<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Android/jni/GameList, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Android: Use TitleDatabase for game list</title>
<updated>2026-08-15T08:44:28+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2026-08-03T18:02:47+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=49ebb1cfea589e66134039d4ecca911e0e14af43'/>
<id>49ebb1cfea589e66134039d4ecca911e0e14af43</id>
<content type='text'>
By using the title database we ship with Dolphin, we get more uniform
game titles than if we grab what's in each game's opening.bnr file.
It also becomes possible for users to supply a custom titles.txt file.

This has been implemented in DolphinQt since a long time ago.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
By using the title database we ship with Dolphin, we get more uniform
game titles than if we grab what's in each game's opening.bnr file.
It also becomes possible for users to supply a custom titles.txt file.

This has been implemented in DolphinQt since a long time ago.
</pre>
</div>
</content>
</entry>
<entry>
<title>Remove VectorToJStringArray</title>
<updated>2026-01-24T15:50:10+00:00</updated>
<author>
<name>Sintendo</name>
<email>3380580+Sintendo@users.noreply.github.com</email>
</author>
<published>2025-12-26T20:57:28+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=60ca0626dfc2a59cc2e8145d0ee5c7d95f7d0ab5'/>
<id>60ca0626dfc2a59cc2e8145d0ee5c7d95f7d0ab5</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Common/FileSearch: Refactor DoFileSearch</title>
<updated>2026-01-24T15:50:10+00:00</updated>
<author>
<name>Sintendo</name>
<email>3380580+Sintendo@users.noreply.github.com</email>
</author>
<published>2025-12-24T09:14:02+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=f2e1c71803b953c9adb9528c168cbbde23b3b30a'/>
<id>f2e1c71803b953c9adb9528c168cbbde23b3b30a</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Android: Show time played in game details</title>
<updated>2025-04-19T12:34:49+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2025-04-12T12:27:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b8e70df413ddd4663aa8e65a6f9d8a1e059c64c7'/>
<id>b8e70df413ddd4663aa8e65a6f9d8a1e059c64c7</id>
<content type='text'>
Unlike in DolphinQt, there isn't much space to show playtimes directly in
the game list, so I've put it in the game details dialog instead.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Unlike in DolphinQt, there isn't much space to show playtimes directly in
the game list, so I've put it in the game details dialog instead.
</pre>
</div>
</content>
</entry>
<entry>
<title>Android: Use JNI for setting/getting ISO paths</title>
<updated>2023-09-02T10:58:20+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2023-09-02T10:44:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=190e71a3188d1ade2a158c8aa0ec737b6929f5a8'/>
<id>190e71a3188d1ade2a158c8aa0ec737b6929f5a8</id>
<content type='text'>
This gets rid of the last Android-specific code that directly interfaces
with INI files.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This gets rid of the last Android-specific code that directly interfaces
with INI files.
</pre>
</div>
</content>
</entry>
<entry>
<title>Android: Make more meticulous use of DeleteLocalRef</title>
<updated>2022-12-27T21:03:44+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2022-12-25T15:30:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0b9351c194c8451576b183971e363ceaf658a448'/>
<id>0b9351c194c8451576b183971e363ceaf658a448</id>
<content type='text'>
If we're in a function that isn't just going to immediately return to
Java, leaking local references can lead to problems eventually.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
If we're in a function that isn't just going to immediately return to
Java, leaking local references can lead to problems eventually.
</pre>
</div>
</content>
</entry>
<entry>
<title>Android: Get rid of __cplusplus macro checks</title>
<updated>2022-01-29T17:38:55+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2022-01-29T17:36:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b8a6fcb1a727094ed590aab772e4bfb1929d46f0'/>
<id>b8a6fcb1a727094ed590aab772e4bfb1929d46f0</id>
<content type='text'>
These files cannot compile correctly as C, so there's no reason to have
ifdefs for C compatibility.

We switched to not checking the __cplusplus macro in our JNI code some
time ago, but it seems like I forgot to remove it from these two files.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
These files cannot compile correctly as C, so there's no reason to have
ifdefs for C compatibility.

We switched to not checking the __cplusplus macro in our JNI code some
time ago, but it seems like I forgot to remove it from these two files.
</pre>
</div>
</content>
</entry>
<entry>
<title>DolphinQt/Android: Add warning when converting NKit files</title>
<updated>2021-10-02T09:09:36+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-10-02T09:09:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9bb85ca70619f08d9349f798f9c204c08df5b2d9'/>
<id>9bb85ca70619f08d9349f798f9c204c08df5b2d9</id>
<content type='text'>
Yes, that's right! It's time to add even more NKit warnings,
because users still don't understand what NKit is or how it works!

More specifically, some users seem to be under the impression that
converting an NKit file to for instance RVZ using Dolphin's convert
feature will result in a normal RVZ file, when it in fact results in
an NKit RVZ file (since NKit is not a container format in the sense
that GCZ/WIA/RVZ/WBFS/CISO is, but rather a kind of trimmed ISO).
I can hardly blame users for not knowing this, because it's not
intuitive unless you know the technical details of how NKit works.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Yes, that's right! It's time to add even more NKit warnings,
because users still don't understand what NKit is or how it works!

More specifically, some users seem to be under the impression that
converting an NKit file to for instance RVZ using Dolphin's convert
feature will result in a normal RVZ file, when it in fact results in
an NKit RVZ file (since NKit is not a container format in the sense
that GCZ/WIA/RVZ/WBFS/CISO is, but rather a kind of trimmed ISO).
I can hardly blame users for not knowing this, because it's not
intuitive unless you know the technical details of how NKit works.
</pre>
</div>
</content>
</entry>
<entry>
<title>Android: Don't hold gameFileCache lock while finding games</title>
<updated>2021-08-24T12:56:33+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-08-24T12:36:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=bba33c7cede68259c7f2b05e9964960d9e2570e4'/>
<id>bba33c7cede68259c7f2b05e9964960d9e2570e4</id>
<content type='text'>
FindAllGamePaths may take a little while, and holding the
gameFileCache lock isn't actually necessary until it's time to
put the results returned by FindAllGamePaths into gameFileCache.

The downside of this change is that we have to do an extra
round of JNI in between FindAllGamePaths and Update,
but I don't think that's much of a problem.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
FindAllGamePaths may take a little while, and holding the
gameFileCache lock isn't actually necessary until it's time to
put the results returned by FindAllGamePaths into gameFileCache.

The downside of this change is that we have to do an extra
round of JNI in between FindAllGamePaths and Update,
but I don't think that's much of a problem.
</pre>
</div>
</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e149ad4f0a9874f354221a7fc76d8f1841e47808'/>
<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
</feed>
