Wiki dolphin emulator

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Dolphin emulator

Dolphin is a Nintendo GameCube and Wii emulator, currently supporting the x86_64 and AArch64 architectures. Dolphin is available for Linux, macOS, Windows, and Android. It is a free and open source, community-developed project. Dolphin was the first GameCube and Wii emulator, and currently the only one capable of playing commercial games.

Installation

Install one of the following:

  • Dolphin emu — A GameCube / Wii emulator
https://dolphin-emu.org/ || dolphin-emu
  • Dolphin emu beta (git) — A GameCube / Wii emulator (monthly beta)
https://dolphin-emu.org/ || dolphin-emu-beta-gitAUR
  • Dolphin emu (git) — A GameCube / Wii emulator (development version)
https://github.com/dolphin-emu/dolphin || dolphin-emu-gitAUR
Tip:
  • Stable releases of Dolphin tend to grow old between releases, and are potentially outclassed by the development versions, which feature many speed improvements and bug fixes in comparison. If low performance or glitches are encountered, consider installing the dolphin-emu-gitAUR package.
  • Reinstalling the dolphin-emu-gitAUR package will upgrade Dolphin to the latest development version at any time.

Configuration

Tip: Run for help Dolphin's options.

Note: Dolphin may override these settings on a per-game basis, such as when a setting is known to break a certain game. If absolutely sure a specific setting will not crash the game, you can disable or change these overrides by right-clicking the game and selecting Properties. Likewise, you can set per-game settings using this method.

While no additional configuration is needed for the emulator to run (it is preconfigured with the default settings), altering the settings can improve performance and graphics alike. Settings are split to three main sections, Config, Graphics and DSP.

Config section

Tip: Recent versions of Dolphin remove the Audio frameskip option, so Auto is now recommended.

On the General tab, check Enable Dual Core and Enable Idle Skipping. The frame limit should be set to "Auto", so that it works with games from all regions. The CPU emulation engine should be left as JIT Recompiler. Only check "Force console as NTSC-J" if intending to play imported Japanese discs.

All options on the "Interface" tab are personal choices.

The Audio tab is the DSP section's screen; setting it up now means there will be no need to do it later. See the DSP settings paragraph below.

The next two tabs are not very important; the Gamecube tab has settings about connected accessories, such as memory cards, and the only remarkable Wii tab option is the "Aspect Ratio" drop-down list. Set it to either 16:9 or 4:3, depending on the display's aspect ratio.

On the final tab, "Paths", ISO directories can be set. The directory of game ISOs can also be set by clicking browse from the home screen, but here more options are available, such as Search Subfolders.

Graphics section

Tango-view-fullscreen.pngThis article or section needs expansion.Tango-view-fullscreen.png

Reason: New 3D options available. (Discuss in Talk:Dolphin emulator)

On the "General" tab, choose OpenGL from the backend drop-down list for the currently most compatible renderer. Set the "Display" and "Other" settings to the desired configuration. V-sync is useful, but it can lead to slowdowns. The "render to main window" option improves the experience aesthetically.

If your graphics card supports Vulkan, using the Vulkan backend may give you higher performance than OpenGL. Note that the Vulkan backend might not be compatible with certain titles, so if you run into issues with a game, try switching back to OpenGL before giving up. The official compatibility list often has hints about how each renderer handles a title.

On the "Enhancements" tab are the options that can improve graphics. While they result to great output, they can slow the emulation down to the point of making games unplayable. Choose the best settings possible, as long as speed remains 100%.

OptionPerformanceQuality
Internal resolution1x NativeAuto (Window size)
Anti-aliasingNoneat least 2x
Anisotropic filtering1xat least 2x
Post-Processing Effect(off)your choice
(see tip below)
Scaled EFB copyuncheckedchecked
Per-Pixel Lightninguncheckedchecked
Force texture filtering,
Widescreen Hack,
Disable fog
offyour option
(recommended: off)

Tip: Dolphin is able to render games that were developed for 2D in anaglyph 3D. To enable this, set Post-Processing Effect to stereoscopic (default, for red-cyan mode) or stereoscopic2 (blue-yellow). It is also necessary to uncheck "Fast Depth Calculation" on the Hacks tab (see below).

Warning: Using filters and other ways to improve graphics might break a few games or cause graphical glitches of any level.

Unless sure, the Hacks tab is best left untouched.

OptionValue
Skip EFB access from CPUunchecked
Ignore format changeschecked
EFB copiestexture
Texture cache/ AccuracyFast
External frame bufferdisable
Cache display listsunchecked
Disable destination alphaunchecked
OpenCL texture decoderunchecked
OpenMP texture decoderunchecked
Fast depth calculationchecked
(Should uncheck for anaglyph 3D)
Vertex streaming hackunchecked

Similarly, unless sure, leave everything in the Advanced tab unchecked.

DSP section

Set the DSP emulation engine to

  • DSP HLE for speed over accuracy,
  • DSP LLE recompiler for better accuracy with the cost of some speed,
  • DSP LLE interpreter; accurate but makes everything unplayable. Too slow.

DSP LLE on separate thread improves speed on computers with multi-core CPUs, but might cause audio glitches, and is known to break Zelda ucode games. Audio backend is best set to ALSA. For , Dolphin's optional dependency PulseAudio needs to be installed.

Note: If you came here from the Config section's link, you should go back now.

Playing

Note: Dolphin is a resource-heavy application, so expect not all games to run properly. See the reason here.

Warning: Make sure you only use Dolphin for legally obtained self-made disc dumps of games you legally bought. Dolphin was not developed for unlawful use. Act legally as applying laws define. You are responsible for any usage of the emulator that you make. No links, instructions or tips for obtaining illegal content will be provided on this wiki. No copyright infringement intended.

Click on browse to set a directory of ISOs so that they are shown as a library on Dolphin's default screen. Otherwise just click Open and select the file.

Dolphin's Wiki

Whenever a game does not work properly, try reading its page on Dolphin's wiki. Listed there are tips on setting up the emulator for each game, version compatibility charts, testing entries, troubleshooting and video previews. Contributions, such as testing entries and workarounds are welcome and help other users.

Here is a xfce4-whiskermenu-plugin search action command for searching on Dolphin's wiki:

exo-open --launch WebBrowser https://wiki.dolphin-emu.org/index.php?search=%u

Tip: Setting up keymaps is recommended. Prefer a gamepad with analogue features to a keyboard and a mouse. See this map of the GameCube gamepad. Having fun while playing is also recommended.

Troubleshooting

Incompatibility with Wayland

Dolphin 5.0 is not compatible with Wayland. Force it to run as X11 application via this command:

QT_QPA_PLATFORM=xcb dolphin-emu

Launching games fails with "WriteRest Op" error

Add "-fno-pie" to "CXX_FLAGS" when building Dolphin.

Games play too fast

Make sure the framelimit is set to a proper value for the game's region; 60 for NTSC games or 50 for PAL ones. Auto is recommended. Avoid playing other media simultaneously with Dolphin.

Emulation is too slow

Double-check the CPU scaling governor. If using an NVidia graphics card, on nvidia-settings changing the powermizer setting to "Prefer maximum performance"; check its temperature to make sure the card does not overheat, though. Change Dolphin's priority using nice. Killing unnecessary processes and disabling compositing also helps. Configuring Dolphin correctly, as described above, is the most important part.

Many systems have more than one GPU, like an integrated low-performance one by Intel and a dedicated graphics card. See PRIME on how to execute Dolphin on your dedicated GPU.

Games frequently stutter on first playthrough, but subsequent runs are smooth

This stutter is likely introduced because graphics rendering has to pause due to shader compilation. Dolphin has gained advanced techniques for minimizing such stutter, called Ubershaders. They require strong GPUs to work best and thus are not enabled by default. In the graphics configuration dialog under "Shader Compilation", try one of the options "Synchronous (Ubershaders)" or "Asynchronous (Ubershaders)". Hover over the radio buttons to see a more detailed explanation text in the dialog. Using the option "Compile Shaders Before Starting" may also reduce stutter, but at the cost of a longer delay before the game starts.

See also: Improving performance – most of the advice should be helpful.

See also

Note: The Arch Linux wiki and its users are not responsible for any damage, misuse or illegal action caused, directly or not, by following instructions from webpages hyperlinked below.

Sours: https://wiki.archlinux.org/title/Dolphin_emulator

Software:Dolphin (emulator)

Short description
Nintendo GameCube and Wii emulation software

Dolphin is a free and open-source video game console emulator for GameCube and Wii[26] that runs on Windows, Linux, MacOS, and Android.[27]

It had its inaugural release in 2003 as freeware for Windows. Dolphin was the first GameCube emulator that could successfully run commercial games. After troubled development in the first years, Dolphin became free and open-source software and subsequently gained support for Wii emulation. Soon after, the emulator was ported to Linux[28] and macOS.[29] As mobile hardware got more powerful over the years, running Dolphin on Android became a viable option.

Dolphin has been well received in the IT and video gaming media for its high compatibility, steady development progress, the number of available features, and the ability to play games with graphical improvements over the original consoles.

Development

Origins (2003–2007)

Dolphin was first released in September 2003[30] by Swedish programmer Henrik Rydgård (ector) and developer F|RES[1][2] as an experimental GameCube emulator that could boot up and run commercial games. Audio was not yet emulated, and the overall performance quality was very poor. Many games crashed on start up or barely ran at all; average speed was from 2 to 20 frames per second (FPS). Its name refers to the development code name for the GameCube.[31]

Dolphin was officially discontinued temporarily in December 2004, with the developers releasing version 1.01 as the final version of the emulator.[32] The developers later revived the project in October 2005.[33]

Open source, Wii emulation, and 2.0 release (2008–2010)

Dolphin became an open-source project on 13 July 2008[28][34] when the developers released the source code publicly on a SVN repository on Google Code under the GPL-2.0-only license.[28] At this point, the emulator had basic Wii emulation implemented, limited Linux compatibility and a new GUI using wxWidgets.[28] The preview builds and unofficial SVN builds were released with their revision number (e.g., RXXXX) rather than version numbers (e.g., 1.03).[35][36] As with previous builds, differences between consecutive builds are typically minor.[37]

As of February 2009, the software was able to successfully boot and run the official Wii System Menu v1.0. Shortly after, almost all versions of the Wii system software became bootable.

