime in each district? SPREAD IT BEFORE YOU EDIT If you don't like web metaphors, think of it this way: divide your city up into districts (which you've probably already thought about anyway). Think of each building as a web - each one can only cover so much ground. For example, you'll need enough police stations to cover crime in all regions of the city. In SimCity, everything works like a giant game of rock-paper-scissors everything serves a purpose.Īs you progress, you'll require more than just one of each construct. Don't ignore schools, or your Sims will never get educated. ![]() Don't ignore firehouses, or buildings will burn. ![]() |
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