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254 lines
9.8 KiB
Markdown
254 lines
9.8 KiB
Markdown
# Dolphin - A GameCube and Wii Emulator
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[Homepage](https://dolphin-emu.org/) | [Project Site](https://github.com/dolphin-emu/dolphin) | [Buildbot](https://dolphin.ci) | [Forums](https://forums.dolphin-emu.org/) | [Wiki](https://wiki.dolphin-emu.org/) | [Issue Tracker](https://bugs.dolphin-emu.org/projects/emulator/issues) | [Coding Style](https://github.com/dolphin-emu/dolphin/blob/master/Contributing.md) | [Transifex Page](https://www.transifex.com/projects/p/dolphin-emu/)
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Dolphin is an emulator for running GameCube and Wii games on Windows,
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Linux, macOS, and recent Android devices. It's licensed under the terms
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of the GNU General Public License, version 2 or later (GPLv2+).
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Please read the [FAQ](https://dolphin-emu.org/docs/faq/) before using Dolphin.
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## System Requirements
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### Desktop
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* OS
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* Windows (7 SP1 or higher).
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* Linux.
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* macOS (10.13 High Sierra or higher).
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* Unix-like systems other than Linux are not officially supported but might work.
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* Processor
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* A CPU with SSE2 support.
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* A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
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* Graphics
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* A reasonably modern graphics card (Direct3D 11.1 / OpenGL 3.3).
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* A graphics card that supports Direct3D 11.1 / OpenGL 4.4 is recommended.
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### Android
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* OS
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* Android (5.0 Lollipop or higher).
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* Processor
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* A processor with support for 64-bit applications (either ARMv8 or x86-64).
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* Graphics
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* A graphics processor that supports OpenGL ES 3.0 or higher. Performance varies heavily with [driver quality](https://dolphin-emu.org/blog/2013/09/26/dolphin-emulator-and-opengl-drivers-hall-fameshame/).
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* A graphics processor that supports standard desktop OpenGL features is recommended for best performance.
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Dolphin can only be installed on devices that satisfy the above requirements. Attempting to install on an unsupported device will fail and display an error message.
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## Building for Windows
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Use the solution file `Source/dolphin-emu.sln` to build Dolphin on Windows.
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Visual Studio 2022 17.0 or later is a hard requirement. Other compilers might be
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able to build Dolphin on Windows but have not been tested and are not
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recommended to be used. Git and Windows 11 SDK must be installed when building.
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Make sure to pull submodules before building:
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```sh
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git submodule update --init
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```
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The "Release" solution configuration includes performance optimizations for the best user experience but complicates debugging Dolphin.
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The "Debug" solution configuration is significantly slower, more verbose and less permissive but makes debugging Dolphin easier.
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An installer can be created by using the `Installer.nsi` script in the
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Installer directory. This will require the Nullsoft Scriptable Install System
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(NSIS) to be installed. Creating an installer is not necessary to run Dolphin
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since the Binary directory contains a working Dolphin distribution.
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## Building for Linux and macOS
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Dolphin requires [CMake](https://cmake.org/) for systems other than Windows. Many libraries are
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bundled with Dolphin and used if they're not installed on your system. CMake
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will inform you if a bundled library is used or if you need to install any
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missing packages yourself.
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Make sure to pull submodules before building:
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```sh
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git submodule update --init
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```
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### macOS Build Steps:
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A binary supporting a single architecture can be built using the following steps:
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1. `mkdir build`
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2. `cd build`
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3. `cmake ..`
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4. `make`
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An application bundle will be created in `./Binaries`.
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A script is also provided to build universal binaries supporting both x64 and ARM in the same
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application bundle using the following steps:
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1. `mkdir build`
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2. `cd build`
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3. `python ../BuildMacOSUniversalBinary.py`
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4. Universal binaries will be available in the `universal` folder
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Doing this is more complex as it requires installation of library dependencies for both x64 and ARM (or universal library
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equivalents) and may require specifying additional arguments to point to relevant library locations.
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Execute BuildMacOSUniversalBinary.py --help for more details.
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### Linux Global Build Steps:
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To install to your system.
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1. `mkdir build`
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2. `cd build`
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3. `cmake ..`
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4. `make`
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5. `sudo make install`
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### Linux Local Build Steps:
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Useful for development as root access is not required.
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1. `mkdir Build`
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2. `cd Build`
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3. `cmake .. -DLINUX_LOCAL_DEV=true`
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4. `make`
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5. `ln -s ../../Data/Sys Binaries/`
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### Linux Portable Build Steps:
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Can be stored on external storage and used on different Linux systems.
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Or useful for having multiple distinct Dolphin setups for testing/development/TAS.
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1. `mkdir Build`
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2. `cd Build`
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3. `cmake .. -DLINUX_LOCAL_DEV=true`
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4. `make`
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5. `cp -r ../Data/Sys/ Binaries/`
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6. `touch Binaries/portable.txt`
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## Building for Android
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These instructions assume familiarity with Android development. If you do not have an
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Android dev environment set up, see [AndroidSetup.md](AndroidSetup.md).