By April 2009, most commercial games, GameCube and Wii alike, could be fully played, albeit with minor problems and errors, with a large number of games running with few or no defects. Adjustments to the emulator had allowed users to play select games at full speed for the first time, audio was dramatically improved, and the graphical capabilities were made more consistent aside from minor problems.[39]

By late October 2009, several new features were incorporated into the emulator, such as automatic frame-skipping, which increased the performance of the emulator, as well as increased stability of the emulator overall.[40] Also improved was the Netplay feature of the emulator, which allowed players to play multiplayer GameCube and Wii games online with friends, as long as the game did not require a Wii Remote. The emulator's GUI was also reworked to make it more user-friendly, and the DirectX plug-in received further work.[41]

On 12 April 2010 Dolphin 2.0 was released.[42][27]

3.0 and 3.5 releases (2010–2012)

By the end of November 2010, the developers had fixed most of the sound issues such as crackling, added compatibility with more games, and increased the overall emulation speed and accuracy.(citation?)

In June 2011, version 3.0 was released.[43] Strange user interface behavior, crashes, graphical glitches and other various issues were fixed. The release notes state that the majority of games "run perfectly or with minor bugs.”[43] The release featured redesigned configuration windows, an improved LLE sound engine, new translations, added support for the Wii Remote speaker, EFB format change emulation, graphics debugger and audio dumping among several other new features. The 3.0 release removed the plug-in interface in order to “allow for a much better integration with the other parts of Dolphin.” The developers also added a Direct3D 11 video back-end and an XAudio2 audio back-end.[43]

On 25 December 2012, version 3.5 of Dolphin was released, featuring support for emulating the GameCube Broadband Adapter and Microphone accessories. It introduced a FreeBSD port, free replacement for the DSPfirmware, and the WBFS file format.[44][45]

Port to Android and 4.0 release (2013)

On 6 April 2013, the Dolphin development team released the first builds for Google's Android mobile operating system.[46] As of September 2013, only a handful of devices contained the hardware to support OpenGL ES 3.0, with Google officially supporting the standard in software since July 2014 with the introduction of Android 4.3 Jelly Bean. Games run at an average of 1 FPS. The developer has cited the Samsung Galaxy S4 as one of the first phones capable of playing games at higher speeds, but even it would have considerable performance limitations.

On 22 September 2013, version 4.0 of Dolphin was released, featuring back-end improvements to OpenGL rendering and OpenAL audio, broader controller support, networking enhancements, and performance tweaks for macOS and Linux builds.[47][48] Months later, versions 4.0.1[49][50] and 4.0.2.[51][52] were released, fixing minor bugs.

Drop of legacy technologies, accuracy improvements, and 5.0 release (2013–2016)

On 12 October 2013 (4.0-155), Direct3D 9 support was removed from the project, leaving Direct3D 11 and OpenGL as the two remaining video back-ends. The Dolphin Team explained this, stating that the plug-in was "inherently flawed" and that trying to evade its several flaws "wasted time and slowed development."[53]

On 19 May 2014, the Dolphin Team announced that 32-bit support for Windows and Linux would be dropped.[14] The Dolphin Team stated that it was becoming increasingly difficult to maintain the 32-bit builds, and that the 32-bit releases simply offered an inferior experience compared to their 64-bit counterparts. Furthermore, the vast majority of their users were already using 64-bit CPUs, and most users of 32-bit builds were 64-bit compatible yet were using 32-bit by mistake. The combination of these factors made 32-bit support unnecessary. 32-bit Android builds suffered from similar issues, but ARMv7 support[54] remained for another year until the AArch64 JIT was ready and devices were available.[15]

Game Boy Advance–GameCube linking is among the features emulated by Dolphin 5.0

Throughout 2014, several features were implemented into Dolphin, including disc loading emulation, native support for GameCube controllers,[18] perfect audio emulation,[55] and bug fixes for problems which had been present since the emulator's earliest days.[56][57][58]Memory management unit (MMU) improvements allowed many games to boot and work properly for the first time.[56] Improvements towards the emulator also allowed for it to run well on Android using the Nvidia Tegra processor, albeit with minor difficulties.[59]

In coordination with the developers of the VBA-M Game Boy Advance emulator, support for linking GameCube and Game Boy Advance games was implemented into Dolphin in March 2015.[59]

On 25 May 2015 – the Dolphin Development team announced that they had successfully re-licensed the code base from "GPL-2.0-only" to "GPL-2.0-or-later" in order to improve license compatibility with other Free and open-source projects and be able to share and exchange code with them.[10][11][26]

In August 2015, the Dolphin developers announced further improvements with audio[60][61] and throughout December 2015 the Dolphin project fixed audio issues on TR Wii Remotes.[62] Two months later, in February 2016, a DirectX 12 back-end was mainlined after months of development.[63]

On 24 June 2016, version 5.0 of Dolphin was released, making various fixes and additions to the emulator.[3][64]

Post-5.0 developments (ongoing)

Development of a Vulkan-based graphics renderer began in June 2016.[11][65] After a month, the developer announced that it is “now feature-complete" and that it's "time for clean-ups/bug-fixing/performance work.“[66][67] Development of the renderer was still done in a dedicated branch for the next few months until the code was finally merged in October 2016.[68]

In September 2016, Dolphin's developers announced the emulator was now able to boot all official GameCube titles. The last title to be supported for boot-up, Star Wars: The Clone Wars, had been particularly difficult to emulate due to the game's use of the memory management unit.[69][70] Also they announced that they removed Triforce emulation, because of no maintenance in the Triforce emulation's code.[71]

In March 2017, support was added for the Wii Shop Channel.[72]

Two experimental features, both of which never reached maturity, were removed in May 2017: The DirectX 12 renderer – which found a suitable replacement in the Vulkan back-end – and the alternative CPU emulator JIT IL.[73][74]

Continuing this year's earlier work on graphics performance-related matters, Dolphin developers implemented a solution for the long-standing problem known as shader compilation stuttering.[75] The stuttering is caused by the emulator waiting for the graphics driver to compile shaders required for new environments or objects. The solution that the Ubershaders – in development since 2015[76] – present to the problem was to emulate the Wii's and GameCube's rendering pipeline by way of an interpreter running on the host system's graphics processor itself until a specialized shader has been compiled and can be used for future frames, at a lower cost to performance.[75]

18 August 2017 marks the culmination of work started in late 2016 when the cross-platform MMORPG Dragon Quest X was added to the list of playable games just two months before support for the online functionality of the Wii version was dropped.[77] The addition relied on a number of features that had been previously added to the emulator simply for the sake of accuracy, such as support for the Wii Shop Channel. Support for Wii File System, an encrypted file system that was originally designed for the Wii U, was also added after a rigorous amount of reverse engineering.[77]

In the first half of 2018 Dolphin's developers deprecated the wxWidgets GUI toolkit and replaced it with one based on Qt because the original GUI toolkit's limitations stood in the way of implementing new features.[5][6][7] Among the other newly introduced features were Asynchronous Shader Compilation similar to Ishiiruka,[78] an auto-update feature,[79] and integration with Discord.[80]

In the summer of 2018 Dolphin's Vulkan renderer was brought to macOS via MoltenVK[81] and the Android version was brought back to Google Play with monthly updates.[82] In April 2019, Dolphin added 3 new features; unification of common video backends, a NetPlay Server browser, and Wii MotionPlus emulation. The DirectX 12 renderer was also brought back.

During the timeframe between November 2019 and January 2020 support for Windows 10 on ARM has been added. According to the developers, “[i]t turned out to be quite easy” because support for AArch64 hardware has already been present as part of the Android port.[16]

In the May and June progress report for 2020 the Dolphin team unveiled a new compression format which was built upon the WIA format called RVZ.[83] It is claimed that the new format compared to the NKit format RVZ is able to have properly emulated load times.[84] Additionally it is claimed that while remaining lossless it comes very close to the filesizes of scrubbed WIA and GCZ files.[84]

In the December 2020 and January 2021 progress report the Dolphin team reports that support had been added for Nintendo DS communication. While they state that this definitely would not lead to Dolphin and DS emulator operability, with physical hardware or with emulator, it fixes a crash present in Driver and other games that attempt to initiate DS communications.[85]

In July 2021, the Dolphin team announced the integration of the mGBA emulator into Dolphin, allowing a Game Boy Advance emulator to run within Dolphin simultaneously to simulate GameCube-GBA connectivity. In addition to supporting transfer of data to and from emulated GBA titles, up to four Game Boy Advance instances can be simultaneously active in Dolphin at once, making multiplayer in games that require the GBA such as The Legend of Zelda and Final Fantasy Crystal Chronicles viable within Dolphin locally and via netplay.[86]

Features

Peripherals connected to the Bluetooth-enabled Wii remotes also work with Dolphin

Features of Dolphin include the ability to start games regardless of region, record tool-assisted speedruns,[87][88][89] and the use of cheat codes with Action Replay and Gecko. Functions of the original GameCube controllers and Wii Remotes can be mapped to PC controllers.[90][91] The emulator allows for the use of real GameCube controllers through the use of a USB adapter[92][18] and Wii Remotes through Bluetooth connection.[17] Controller expansions are also supported, including the Wii MotionPlus adapter, Wii Nunchuk, Classic controller, Guitar, Drums, and Turntable.[93]

Two kinds of network play are supported by Dolphin: Emulated local multiplayer[94] and Nintendo Wi-Fi Connection.[95] The first only works among Dolphin users. It applies to games that by default have no online option. The second kind is for online gameplay for WFC supported Wii games with other Dolphin users as well as real Wii users.[47][96][95]

Game progress can be saved on virtual GameCube Memory Cards, emulated Wii flash memory, and save states. Dolphin features a Memory Card Manager which allows transfer of save files to and from virtual GameCube memory cards.[97]

In conjunction with an integrated Game Boy Advance emulator, Dolphin supports linking GameCube and Game Boy Advance titles.[86]

Graphical improvements

Demonstration of anti-aliasing using simple shapes

Like many other console emulators on PC, Dolphin supports arbitrary resolutions,[58][98][99] whereas the GameCube and Wii only support up to 480p.[100]

Dolphin can load customized texture maps.[26] These can also be of higher resolution than the original textures.[101] The emulator also has the ability to export a game's textures in order for graphic artists to modify them.

Dolphin can output stereoscopic 3D graphics on any platform Dolphin runs. Special hardware such as Nvidia 3D Vision is also supported. The ability to play games in stereoscopic 3D is a feature the original consoles never had,[102] although Nintendo did originally plan to release a stereoscopic 3D add-on screen for the GameCube.[103]

Additional features to further enhance the graphics quality are also available. Dolphin supports spatial anti-aliasing, anisotropic filtering, post-processing pixel shaders, and a widescreen hack for forcing widescreen output on games that do not support it natively.[104] Games can also achieve higher-than-intended frames per second.[105]

Reception

The Dolphin emulator has been well received by the gaming community, with the program's ability to run games at a higher resolution than the GameCube's native 480i and Wii's native 480p resolution receiving particular praise from the gaming community.[106][98][99][107]PC Gamer editor Wes Fenlon called it "one of the only emulators to make many games better" and praised it for continually "making major, sometimes huge improvements to compatibility and performance".[34]Wololo.net praised the system's high compatibility.[108]

Dolphin has been used by some people as a tool to mitigate certain shortcomings for gamers; in 2012, business owner and father Mike Hoye, who had been playing The Legend of Zelda with his daughter and realized that the game referred to the main character as a male individual regardless of the inputted name, changed all of the game's cutscene dialogue text to refer to a girl instead of a boy by editing it through a hex editor, testing out the game's ISO using Dolphin.[109] The emulator's Netplay feature has been described by ArsTechnica to be serving as an alternative to the discontinued Nintendo Wi-Fi Connection.[95]

(As of March 2017), Dolphin has approximately 50000 daily active users, according to Dolphin's opt-inanalytics.[26]

Variants & Forks

Dolphin Triforce

Logo of the Triforce arcade system

A version of Dolphin made to emulate the Triforce arcade system titled Dolphin Triforce was in development by the Dolphin team, but was eventually disabled after development priorities shifted and the feature became unmaintained.[71] Downloads of Dolphin Triforce are still available from the website[110] and the source code is available from GitHub in a dedicated repository.[111]

Dolphin VR

Dolphin VR is a third-party project aimed to extend Dolphin with the ability to play games “in Virtual Reality with accurate life-size scale, full FOV [field of view], a 3D HUD, independent aiming, and the ability to look around.”[112]HTC Vive and Oculus Rift are supported.[113]

PC Gamer tested a few games with Dolphin VR. Metroid Prime and F-Zero GX received especially high praise with one editor feeling “childlike wonder when playing Metroid Prime in VR” and another stating that “F-Zero [is] the thing that sold me on Dolphin VR”.[113]

The latest release is 5.0[114] and the source code is hosted on GitHub.[115] The Free Software Foundation maintains the position that GPL software cannot be combined with Oculus SDK's license.[116]

DolphiniOS

DolphiniOS is a third-partyfork[117] of Dolphin for Apple iOS.[118] It is not available on the App Store, instead being distributed through a Cydia repository for jailbroken devices, an AltStore repository, or an IPA package for sideloading.[119][120]

DolphiniOS used to be monetized by having beta releases be available earlier to Patreons; their Patreon program has been paused (As of October 2020) and they claim that they are now permanently discontinuing this practice.[121] Along with this they also announced that the project would be going on hiatus due to the lead developer going on break.[121][122]

The first pre-release version went public on 9 December 2019[123] with the 1.0 release following a week later.[120] Version 2.0 has been released only a month later on 9 January 2020. The 2.0 version supports physical controllers, among other new features.[124] Version 3.0 was released on the 20 June 2020.[125] Notable new features include the ability to display your games in a grid, the ability to update the Wii System Menu like on the desktop version of Dolphin, the ability to install WADS to the Wii NAND and the ability to change disc while the emulator is running.[125] Versions 3.1.1 and 3.2.0 beta 1 have been released since the hiatus announcement. Rumble and motion control support was added for DualShock 4s and DolphiniOS now functions properly for users of the Odyssey jailbreak.[126]

A writer from Wololo.net wrote regarding the performance of DolphiniOS: “On my iPad Pro 10.5-inch (A10X), Mario Kart Wii works pretty well and playing through the first two tracks of the Mushroom Cup provided excellent results!"[127]

The source code is hosted on GitHub.[128]

Ishiiruka

Logo for Ishiiruka

In reaction to the removal of DirectX 9 support, Dolphin developer Tino created an unofficial fork called Ishiiruka on 18 October 2013.[129] The name is Japanese for Dall's porpoise.[130] Although the focus is Windows with DirectX 9 and 11 support,[131] Linux versions also exist.[132][133]

The fork attempts to remedy performance problems present in Dolphin such as microstuttering due to shader compilation.[134] Ishiiruka serves as base for the canonical client of the Super Smash Bros. Melee Netplay communities Faster Melee[135] and SmashLadder.[136]

John Linneman of Eurogamer talks in the October 2016 Metroid Prime episode of their Digital Foundry Retro video series about Ishiiruka. He compares playing Metroid Prime via Ishiiruka to playing it on original hardware, Wii and GameCube, and upstream Dolphin. Linneman argues that “the benefits [of emulation] kind of outweigh any of the smaller issues that you might encounter”. He continues to point out features of Ishiiruka that “allow you to push the visuals beyond what you can achieve using standard Dolphin. For instance, you can add lots of cool additional enhancements like depth of field, ambient occlusion, various types of color correction and a whole lot more […]. It's also worth noting that this version of Dolphin helps avoid the shader compilation stutters that plagued the official release of the emulator and it leads to a much more fluid experience.”[134]

As with Dolphin, development is hosted on GitHub.[137]

PrimeHack

PrimeHack is a version of Dolphin created by shiiion that has been modified to play Metroid Prime on PC with keyboard and mouse controls.[138] Two variants exist of PrimeHack – one is based on Ishiiruka,[139] the other one on Dolphin proper.[140] The latter is as of October 2019 the focus of development[141] after it laid dormant between February and October 2019.

The source code is hosted on GitHub.[139][140]

See also

  • List of video game console emulators
  • Cemu – Wii U emulator
  • Citra – Nintendo 3DS emulator co-maintained by Dolphin maintainer Mat M./Lioncache
  • Yuzu - Nintendo Switch emulator
  • PCSX2 – Another sixth generation console emulator (PlayStation 2)
  • PPSSPP – PlayStation Portable emulator by Dolphin co-founder Henrik Rydgård
  • VisualBoyAdvance – Game Boy Advance emulator compatible with Dolphin's Link Cable emulation