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Make sure to pull submodules before building:
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```sh
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git submodule update --init
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```
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If using Android Studio, import the Gradle project located in `./Source/Android`.
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Android apps are compiled using a build system called Gradle. Dolphin's native component,
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however, is compiled using CMake. The Gradle script will attempt to run a CMake build
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automatically while building the Java code.
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## Uninstalling
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When Dolphin has been installed with the NSIS installer, you can uninstall
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Dolphin like any other Windows application.
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Linux users can run `cat install_manifest.txt | xargs -d '\n' rm` as root from the build directory
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to uninstall Dolphin from their system.
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macOS users can simply delete Dolphin.app to uninstall it.
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Additionally, you'll want to remove the global user directory (see below to
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see where it's stored) if you don't plan to reinstall Dolphin.
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## Command Line Usage
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`Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-v <str>] [-a <str>]`
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* -h, --help Show this help message
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* -d, --debugger Show the debugger pane and additional View menu options
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* -l, --logger Open the logger
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* -e, --exec=<str> Load the specified file (DOL,ELF,WAD,GCM,ISO)
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* -b, --batch Exit Dolphin with emulator
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* -v, --video_backend=<str> Specify a video backend
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* -a, --audio_emulation=<str> Low level (LLE) or high level (HLE) audio
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Available DSP emulation engines are HLE (High Level Emulation) and
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LLE (Low Level Emulation). HLE is faster but less accurate whereas
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LLE is slower but close to perfect. Note that LLE has two submodes (Interpreter and Recompiler)
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but they cannot be selected from the command line.
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Available video backends are "D3D" and "D3D12" (they are only available on Windows), "OGL", and "Vulkan".
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There's also "Null", which will not render anything, and
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"Software Renderer", which uses the CPU for rendering and
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is intended for debugging purposes only.
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## Sys Files
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* `wiitdb.txt`: Wii title database from [GameTDB](https://www.gametdb.com/)
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* `totaldb.dsy`: Database of symbols (for devs only)
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* `GC/font_western.bin`: font dumps
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* `GC/font_japanese.bin`: font dumps
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* `GC/dsp_coef.bin`: DSP dumps
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* `GC/dsp_rom.bin`: DSP dumps
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* `Wii/clientca.pem`: Wii network certificate
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* `Wii/clientcakey.pem`: Wii network certificate key
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* `Wii/rootca.pem`: Wii network certificate issuer / CA
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The DSP dumps included with Dolphin have been written from scratch and do not
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contain any copyrighted material. They should work for most purposes, however
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some games implement copy protection by checksumming the dumps. You will need
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to dump the DSP files from a console and replace the default dumps if you want
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to fix those issues.
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Wii network certificates must be extracted from a Wii IOS. A guide for that can be found [here](https://wiki.dolphin-emu.org/index.php?title=Wii_Network_Guide).
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## Folder Structure
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These folders are installed read-only and should not be changed:
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* `GameSettings`: per-game default settings database
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* `GC`: DSP and font dumps
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* `Maps`: symbol tables (dev only)
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* `Shaders`: post-processing shaders
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* `Themes`: icon themes for GUI
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* `Resources`: icons that are theme-agnostic
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* `Wii`: default Wii NAND contents
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## Packaging and udev
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The Data folder contains a udev rule file for the official GameCube controller
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adapter and the Mayflash DolphinBar. Package maintainers can use that file in their packages for Dolphin.
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Users compiling Dolphin on Linux can also just copy the file to their udev
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rules folder.
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## User Folder Structure
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A number of user writeable directories are created for caching purposes or for
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allowing the user to edit their contents. On macOS and Linux these folders are
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stored in `~/Library/Application Support/Dolphin/` and `~/.dolphin-emu`
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respectively, but can be overwritten by setting the environment variable
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`DOLPHIN_EMU_USERPATH`. On Windows the user directory is stored in the `My Documents`
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folder by default, but there are various way to override this behavior:
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* Creating a file called `portable.txt` next to the Dolphin executable will
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store the user directory in a local directory called "User" next to the
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Dolphin executable.
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* If the registry string value `LocalUserConfig` exists in
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`HKEY_CURRENT_USER/Software/Dolphin Emulator` and has the value **1**,
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Dolphin will always start in portable mode.
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* If the registry string value `UserConfigPath` exists in
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`HKEY_CURRENT_USER/Software/Dolphin Emulator`, the user folders will be
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stored in the directory given by that string. The other two methods will be
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prioritized over this setting.
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List of user folders:
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* `Cache`: used to cache the ISO list
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* `Config`: configuration files
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* `Dump`: anything dumped from Dolphin
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* `GameConfig`: additional settings to be applied per-game
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* `GC`: memory cards and system BIOS
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* `Load`: custom textures
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* `Logs`: logs, if enabled
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* `ScreenShots`: screenshots taken via Dolphin
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* `StateSaves`: save states
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* `Wii`: Wii NAND contents
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## Custom Textures
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Custom textures have to be placed in the user directory under
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`Load/Textures/[GameID]/`. You can find the Game ID by right-clicking a game
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in the ISO list and selecting "ISO Properties".
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