Notes

  1. ↑Since 4.0-6349
  2. ↑From 2.0 to 4.0-6341

References

  1. 1.01.1Rydgård, Henrik. "Projects". http://henrikrydgard.com/pages/projects. 
  2. 2.02.1"PPSSPP". Emulation King. https://emulationking.com/ppsspp/. 
  3. 3.03.1Perez, Daniel (24 June 2016). "Dolphin emulator launches version 5.0, becoming most accurate and efficient release to date". Shacknews. http://www.shacknews.com/article/95504/dolphin-emulator-launches-version-50-becoming-most-accurate-and-efficient-release-to-date. 
  4. ↑"Dolphin on github.com". 9 November 2019. https://github.com/dolphin-emu/dolphin. 
  5. 5.05.1"Dolphin Progress Report: May 2017 – Qt-ie Patootie". Dolphin Emulator Project. https://dolphin-emu.org/blog/2017/06/03/dolphin-progress-report-may-2017/#qt-ie-patootie. 
  6. 6.06.1"The Legend of Dolphin: A Lens Between Worlds". Dolphin Emulator Project. https://dolphin-emu.org/blog/2018/05/02/legend-dolphin-lens-between-worlds/#epilogue-tldr. 
  7. 7.07.1"Dolphin Emulator - Dolphin Progress Report_ January 2018". https://dolphin-emu.org/blog/2018/02/03/dolphin-progress-report-january-2018/#irresistibly-qt. 
  8. 8.08.18.28.38.48.5"Dolphin FAQ". Dolphin Emulator Project. https://dolphin-emu.org/docs/faq/. 
  9. ↑"Dolphin Emulator". transifex.com. https://www.transifex.com/projects/p/dolphin-emu/. 
  10. 10.010.1JMC47; MaJoR. "Relicensing Dolphin: The long road to GPLv2+". Dolphin Emulator Project. https://dolphin-emu.org/blog/2015/05/25/relicensing-dolphin/. 
  11. 11.011.111.2Dawe, Liam (27 June 2016). "Dolphin, the GameCube and Wii emulator is working on a Vulkan backend". GamingOnLinux. https://www.gamingonlinux.com/articles/dolphin-the-gamecube-and-wii-emulator-is-working-on-a-vulkan-backend.7509. 
  12. 12.012.1"Dolphin Emulator" (in en-us). https://dolphin-emu.org/docs/guides/performance-guide/#System_Requirements. 
  13. ↑"MacOS: Fixes configuration hang; bump MacOS SDK". https://github.com/dolphin-emu/dolphin/commit/21f42fafb7f6d5a7dd696d83c1892bf5326ff05f. 
  14. 14.014.1"Obituary for 32-bit". Dolphin Emulator Project. 19 May 2014. https://dolphin-emu.org/blog/2014/05/19/obituary-32bit/. 
  15. 15.015.115.2"June 2015 Progress Report – Remove ARMv7 Support". Dolphin Emulator Project. https://dolphin-emu.org/blog/2015/07/01/dolphin-progress-report-june-2015/#40-6676-remove-armv7-support-by-sonicadvance1. 
  16. 16.016.1"Dolphin Progress Report: December 2019 and January 2020". https://dolphin-emu.org/blog/2020/02/07/dolphin-progress-report-dec-2019-and-jan-2020/#50-11409-platform-support-for-windows-on-arm64-and-50-11455-dolphinqt-support-compiling-on-arm64-by-stenzek. 
  17. 17.017.1Retting, Georg (17 November 2011). "Wii-Spiele und -Steuerung auf dem PC in HD mit "Dolphin"" (in de). PC Magazin. Weka Media Publishing GmbH. p. 2. http://www.pc-magazin.de/ratgeber/systemvoraussetzungen-206263.html. 
  18. 18.018.118.2"Dolphin now has native GameCube controller support with Wii U adapter". PC Gamer. http://www.pcgamer.com/dolphin-emulator-now-has-native-gamecube-controller-support-thanks-to-nintendos-wii-u-adapter/. 
  19. ↑"Hardware Review: Mayflash DolphinBar". Dolphin Emulator Project. 23 August 2014. https://dolphin-emu.org/blog/2014/08/23/dolphinbar-review/. 
  20. ↑"Android 5.0 required for new builds". Dolphin Emulator Project. https://github.com/dolphin-emu/dolphin/pull/2501. 
  21. ↑"Bumps compile API to 29 (Q) and removes deprecated calls and unnecessary casts". Dolphin Emulator Project. https://github.com/dolphin-emu/dolphin/pull/7864. 
  22. 22.022.1Sarkar, Samit (11 April 2017). "GameCube emulator Dolphin runs very well on Samsung Galaxy S8". Polygon. http://www.polygon.com/2017/4/11/15260850/samsung-galaxy-s8-dolphin-emulator-gamecube. 
  23. 23.023.1Ganos, Jason (11 April 2017). "GameCube emulation running perfectly on Galaxy S8". Nintendo Wire. http://nintendowire.com/news/2017/04/11/gamecube-emulation-running-perfectly-galaxy-s8/. 
  24. ↑"Dolphin Emulator and OpenGL drivers – Hall of Fame/Shame". Dolphin Emulator Project. 26 September 2013. https://dolphin-emu.org/blog/2013/09/26/dolphin-emulator-and-opengl-drivers-hall-fameshame/. 
  25. ↑Davenport, Corbin (1 October 2016). "Dolphin emulator adds Vulkan support for Android". Android Police. http://www.androidpolice.com/2016/10/01/dolphin-emulator-adds-vulkan-support-android/. 
  26. 26.026.126.226.3Fenlon, Wes (28 March 2017). "The ethics of emulation: how creators, the community, and the law view console emulators". PC Gamer. Future US. http://www.pcgamer.com/the-ethics-of-emulation-how-creators-the-community-and-the-law-view-console-emulators/. 
  27. 27.027.1Deleon, Nicholas (12 April 2010). "Dolphin, the Wii and GameCube emulator, has its first post-open source release. It's really good.". TechCrunch. https://techcrunch.com/2010/04/12/dolphin-the-wii-and-gamecube-emulator-has-its-first-post-open-source-release-its-really-good/. 
  28. 28.028.128.228.3"ANNOUNCE: Dolphin Now Open Source". The Emulation64 Network. 13 July 2008. http://www.emulation64.com/view/1701/ANNOUNCE-Dolphin-Now-Open-Source-/. 
  29. ↑Chan, Matt (2 December 2010). "Dolphin: the Gamecube & Wii Emulator for Mac". OSXDaily. http://osxdaily.com/2010/12/02/gamecube-wii-emulator-for-mac/. 
  30. ↑"Dolphin 4.0 Release Announcement". Dolphin Emulator Project. 22 September 2013. https://dolphin-emu.org/blog/2013/09/22/dolphin-40-release-announcement/. 
  31. ↑"Say Hello to Project Dolphin". 4 May 1999. https://www.ign.com/articles/1999/05/05/say-hello-to-project-dolphin. 
  32. ↑Zackheim, Ben (21 December 2004). "Dolphin emulator final build available". http://www.joystiq.com/2004/12/21/dolphin-emulator-final-build-available/. 
  33. ↑"Dolphin Final 1.03 BETA Released". The Emulation64 Network. 27 October 2005. http://www.emulation64.com/view/314/Dolphin-Final-103-BETA-Released/. 
  34. 34.034.1"How GameCube/Wii emulator Dolphin got a turbocharge". PC Gamer. http://www.pcgamer.com/how-gamecubewii-emulator-dolphin-got-a-turbocharge/. 
  35. ↑"Dolphin SVN build 1943 – GameCube/Nintendo Wii Emulator for Windows". The Emulation64 Network. 24 January 2009. http://www.emulation64.com/view/1744/Dolphin-SVN-build-1943-GamecubeNintendo-Wii-Emulator-for-Windows-/. 
  36. ↑"Dolphin SVN build 2018 – GameCube/Nintendo Wii Emulator for Windows". The Emulation64 Network. 26 January 2009. http://www.emulation64.com/view/1752/Dolphin-SVN-build-2018-GamecubeNintendo-Wii-Emulator-for-Windows-/. 
  37. ↑"Commits – dolphin-emu". Dolphin Emulator Project. https://github.com/dolphin-emu/dolphin/commits/master/. 
  38. ↑"Super Smash Bros. Brawl on Dolphin the Wii Emulator (720p HD) – News". 18 March 2009. https://www.youtube.com/watch?v=eXEwDsssA94. 
  39. ↑"Dolphin Bi-Weekly Unofficial SVN build 3972". EmuCR. 15 August 2009. http://www.emucr.com/2009/08/dolphin-bi-weekly-unofficial-svn-build_15.html. 
  40. ↑"Dolphin Bi-Weekly Unofficial SVN build 4460". EmuCR. 27 October 2009. http://www.emucr.com/2009/10/dolphin-bi-weekly-unofficial-svn-build.html. 
  41. ↑"Official 2.0 Dolphin Emulator Announcement". Dolphin Emulator Project. http://www.dolphin-emu.com/news.php. 
  42. 43.043.143.2F., Ryan (24 June 2011). "Dolphin v3.0 now available". QuickJump Gaming Network. Keebali Media. http://www.qj.net/wii/news/dolphin-emulator-svn-r7613-released.html. 
  43. ↑"Dolphin 3.5 Release Announcement". https://forums.dolphin-emu.org/Thread-dolphin-3-5-release-announcement. 
  44. ↑Rasputin, Gregory (31 December 2012). "[Released Dolphin Emulator v3.5"]. WiiUHaX. https://wiiuhax.com/released-dolphin-emulator-v3-5/. 
  45. ↑"[New App Dolphin GameCube And Wii Emulator Arrives In Google Play As A (Very Buggy) Pre-Alpha"]. Android Police. http://www.androidpolice.com/2013/04/09/new-app-dolphin-gamecube-and-wii-emulator-arrives-in-google-play-as-a-very-buggy-pre-alpha/. 
  46. 47.047.1"Dolphin 4.0 Release Announcement". Dolphin Emulator Project. https://dolphin-emu.org/blog/2013/09/22/dolphin-40-release-announcement/. 
  47. ↑"Dolphin Emulator 4.0 Released For GameCube, Wii". https://www.phoronix.com/scan.php?page=news_item&px=MTQ2NzE. 
  48. ↑"Dolphin 4.0.1". The Emulation64 Network. 4 November 2013. http://www.emulation64.com/view/2402/Dolphin-401/. 
  49. ↑"Dolphin 4.0.1 Release Announcement". Dolphin Emulator Project. https://dolphin-emu.org/blog/2013/10/21/dolphin-401-release-announcement/. 
  50. ↑"Dolphin 4.0.2". The Emulation64 Network. 5 December 2013. http://www.emulation64.com/view/2408/Dolphin-402/. 
  51. ↑"Dolphin 4.0.2 Release Announcement". Dolphin Emulator Project. https://dolphin-emu.org/blog/2013/11/30/dolphin-402-release-announcement/. 
  52. ↑"D3D9: Why It's Not a Part of Dolphin's Future". https://dolphin-emu.org/blog/2013/10/12/d3d9-why-its-not-part-dolphins-future/. 
  53. ↑"Steady Improvements to Dolphin Emulator Open More Games from Nintendo to Android Devices, PCs". Legit Reviews. http://www.legitreviews.com/steady-improvements-dolphin-emulator-open-games-nintendo-android-devices-pcs_154619. 
  54. ↑"The Rise of HLE Audio". Dolphin Emulator Project. 12 November 2014. https://dolphin-emu.org/blog/2014/11/12/the-rise-of-hle-audio/. 
  55. 56.056.1"Best Core Changes of 2014". Dolphin Emulator Project. https://dolphin-emu.org/blog/2014/12/23/best-core-changes-2014/. 
  56. ↑"Best Bug Fixes of 2014". Dolphin Emulator Project. https://dolphin-emu.org/blog/2014/12/17/best-bug-fixes-2014/. 
  57. 58.058.1"Best New Features of 2014". Dolphin Emulator Project. https://dolphin-emu.org/blog/2014/12/19/best-new-features-2014/. 
  58. 59.059.1Plunkett, Luke (1 July 2015). "GameCube Games Now Running On One Android Device". Kotaku. Gizmodo Media Group. http://kotaku.com/gamecube-games-now-running-on-one-android-device-1715286270. 
  59. ↑Plunkett, Luke (19 August 2015). "The New Era of HLE Audio". Kotaku. Gizmodo Media Group. http://kotaku.com/it-s-a-little-technical-but-this-post-by-the-dolphin-t-1725223257. 
  60. ↑"The New Era of HLE Audio". Dolphin Emulator Project. 19 August 2015. https://dolphin-emu.org/blog/2015/08/19/new-era-hle-audio/. 
  61. ↑"Dolphin Emulator progress report december 2015". Dolphin Emulator Project. https://dolphin-emu.org/blog/2016/01/02/dolphin-progress-report-december-2015/. 
  62. ↑"Dolphin emulator sees big speed improvements with DirectX 12 support". PC Gamer. http://www.pcgamer.com/dolphin-emulator-sees-big-speed-improvements-with-directx-12-support/. 
  63. ↑"Dolpin 5.0 Emulator Released, Now Requires OpenGL 3 & 64-bit". Phoronix. https://www.phoronix.com/scan.php?page=news_item&px=Dolphin-5.0-Released. 
  64. ↑"Dolphin Emulator Is Working On A Vulkan Backend". Phoronix. https://www.phoronix.com/scan.php?page=news_item&px=Vulkan-For-Dolphin. 
  65. ↑Dawe, Liam (23 July 2016). "Vulkan backend for the Dolphin emulator is now feature complete". GamingOnLinux. https://www.gamingonlinux.com/articles/vulkan-backend-for-the-dolphin-emulator-is-now-feature-complete.7711. 
  66. ↑"Dolphin Emulator's Vulkan Back-End Is Now Feature Complete". Phoronix. https://www.phoronix.com/scan.php?page=news_item&px=Dolphin-Vulkan-Feature-Complete. 
  67. ↑"Dolphin GameCube/Wii Emulator Lands Its Vulkan Backend". Phoronix. 1 October 2016. http://www.phoronix.com/scan.php?page=news_item&px=Dolphin-Vulkan-Lands. 
  68. ↑Frank, Allegra (6 September 2016). "Dolphin emulator can now boot up entire GameCube library". Vox Media. http://www.polygon.com/2016/9/6/12817668/dolphin-emulator-gamecube-games. 
  69. ↑"Dolphin emulator can now boot every single official GameCube game". PC Gamer. http://www.pcgamer.com/dolphin-emulator-can-now-boot-every-single-official-gamecube-game/. 
  70. 71.071.1"Dolphin Emulator". Dolphin Emulator Project. https://dolphin-emu.org/blog/2016/09/01/dolphin-progress-report-august-2016/. 
  71. ↑Orland, Kyle (21 March 2017). "This Wii emulator lets you buy actual games from Nintendo's Shop Channel". Ars Technica. https://arstechnica.com/gaming/2017/03/this-wii-emulator-lets-you-buy-actual-games-from-nintendos-shop-channel/. 
  72. ↑"Dolphin Progress Report: May 2017". Dolphin Emulator Project. https://dolphin-emu.org/blog/2017/06/03/dolphin-progress-report-may-2017/. 
  73. ↑"Dolphin Emulator Drops D3D12 Backend, Focuses On Vulkan". Phoronix. http://www.phoronix.com/scan.php?page=news_item&px=Dolphin-May-2017-Recap. 
  74. 75.075.1"The GameCube and Wii emulator, Dolphin, implements "Ubershaders" to solve stuttering". GamingOnLinux. 30 July 2017. https://www.gamingonlinux.com/articles/the-gamecube-and-wii-emulator-dolphin-implements-ubershaders-to-solve-stuttering.10068/. 
  75. ↑"Ubershaders: A Ridiculous Solution to an Impossible Problem". 30 July 2017. https://dolphin-emu.org/blog/2017/07/30/ubershaders/. 
  76. 77.077.1"Emulating Dragon Quest X Online". 23 August 2017. https://dolphin-emu.org/blog/2017/08/23/emulating-dqx-online/. 
  77. ↑"Dolphin Progress Report: February and March 2018 – The Great VideoCommon Rewrite". Dolphin Emulator Project. https://dolphin-emu.org/blog/2018/04/02/dolphin-progress-report-february-and-march-2018/#the-great-videocommon-rewrite. 
  78. ↑"Dolphin Progress Report: April and May 2018 – Enable Auto-Updater by Default". Dolphin Emulator Project. https://dolphin-emu.org/blog/2018/06/03/dolphin-progress-report-april-and-may-2018/#50-7088-enable-auto-updater-by-default-by-spycrab0-and-delroth. 
  79. ↑"Dolphin Progress Report: June 2018". Dolphin Emulator Project. https://dolphin-emu.org/blog/2018/07/06/dolphin-progress-report-june-2018/#50-8232-discord-rich-presence-support-by-yourwaifu. 
  80. ↑"Dolphin will be getting Vulkan support on macOS using MoltenVK". http://iphoneparadise.com/2018/06/03/dolphin-will-be-getting-vulkan-support-on-macos-using-moltenvk/. 
  81. ↑"The Dolphin Android emulator for GameCube/Wii is back on the Play Store". https://www.androidauthority.com/dolphin-android-emulator-892267/. 
  82. ↑"Add support for the WIA and RVZ disc image formats by JosJuice · Pull Request #8538 · dolphin-emu/dolphin" (in en). https://github.com/dolphin-emu/dolphin/pull/8538#issuecomment-628153044. 
  83. 84.084.1"Dolphin Emulator" (in en-us). https://dolphin-emu.org/blog/2020/07/05/dolphin-progress-report-may-and-june-2020/#cuthere. 
  84. ↑"Dolphin Emulator" (in en-us). https://dolphin-emu.org/blog/2021/02/11/dolphin-progress-report-december-2020-and-january-2021/. 
  85. 86.086.1"mGBA Integration: Introducing the Integrated GBA" (in en-us). https://dolphin-emu.org/blog/2021/07/21/integrated-gba/. 
  86. ↑Patrick Klepek. "Nintendo Emulator Developer Passes Away". Kotaku. Gizmodo Media Group. http://kotaku.com/nintendo-emulator-developer-passes-away-1700484468. 
  87. ↑"Dolphin Emulator Contributor Rachel Bryk Passes Away". Total Gaming Network. http://totalgamingnetwork.com/content.php?3142-Dolphin-Emulator-Contributor-Rachel-Bryk-Passes-Away. 
  88. ↑"A Commemoration for Rachel Bryk". Dolphin Emulator Project. https://dolphin-emu.org/blog/2015/04/25/commemoration-rachel-bryk/. 
  89. ↑"Configuring Controllers". Dolphin Emulator Project. https://wiki.dolphin-emu.org/index.php?title=Configuring_Controllers. 
  90. ↑"Der Gamecube-Emulator: Mit Dolphin alte Klassiker am PC und auf Android zocken" (in de). GIGA. http://www.giga.de/konsolen/gamecube/specials/der-gamecube-emulator-mit-dolphin-alte-klassiker-am-pc-und-auf-android-zocken/. 
  91. ↑Plunkett, Luke (9 December 2011). "How To Play Wii Games In High Definition, On Your PC". Kotaku. Gizmodo Media Group. http://kotaku.com/5866481/how-to-play-wii-games-in-high-definition-on-your-pc. 
  92. ↑"Install Dolphin Emulator 4.0 in Ubuntu 13.10 or Linux Mint 16". UbuntuHandbook. http://ubuntuhandbook.org/index.php/2013/10/install-dolphin-emulator-ubuntu-13-10-linux-mint-16/. 
  93. ↑Salvato, Dan (2 June 2016). "Dolphin 5.0 and Netplay: Everything You Should Know". https://www.smashladder.com/blogs/view/26m0/2016-06-02/dolphin-5-0-and-netplay-everything-you-should-know. 
  94. 95.095.195.2"The day the Mario Kart died: Nintendo's kill switch and the future of online consoles". Ars Technica. https://arstechnica.com/gaming/2014/02/the-day-the-mario-kart-died-nintendos-killswitch-and-the-future-of-online-consoles/. 
  95. ↑"Official Dolphin Emulator Website – Wii Network Guide". Dolphin Emulator Project. https://dolphin-emu.org/docs/guides/wii-network-guide/. 
  96. ↑"Best New Features of 2014: Ability to use a folder as a Memory Card". Dolphin Emulator Project. https://dolphin-emu.org/blog/2014/12/19/best-new-features-2014/#ability-to-use-a-folder-as-a-memory-card-by-lpfaint99. 
  97. 98.098.1Purchese, Robert (6 July 2009). "Wii emulator runs Mario Galaxy in 720p News". http://www.eurogamer.net/articles/wii-emulator-runs-mario-in-720p-article. 
  98. 99.099.1Pereira, Chris. "See What Super Mario Galaxy Looks Like in 720p". http://www.1up.com/news/super-mario-galaxy-720p. 
  99. ↑Matulef, Jeffrey (17 March 2017). "Wii emulator so accurate you can buy games from the Wii Shop Channel". Eurogamer. http://www.eurogamer.net/articles/2017-03-17-wii-emulator-is-so-accurate-you-can-buy-games-from-the-wii-shop-channel. 
  100. ↑"Zelda: Twilight Princess with Re-Texture Pack (Dolphin)". GamesAktuell.de. 26 April 2011. http://www.gamesaktuell.de/The-Legend-of-Zelda-Twilight-Princess-Wii-138421/News-eng/Zelda-Twilight-Princess-with-Re-Texture-Pack-Dolphin-821930/. 
  101. ↑"Dolphin Progress Report: December 2014 – Enable 3D Stereoscopy by Armada651". Dolphin Emulator Project. https://dolphin-emu.org/blog/2015/01/01/dolphin-progress-report-december-2014/#40-4889-enable-3d-stereoscopy-by-armada651. 
  102. ↑"And That's How the Nintendo 3DS Was Made". Iwata Asks. Nintendo. 2011. http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/2. "[…] Nintendo GameCube system actually had 3D-compatible circuitry built in. […] Nintendo GameCube could display 3D images if you attached a special LCD, but that special liquid crystal was really expensive back then." 
  103. ↑"Dolphin Emulator". The Emulation64 Network. http://www.emulation64.com/guides/20/4/dolphin-emulator.html. 
  104. ↑"Super Mario Sunshine reaches 60fps with new Dolphin hacks". PC Gamer. http://www.pcgamer.com/super-mario-sunshine-reaches-60fps-with-new-dolphin-hacks/. 
  105. ↑Plunkett, Luke (27 March 2009). "How Your Wii Games Would Look In 720p". Kotaku. Gizmodo Media Group. http://kotaku.com/5187762/how-your-wii-games-would-look-in-720p. 
  106. ↑"Emulator runs Wii games in 720p while we wonder what might have been". Engadget. https://www.engadget.com/2009/03/31/emulator-runs-wii-games-in-720p-while-we-wonder-what-might-have/. 
  107. ↑"GameCube & Wii emulator Dolphin 5.0 released". Wololo.net. 25 June 2016. http://wololo.net/2016/06/25/gamecube-wii-emulator-dolphin-5-0-released/. 
  108. ↑""I am no man": For Zelda-playing daughter, dad gives Link a sex change". Ars Technica. https://arstechnica.com/gaming/2012/11/i-am-no-man-for-zelda-playing-daughter-dad-gives-link-a-sex-change/. 
  109. ↑"Downloads – Triforce branch". Dolphin Emulator Project. https://dolphin-emu.org/download/list/Triforce/. 
  110. ↑"Triforce source code branch". Waddlesplash. GitHub. https://github.com/waddlesplash/dolphin/tree/triforce. 
  111. ↑"Dolphin VR – A GameCube and Wii Emulator with VR Support". https://dolphinvr.wordpress.com/. 
  112. 113.0113.1"Nintendo games can work shockingly well in Dolphin VR". PC Gamer. http://www.pcgamer.com/nintendo-games-can-work-shockingly-well-in-dolphin-vr/. 
  113. ↑Donnelly, Joe (13 July 2016). "Play Metroid Prime in VR with Dolphin emulator". Rock, Paper, Shotgun. https://www.rockpapershotgun.com/2016/07/03/metroid-prime-in-cybervisors-with-dolphin-vr-emulator/. 
  114. ↑"Dolphin VR". GitHub. https://github.com/CarlKenner/dolphin. 
  115. ↑"Various Licenses and Comments about Them". GNU Project. Free Software Foundation. https://www.gnu.org/licenses/license-list.en.html#OculusRiftSDK. 
  116. ↑"Archived copy". https://oatmealdome.me/blog/dolphinios-ver-1-1-0/.
Sours: https://handwiki.org/wiki/Software:Dolphin_(emulator)
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Main Page

Dolphin is an open-source emulator for the Nintendo GameCube and Wii with support for Microsoft Windows, Linux, Mac OS X, and Android. Dolphin was the first emulator to boot GameCube and later Wii games, and now boasts compatibility with most titles for those game systems. With a huge community of developers and users around the world, Dolphin continues to gain compatibility, performance, and new features to this day.

Compatibility lists

Gamecube.png

Nintendo GameCube

Wii.png

Wii

WiiWare.png

WiiWare

WiiChannels.png

Wii Channels

Virtual Console Nav.png

Virtual Console

Updating compatibility ratings

Ratings are based on emulation compatibility for the latest development version of the master branch. These ratings are universal, used throughout the wiki, forum, and the main Dolphin site. To update a rating, click on the icon Note.svg.png next to the rating stars. The corresponding rating page will open and the only thing that you have to do is change the number.

Dolphin Emulator Wiki

In the same way as Dolphin, this wiki is a community driven project. Anyone can edit most pages! A lot of time and work is needed to make this the best resource available. One single person is not capable of achieving this. With everyone's help we can achieve our goals. Therefore, every bit of information is welcome and appreciated.

Getting started

Not sure where to start?
Adding content
  • Every wiki has articles that need help called "wanted articles". Don't be shy, get in there.
  • Uploading images is another really easy way to help out – see the upload file page!
  • To Do – A list of stuff "To Do" on this wiki.
Talk and more...
  • Consult the community portal to see what the community is working on or to give feedback.
Sours: https://wiki.dolphin-emu.org/index.php?title=Main_Page
Install Wii Home Menu \u0026 Channels On Dolphin Emulator! (PC Windows 10)

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Emulator wiki dolphin

Dolphin

Dolphin is an open-source GameCube, Wii emulator that supports many extra features not present on the original consoles. Though early development was supported by a very active homebrew scene led by fail0verflow precursor Team Twiizers, proper emulation is still underway as of 2018 and improvements are still being made as Wii games continue to have issues.

Dolphin's official website, dolphin-emu.org, also runs a blog with monthly progress reports, tracking pull requests from contributors, and providing comprehensive and in-depth feature articles. Another site that has been confused for the real one, dolphin-emulator.com, has no connection to the project and only hosts builds going up to 4.0.

It is also available as a libretro core for RetroArch.

Download[edit]

* Linux support comes in the form of an official Ubuntu PPA. See pkgs.org for other distributions.

Recommended setup[edit]

System requirements[edit]

  • CPU: Intel Core 2 Duo 3 GHz, AMD Phenom II X4 955[1] or better
  • GPU: DirectX 11.1 or OpenGL 4.4 support or better
  • RAM: At least 2 GB

Controllers[edit]

Netplay[edit]

Main article: Dolphin Online

Widescreen[edit]

Instructional animation on how to use Swiss with Dolphin. Click to view.

Dolphin has support for widescreen output and can override the aspect ratio of the original game. However, this is a hack that rarely works without issues. To get widescreen fully natively, try Swiss. This can even be run on a real GameCube/Wii if desired.

VR support[edit]

There exists an old fork with VR support called Dolphin VR.

The Dolphin Team is working on an official VR implementation using OpenXR.[2][3]

Guides and info[edit]

References[edit]

Sours: https://emulation.gametechwiki.com/index.php/Dolphin
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Dolphin (emulator)

Nintendo GameCube and Wii emulation software

Dolphin is a free and open-sourcevideo game console emulator for GameCube and Wii[27] that runs on Windows, Linux, MacOS, and Android.[28]

It had its inaugural release in 2003 as freeware for Windows. Dolphin was the first GameCube emulator that could successfully run commercial games. After troubled development in the first years, Dolphin became free and open-source software and subsequently gained support for Wii emulation. Soon after, the emulator was ported to Linux[29] and macOS.[30] As mobile hardware got more powerful over the years, running Dolphin on Android became a viable option.

Dolphin has been well received in the IT and video gaming media for its high compatibility, steady development progress, the number of available features, and the ability to play games with graphical improvements over the original consoles.

Development[edit]

Origins (2003–2007)[edit]

Dolphin was first released in September 2003[31] by Swedish programmer Henrik Rydgård (ector) and developer F|RES[1][2] as an experimental GameCube emulator that could boot up and run commercial games. Audio was not yet emulated, and the overall performance quality was very poor. Many games crashed on start up or barely ran at all; average speed was from 2 to 20 frames per second (FPS). Its name refers to the development code name for the GameCube.[32]

Dolphin was officially discontinued temporarily in December 2004, with the developers releasing version 1.01 as the final version of the emulator.[33] The developers later revived the project in October 2005.[34]

Open source, Wii emulation, and 2.0 release (2008–2010)[edit]

Dolphin became an open-source project on 13 July 2008[29][35] when the developers released the source code publicly on a SVN repository on Google Code under the GPL-2.0-only license.[29] At this point, the emulator had basic Wii emulation implemented, limited Linux compatibility and a new GUI using wxWidgets.[29] The preview builds and unofficial SVN builds were released with their revision number (e.g., RXXXX) rather than version numbers (e.g., 1.03).[36][37] As with previous builds, differences between consecutive builds are typically minor.[38]

As of February 2009, the software was able to successfully boot and run the official Wii System Menu v1.0. Shortly after, almost all versions of the Wii system software became bootable.

By April 2009, most commercial games, GameCube and Wii alike, could be fully played, albeit with minor problems and errors, with a large number of games running with few or no defects. Adjustments to the emulator had allowed users to play select games at full speed for the first time, audio was dramatically improved, and the graphical capabilities were made more consistent aside from minor problems.[40]

By late October 2009, several new features were incorporated into the emulator, such as automatic frame-skipping, which increased the performance of the emulator, as well as increased stability of the emulator overall.[41] Also improved was the Netplay feature of the emulator, which allowed players to play multiplayer GameCube and Wii games online with friends, as long as the game did not require a Wii Remote. The emulator's GUI was also reworked to make it more user-friendly, and the DirectX plug-in received further work.[42]

On 12 April 2010 Dolphin 2.0 was released.[43][28]

3.0 and 3.5 releases (2010–2012)[edit]

By the end of November 2010, the developers had fixed most of the sound issues such as crackling, added compatibility with more games, and increased the overall emulation speed and accuracy.[citation needed]

In June 2011, version 3.0 was released.[44] Strange user interface behavior, crashes, graphical glitches and other various issues were fixed. The release notes state that the majority of games "run perfectly or with minor bugs.”[44] The release featured redesigned configuration windows, an improved LLE sound engine, new translations, added support for the Wii Remote speaker, EFB format change emulation, graphics debugger and audio dumping among several other new features. The 3.0 release removed the plug-in interface in order to “allow for a much better integration with the other parts of Dolphin.” The developers also added a Direct3D 11 video back-end and an XAudio2 audio back-end.[44]

On 25 December 2012, version 3.5 of Dolphin was released, featuring support for emulating the GameCube Broadband Adapter and Microphone accessories. It introduced a FreeBSD port, free replacement for the DSPfirmware, and the WBFS file format.[45][46]

Port to Android and 4.0 release (2013)[edit]

On 6 April 2013, the Dolphin development team released the first builds for Google's Android mobile operating system.[47] As of September 2013, only a handful of devices contained the hardware to support OpenGL ES 3.0, with Google officially supporting the standard in software since July 2014 with the introduction of Android 4.3 Jelly Bean. Games run at an average of 1 FPS. The developer has cited the Samsung Galaxy S4 as one of the first phones capable of playing games at higher speeds, but even it would have considerable performance limitations.

On 22 September 2013, version 4.0 of Dolphin was released, featuring back-end improvements to OpenGL rendering and OpenAL audio, broader controller support, networking enhancements, and performance tweaks for macOS and Linux builds.[48][49] Months later, versions 4.0.1[50][51] and 4.0.2.[52][53] were released, fixing minor bugs.

Drop of legacy technologies, accuracy improvements, and 5.0 release (2013–2016)[edit]

On 12 October 2013 (4.0-155), Direct3D 9 support was removed from the project, leaving Direct3D 11 and OpenGL as the two remaining video back-ends. The Dolphin Team explained this, stating that the plug-in was "inherently flawed" and that trying to evade its several flaws "wasted time and slowed development."[54]

On 19 May 2014, the Dolphin Team announced that 32-bit support for Windows and Linux would be dropped.[10] The Dolphin Team stated that it was becoming increasingly difficult to maintain the 32-bit builds, and that the 32-bit releases simply offered an inferior experience compared to their 64-bit counterparts. Furthermore, the vast majority of their users were already using 64-bit CPUs, and most users of 32-bit builds were 64-bit compatible yet were using 32-bit by mistake. The combination of these factors made 32-bit support unnecessary. 32-bit Android builds suffered from similar issues, but ARMv7 support[55] remained for another year until the AArch64 JIT was ready and devices were available.[11]

Game Boy Advance–GameCube linking is among the features emulated by Dolphin 5.0

Throughout 2014, several features were implemented into Dolphin, including disc loading emulation, native support for GameCube controllers,[19] perfect audio emulation,[56] and bug fixes for problems which had been present since the emulator's earliest days.[57][58][59]Memory management unit (MMU) improvements allowed many games to boot and work properly for the first time.[57] Improvements towards the emulator also allowed for it to run well on Android using the Nvidia Tegra processor, albeit with minor difficulties.[60]

In coordination with the developers of the VBA-MGame Boy Advance emulator, support for linking GameCube and Game Boy Advance games was implemented into Dolphin in March 2015.[60]

On 25 May 2015 – the Dolphin Development team announced that they had successfully re-licensed the code base from "GPL-2.0-only" to "GPL-2.0-or-later" in order to improve license compatibility with other Free and open-source projects and be able to share and exchange code with them.[13][14][27]

In August 2015, the Dolphin developers announced further improvements with audio[61][62] and throughout December 2015 the Dolphin project fixed audio issues on TR Wii Remotes.[63] Two months later, in February 2016, a DirectX 12 back-end was mainlined after months of development.[64]

On 24 June 2016, version 5.0 of Dolphin was released, making various fixes and additions to the emulator.[3][65]

Post-5.0 developments (ongoing)[edit]

Development of a Vulkan-based graphics renderer began in June 2016.[14][66] After a month, the developer announced that it is “now feature-complete" and that it's "time for clean-ups/bug-fixing/performance work.“[67][68] Development of the renderer was still done in a dedicated branch for the next few months until the code was finally merged in October 2016.[69]

In September 2016, Dolphin's developers announced the emulator was now able to boot all official GameCube titles. The last title to be supported for boot-up, Star Wars: The Clone Wars, had been particularly difficult to emulate due to the game's use of the memory management unit.[70][71] Also they announced that they removed Triforce emulation, because of no maintenance in the Triforce emulation's code.[72]

In March 2017, support was added for the Wii Shop Channel.[73]

Two experimental features, both of which never reached maturity, were removed in May 2017: The DirectX 12 renderer – which found a suitable replacement in the Vulkan back-end – and the alternative CPU emulator JIT IL.[74][75]

Continuing this year's earlier work on graphics performance-related matters, Dolphin developers implemented a solution for the long-standing problem known as shader compilation stuttering.[76] The stuttering is caused by the emulator waiting for the graphics driver to compile shaders required for new environments or objects. The solution that the Ubershaders – in development since 2015[77] – present to the problem was to emulate the Wii's and GameCube's rendering pipeline by way of an interpreter running on the host system's graphics processor itself until a specialized shader has been compiled and can be used for future frames, at a lower cost to performance.[76]

18 August 2017 marks the culmination of work started in late 2016 when the cross-platformMMORPGDragon Quest X was added to the list of playable games just two months before support for the online functionality of the Wii version was dropped.[78] The addition relied on a number of features that had been previously added to the emulator simply for the sake of accuracy, such as support for the Wii Shop Channel. Support for Wii File System, an encrypted file system that was originally designed for the Wii U, was also added after a rigorous amount of reverse engineering.[78]

In the first half of 2018 Dolphin's developers deprecated the wxWidgetsGUI toolkit and replaced it with one based on Qt because the original GUI toolkit's limitations stood in the way of implementing new features.[6][7][8] Among the other newly introduced features were Asynchronous Shader Compilation similar to Ishiiruka,[79] an auto-update feature,[80] and integration with Discord.[81]

In the summer of 2018 Dolphin's Vulkan renderer was brought to macOS via MoltenVK[82] and the Android version was brought back to Google Play with monthly updates.[83] In April 2019, Dolphin added 3 new features; unification of common video backends, a NetPlay Server browser, and Wii MotionPlus emulation. The DirectX 12 renderer was also brought back.

During the timeframe between November 2019 and January 2020 support for Windows 10 on ARM has been added. According to the developers, “[i]t turned out to be quite easy” because support for AArch64 hardware has already been present as part of the Android port.[17]

In the May and June progress report for 2020 the Dolphin team unveiled a new compression format which was built upon the WIA format called RVZ.[84] It is claimed that the new format compared to the NKit format RVZ is able to have properly emulated load times.[85] Additionally it is claimed that while remaining lossless it comes very close to the filesizes of scrubbed WIA and GCZ files.[85]

In the December 2020 and January 2021 progress report the Dolphin team reports that support had been added for Nintendo DS communication. While they state that this definitely would not lead to Dolphin and DS emulator operability, with physical hardware or with emulator, it fixes a crash present in Driver: San Francisco and other games that attempt to initiate DS communications.[86]

In July 2021, the Dolphin team announced the integration of the mGBA emulator into Dolphin, allowing a Game Boy Advance emulator to run within Dolphin simultaneously to simulate GameCube-GBA connectivity. In addition to supporting transfer of data to and from emulated GBA titles, up to four Game Boy Advance instances can be simultaneously active in Dolphin at once, making multiplayer in games that require the GBA such as The Legend of Zelda: Four Swords Adventures and Final Fantasy Crystal Chronicles viable within Dolphin locally and via netplay.[87]

Features[edit]

Peripherals connected to the Bluetooth-enabled Wii remotes also work with Dolphin

Features of Dolphin include the ability to start games regardless of region, record tool-assisted speedruns,[88][89][90] and the use of cheat codes with Action Replay and Gecko. Functions of the original GameCube controllers and Wii Remotes can be mapped to PC controllers.[91][92] The emulator allows for the use of real GameCube controllers through the use of a USB adapter[93][19] and Wii Remotes through Bluetooth connection.[18] Controller expansions are also supported, including the Wii MotionPlus adapter, Wii Nunchuk, Classic controller, Guitar, Drums, and Turntable.[94]

Two kinds of network play are supported by Dolphin: Emulated local multiplayer[95] and Nintendo Wi-Fi Connection.[96] The first only works among Dolphin users. It applies to games that by default have no online option. The second kind is for online gameplay for WFC supported Wii games with other Dolphin users as well as real Wii users.[48][97][96]

Game progress can be saved on virtual GameCube Memory Cards, emulated Wii flash memory, and save states. Dolphin features a Memory Card Manager which allows transfer of save files to and from virtual GameCube memory cards.[98]

In conjunction with an integrated Game Boy Advance emulator, Dolphin supports linking GameCube and Game Boy Advance titles.[87]

Graphical improvements[edit]

Demonstration of anti-aliasing using simple shapes

Like many other console emulators on PC, Dolphin supports arbitrary resolutions,[59][99][100] whereas the GameCube and Wii only support up to 480p.[101]

Dolphin can load customized texture maps.[27] These can also be of higher resolution than the original textures.[102] The emulator also has the ability to export a game's textures in order for graphic artists to modify them.

Dolphin can output stereoscopic 3D graphics on any platform Dolphin runs. Special hardware such as Nvidia 3D Vision is also supported. The ability to play games in stereoscopic 3D is a feature the original consoles never had,[103] although Nintendo did originally plan to release a stereoscopic 3D add-on screen for the GameCube.[104]

Additional features to further enhance the graphics quality are also available. Dolphin supports spatial anti-aliasing, anisotropic filtering, post-processing pixel shaders, and a widescreen hack for forcing widescreen output on games that do not support it natively.[105] Games can also achieve higher-than-intended frames per second.[106]

Reception[edit]

The Dolphin emulator has been well received by the gaming community, with the program's ability to run games at a higher resolution than the GameCube's native 480i and Wii's native 480p resolution receiving particular praise from the gaming community.[107][99][100][108]PC Gamer editor Wes Fenlon called it "one of the only emulators to make many games better" and praised it for continually "making major, sometimes huge improvements to compatibility and performance".[35]Wololo.net praised the system's high compatibility.[109]

Dolphin has been used by some people as a tool to mitigate certain shortcomings for gamers; in 2012, business owner and father Mike Hoye, who had been playing The Legend of Zelda: The Wind Waker with his daughter and realized that the game referred to the main character as a male individual regardless of the inputted name, changed all of the game's cutscene dialogue text to refer to a girl instead of a boy by editing it through a hex editor, testing out the game's ISO using Dolphin.[110] The emulator's Netplay feature has been described by ArsTechnica to be serving as an alternative to the discontinued Nintendo Wi-Fi Connection.[96]

As of March 2017[update], Dolphin has approximately 50000 daily active users, according to Dolphin's opt-inanalytics.[27]

Variants & Forks[edit]

Dolphin Triforce[edit]

Logo of the Triforce arcade system

A version of Dolphin made to emulate the Triforce arcade system titled Dolphin Triforce was in development by the Dolphin team, but was eventually disabled after development priorities shifted and the feature became unmaintained.[72] Downloads of Dolphin Triforce are still available from the website[111] and the source code is available from GitHub in a dedicated repository.[112]

Dolphin VR[edit]

Dolphin VR is a third-party project aimed to extend Dolphin with the ability to play games “in Virtual Reality with accurate life-size scale, full FOV [field of view], a 3D HUD, independent aiming, and the ability to look around.”[113]HTC Vive and Oculus Rift are supported.[114]

PC Gamer tested a few games with Dolphin VR. Metroid Prime and F-Zero GX received especially high praise with one editor feeling “childlike wonder when playing Metroid Prime in VR” and another stating that “F-Zero [is] the thing that sold me on Dolphin VR”.[114]

The latest release is 5.0[115] and the source code is hosted on GitHub.[116] The Free Software Foundation maintains the position that GPL software cannot be combined with Oculus SDK's license.[117]

DolphiniOS[edit]

DolphiniOS is a third-partyfork[118] of Dolphin for Apple iOS.[119] It is not available on the App Store, instead being distributed through a Cydia repository for jailbroken devices, an AltStore repository, or an IPA package for sideloading.[120][121]

DolphiniOS used to be monetized by having beta releases be available earlier to Patreons; their Patreon program has been paused as of 6 October 2020[update] and they claim that they are now permanently discontinuing this practice.[122] Along with this they also announced that the project would be going on hiatus due to the lead developer going on break.[122][123]

The first pre-release version went public on 9 December 2019[124] with the 1.0 release following a week later.[121] Version 2.0 has been released only a month later on 9 January 2020. The 2.0 version supports physical controllers, among other new features.[125] Version 3.0 was released on the 20 June 2020.[126] Notable new features include the ability to display your games in a grid, the ability to update the Wii System Menu like on the desktop version of Dolphin, the ability to install WADS to the Wii NAND and the ability to change disc while the emulator is running.[126] Versions 3.1.1 and 3.2.0 beta 1 have been released since the hiatus announcement. Rumble and motion control support was added for DualShock 4s and DolphiniOS now functions properly for users of the Odyssey jailbreak.[127]

A writer from Wololo.net wrote regarding the performance of DolphiniOS: “On my iPad Pro 10.5-inch (A10X), Mario Kart Wii works pretty well and playing through the first two tracks of the Mushroom Cup provided excellent results!"[128]

The source code is hosted on GitHub.[129]

Ishiiruka[edit]

Logo for Ishiiruka

In reaction to the removal of DirectX 9 support, Dolphin developer Tino created an unofficial fork called Ishiiruka on 18 October 2013.[130] The name is Japanese for Dall's porpoise.[131] Although the focus is Windows with DirectX 9 and 11 support,[132] Linux versions also exist.[133][134]

The fork attempts to remedy performance problems present in Dolphin such as microstuttering due to shader compilation.[135] Ishiiruka serves as base for the canonical client of the Super Smash Bros. Meleenetplay communities Faster Melee[136] and SmashLadder.[137]

John Linneman of Eurogamer talks in the October 2016 Metroid Prime episode of their Digital Foundry Retro video series about Ishiiruka. He compares playing Metroid Prime via Ishiiruka to playing it on original hardware, Wii and GameCube, and upstream Dolphin. Linneman argues that “the benefits [of emulation] kind of outweigh any of the smaller issues that you might encounter”. He continues to point out features of Ishiiruka that “allow you to push the visuals beyond what you can achieve using standard Dolphin. For instance, you can add lots of cool additional enhancements like depth of field, ambient occlusion, various types of color correction and a whole lot more […]. It's also worth noting that this version of Dolphin helps avoid the shader compilation stutters that plagued the official release of the emulator and it leads to a much more fluid experience.”[135]

As with Dolphin, development is hosted on GitHub.[138]

PrimeHack[edit]

PrimeHack is a version of Dolphin created by shiiion that has been modified to play Metroid Prime: Trilogy on PC with keyboard and mouse controls.[139] Two variants exist of PrimeHack – one is based on Ishiiruka,[140] the other one on Dolphin proper.[141] The latter is as of October 2019 the focus of development[142] after it laid dormant between February and October 2019.

The source code is hosted on GitHub.[140][141]

See also[edit]

Notes[edit]

  1. ^Since 4.0-6349
  2. ^From 2.0 to 4.0-6341

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Sours: https://en.wikipedia.org/wiki/Dolphin_(emulator)

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GameCube emulators

The GameCube (GCN/NGC) is a 32-bit sixth-generation console released by Nintendo on November 18, 2001 for $199. It has a IBM PowerPC Gekko CPU at 486 MHz with a ATI Flipper GPU. Nintendo, Namco, and Sega later designed the Triforce arcade board based on the GameCube, releasing titles for it the next year. The Triforce had a IBM PowerPC "Gekko" at 486 MHz with 24MB of RAM. The GPU was a Custom ATI/Nintendo "Flipper".

Nintendo released the successor, the Wii, in 2006 where it was revealed to have very similar (albeit more powerful) hardware and compatible interfaces. This meant that the Wii could handle GameCube games natively rather than use emulation. In contrast, when the Wii U was released in 2012 it contained a Wii mode that could use Wii remotes, but didn't have ports for GameCube controllers or supported GameCube games; the controller issue was later resolved with the Super Smash Bros. adapter, but this still didn't allow GameCube titles to be run.

Emulators[edit]

  1. 1.01.1Requires the Triforce branch to work. It is very old and unsupported.
  2. ↑Currently at Alpha release and has bugs that are not present on standalone Dolphin.

Comparisons[edit]

Dolphin
is the emulator of choice for the GameCube and the first and only emulator for the Wii. It's updated on a near-daily basis and has very good emulation of almost every game, though some games have known bugs on their issue trackers. It is the first emulator to boot the full game catalog of a sixth-generation home console (Before any emulator for the same generation rivals like the Dreamcast, PlayStation 2, and Xbox) and did so on September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game. System requirements are high, more so for Wii games than GameCube. As of May 2021, Dolphin's compatibility is at 96% of the games being playable or perfect.
Ishiiruka-Dolphin
is a fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process. Its most important features are:
  • Async shader compilation (Avoiding shader compilation time)
  • Galop's DX11 Texture Encoder/Decoder (Improve Texture decoding specially EFB TO RAM)
  • Pre-compiled Vertex loader & Optimized vertex decoding using SSSE3 and SSE4
  • Dolby Pro Logic II support for XAudio and OpenAL
  • Custom Texture improvements to allow directly compressed texture loading including mipmaps
  • DSP - Time Stretching Option (Improve sound output to avoid sound skipping on slow machines)
  • DX9 support for old machines
  • Modified Post Processing interface to support:
  • Multiple Stages allowing more complex effects.
  • Depth and native gamma as inputs.
  • Custom version of DolphinFX that work under dx11 and ogl
  • SSAO and DOF.
  • Texture Scaling Support
  • Bump Mapping with advanced material properties
  • Phong Specular reflection to improve lighting quality
  • Tessellation and Displacement Mapping
  • Rim Lighting
  • Bump auto-generation to improve lighting
Dolwin
an open-source Nintendo GameCube emulator which initially started development in 2004. It went into hiatus but is now active. With that in mind, it's not the most advanced but has interesting features and can boot and run some commercial games and demos...
Dolphin (Nintendo)
Nintendo made an emulator for Windows that was also called Dolphin. This official program does not run commercial games and has no connection to the open-source project.
Nintendont
loads Gamecube ISOs for Wii and Wii U. It was a Wii homebrew app, but Wii U with Homebrew Channel on Wii Mode can run it too! For Wii U, there is Memory Card Emulation. Playable with Gamecube Controller, Classic Controller, USB HID controllers, and Wiimote + Nunchuk

Running BIOS[edit]

To boot the GameCube's original BIOS, you need a dump from real hardware. Dolphin does not require it to load games but can be set to use it if desired. Current development builds have introduced a feature allowing users to load the BIOS directly from the interface in the Tools list without needing to load a game, as well as hybrid XFB. If you're on the stable release, use XFB Virtual and disable "Skip BIOS" in the GameCube options; you will have to load a GameCube title so that the startup animation begins, and like on the original console, you hold the first controller's A button down and the system will send you into the main menu instead of booting the game. You can then switch to another game with Change Disc, or you can explore the BIOS.

Peripherals[edit]

GC/GBA Cable[edit]

Nintendo produced a special cable () that allowed connectivity with the Game Boy Advance in specific games. Up to four ports could be taken up for the game. While the third-generation Pokémon games are the prime example of it being used in conjunction with Colosseum, XD, or Pokémon Box, they aren't the only games to do so.

Dolphin includes a GBA core based on mGBA that is tied to GameCube emulation, which allows for a very stable connection that works with features such as save states and netplay. Dolphin can also connect to standalone versions of mGBA; this is necessary for some less commonly used features such as e-Reader support or cases where the GBA has to be disconnected from the GameCube. Both of these can be enabled by going into the controller settings and assigning the GBA to one or more ports. The general config menu also allows you to specify a GBA rom to be used if using the built-in GBA core.

Game Boy Player[edit]

This add-on plugged into the bottom of the GameCube and allowed it to play Game Boy / Game Boy Advance games on a standard television; it had provisions against Game Boy Advance Video cartridges by returning an error after booting them. The launcher even had support for the GBA-GCN link cable where the Game Boy Advance would serve as the controller. Some GBA games like Super Mario Advance 4 and Mario & Luigi: Superstar Saga took advantage of the add-on by adding rumble support. The hardware is essentially a peripheral containing Game Boy Advance hardware.

No emulator currently supports the Game Boy Player hardware and its features. With mGBA now integrated into Dolphin, support for it has been hinted as coming in the future.[1]

Broadband Adapter[edit]

This shouldn't be confused with netplay, which synchronizes emulation over an internet connection.

This was an add-on that allowed the console to use LAN technology over ethernet. Mario Kart: Double Dash!! used it to play on a local network with up to eight other GameCubes while Phantasy Star Online took it a step further to allow an internet connection for Sega's now-offline official game servers. Kirby Air Ride and 1080° Avalanche also support this adapter. This feature was unavailable on the Wii despite having 802.11 b/g connectivity built-in and an official USB LAN adaptor.

It's possible to hook up zero or more of each of these configurations on one networked game:

  • A GameCube with the broadband adapter (of course)
  • A soft modded Wii with Devolution
  • A recent version of Dolphin with OpenVPN

Dolphin has support for the Broadband Adapter on Windows and Linux. Go to > . A drop-down for will have the or , depending on the version of Dolphin you're running. Their wiki contains up to date instructions on setting up a VPN.

Nintendont has the easiest method. There is an option named BBA Emulation to emulate the Broadband Adapter.

Bongos[edit]

This is a special controller used with Donkey Konga and other Donkey Kong games released for the GameCube. Dolphin supports this controller.

Microphone[edit]

This was an accessory bundled with Mario Party 6 & Mario Party 7 that allowed the GameCube to receive audio from the memory card slot. There were also other games known to support it.

In Dolphin, set slot B in the emulator settings to the microphone. In the operating system, you then make your default recording device available.

Triforce[edit]

The Triforce is an arcade system board developed jointly by Namco, Sega, and Nintendo, with the first games appearing in 2002. The system hardware consists of a retail GameCube motherboard, with custom devices interfacing with the EXI, SI and DI, as well as a custom IPL.

Dolphin used to have Triforce support, however it was removed several years ago. Nevertheless, a branch remains, and it can still be used, albeit with some difficulty.

Compatibility is patchy, and while all games boot, many require memory patches via gecko codes to progress beyond error screens. This is further compounded by the abundance of patched or modified dumps floating around, with many having patched headers for use with Nintendont, or being renamed versions of their GameCube counterparts. This is most prevalent with Mario Kart Arcade GP 1 & 2, with there being no (public) good dumps at all. The site that previously hosted the gecko codes for Triforce games has since shut down, and the replacement site does not have codes for Triforce games, requiring codes to be manually downloaded from the Wayback Machine. Furthermore, games have multiple revisions, and codes only work on specific revisions.

To use the Triforce branch, certain settings must be modified:

  • Under Config/GameCube, SP1 and Port 1 need to be assigned to AM-Baseboard.
  • To actually play games, cheats need to be enabled. While the Mario Kart games have patches on their Dolphin Wiki pages, codes for other games should be downloaded from here.


Triforce games can also be ran through Nintendont.

Panasonic Q[edit]

The Panasonic Q GameCube console.

The Panasonic Q (sometimes referred to as GameQ by Gamecube fans) is a hybrid version of the GameCube with a DVD player manufactured by Panasonic in cooperation with Nintendo. The system was officially released only in Japan. A feature of its main competitors Xbox and PlayStation 2, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical discs format for games and the correspondingly small disc tray. Initially, the Panasonic Q was only able to play games and DVDs from Japan; however, a modified version, which could play American games and DVDs, began to be sold from Import shops, making it a popular console to import from Japan. The unit was priced at around ¥41,000 JPY and the modified version was priced at ¥46,000 JPY. The Panasonic Q is capable of using almost all of the GameCube hardware upgrades. A special version of the Game Boy Player was designed for the Q because the Player was designed to fit onto the bottom of the GameCube, and the Q's different bottom form factor kept the Player from being installed. Other features of the Panasonic Q include a backlit information LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 and DTS, a separate subwoofer jack, and a stainless steel chassis. These high-end features, as well as the aforementioned multimedia playback capabilities, have made the Panasonic Q a popular console to collect.

The Q system was licensed by Nintendo, released on December 13, 2001, and was discontinued on December 18, 2003, due to low sales.

Resources[edit]

  • Dolphin Wiki - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.

References[edit]

Sours: https://emulation.gametechwiki.com/index.php/GameCube_emulators


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