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# Dolphin - A GameCube and Wii Emulator
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[Homepage ](https://dolphin-emu.org/ ) | [Project Site ](https://github.com/dolphin-emu/dolphin ) | [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,
Linux, macOS, and recent Android devices. It's licensed under the terms
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 is officially supported, but Vista SP2 might also work).
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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
* A CPU with SSE2 support.
* A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
* Graphics
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* A reasonably modern graphics card (Direct3D 10.0 / OpenGL 3.0).
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* A graphics card that supports Direct3D 11 / OpenGL 4.4 is recommended.
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feat: add menu + stage music support (#386)
* Add support for Rust in CMake via Corrosion
* Tweak .gitignore to handle Rust target dir
* It's 3AM and I have no desire to deal with this
* Initial scaffolding for loading Rust library in Dolphin
* Expose the Dolphin logging mechanisms to Rust via some callback trickery
* Attempt patching Core.vcxproj to support building Rust dylib
* Attempt patching Core.vcxproj to support building Rust dylib, take 2 OR
* Instruct the build to actually use the steps
* Attempt the older style vcxproj definition format
* Push build targets to end
* Just don't use va_args when calling through from Rust
* Enable Windows project linking, move to generic project structure, start moving out of HW
* Add note to README about Rust requirement
* Update slippi-rust-extensions to have proper EXI Device skeleton
* Attach shadow EXI device to cpp EXI device, add feature flag for playback-specific code, rewrite README for rust extensions slightly
* Remove unused log file
* Ongoing logging work
* Tweak Dolphin LogContainer to auto forward enabled/level status over to Rust, expose more methods on Rust side for control, rebuild logger layer subscriber
* Remove debug flag for release mode but add note about it
* Reorganize module definitions, pass in sampler handler fn for SoundStream
* Fix log target
* Rename to SlippiRustExtensions, separate out into cargo workspace, rename General Rust log
* Tweak logging layer so that we don't double-allocate strings on all log messages, properly surface log locations
* cargo fmt
* initial port of slippi-jukebox code
* minor cleanup and leverage channels rather than atomic bool for stopping
threads
* Add config option for enabling/disabling Jukebox
* Invert shutdown order for Memory and ExpansionInterface so we avoid a null ptr race in the Jukebox, as we need Memory to still be valid at Jukebox shutdown
* update dolphin additional include dirs to facilitate new slippi config pane changes
* Ensure Core is running before trying to find an EXI device, as ExpansionInterface isn't initialized unless Core is running - fixes a crash on bad access
* Expose streaming sampler to jukebox, disable DVDInterface streaming sampler pushes to avoid null data being pushed in
* Expose setters for streaming sample rate and streaming volume to Rust
* jukebox: renaming variables for clarity
* try to use new jukebox sample functions
* jukebox: add support for all star rest area
* jukebox: add support for adventure mode field stages
* jukebox: continuously send chunks of pcm data to dolphin's audio mixer
* Audio somewhat coming through now, albeit with pops and pitch issues...
* Force-log samples to wav
* jukebox: switch from dolphin mixer back to rodio for music playback
* Mark doc example as notest
* Attempt an initial CI pass
* Tinkering with CI
* Specify CI working directory for cargo fmt
* Specify CI working directory for cargo fmt
* Specify CI working directory for cargo fmt
* Specify CI working directory for cargo fmt
* Specify CI working directory for cargo fmt
* Specify CI working directory for cargo fmt
* [CI] More permissive for compiling code
* jukebox: replace rand with fastrand
* jukebox: dont use static memory for menu & tournament tracks
* Attempt to resolve Windows playback lib loading oddity
* Add a method for grabbing the current volume level
* Have Dolphin pass over the iso path and a getter for the volume level
* Cargo fmt pass
* Include rustfmt.toml
* Remove the Jukebox config option from playback builds entirely, do not start the jukebox if we're in WASAPI Exclusive mode
* Ix-nay the bad check I copied by accident, lol
* SlippiRustExtensions: add build instructions for windows
* jukebox: make proper use of dolphin's volume + remove unused dependencies
* SlippiRustExtensions(readme): simplify suggested out-of-band build command
* jukebox: remove 'anyhow' dependency
* jukebox: simplify read_dolphin_state fn
* jukebox: reduce hps fingerprint size for track matching
* jukebox: remove 'bus' dependency and improve comments
* jukebox: add readme
* jukebox: add description field to Cargo.toml
* README cleanup, extra writeup for logcontainer creation
* Cleanup unused imports
* Rename DolphinState to DolphinGameState
* Pin to Rust 1.70.0
* Re-enable SFX, stop force-dumping WAV DTK audiograph logs
* Revert attempted change of disabling DTK reads
* Revise documentation surrounding logging infrastructure changes
* Ensure the Volume getter is outside of a C++ namespace, just to try and be careful with ABI oddities
* Add an extra LogContainer.
- A generic Rust dependencies log container that we can use if we need
to ever inspect dependency tracing logs.
- Moves the AudioCommon::GetVolume call out of the namespace for now
since I want someone (or me, when I get more time) to verify that
being inside a C++ namespace is safe.
- Remove once_cell as a dependency now that this is pinned to `1.70.0`.
* Fix the typo, because C++
* Additional README contexts
* ifndef PLAYBACK for GUI toggles
* Always publish an artifact for macOS even if we're not signing and notarizing
* Try changing into the directory - why is there so little documentation about what is supported in these files...?
* Pin toolchain in CI to 1.70.0, update Visual Studio to change into working directory for pre-build Rust step so that toolchain file is actually detected
* Opt for a root symlink to the toolchain config per Nikki's idea, comment out forced 1.70.0 in CI build flow
* Revert symlink toolchain to see if there's a CI bug for Linux
* jukebox: reduce music volume by 20%
* jukebox: link to hps_decode crate in the docs
* ci: sed out rust version from rust-toolchain.toml
* ci: add id field for rust_ver
* jukebox: stop blocking the main thread when scanning iso for tracks
* jukebox: respect melee's volume setting when restarting jukebox during emulation
* jukebox: improve code readability
* jukebox: leverage disc filesystem table to locate .hps files
* jukebox: minor fst parsing code improvements
* remove '.unwrap()' from Jukebox destructor
---------
Co-authored-by: Ryan McGrath <ryan@rymc.io>
Co-authored-by: Nikhil Narayana <nikhil.narayana@live.com>
2023-07-27 23:22:41 -04:00
## General Requirements
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This fork includes a [Rust submodule ](https://github.com/project-slippi/slippi-rust-extensions ) that needs to be built and linked to the final executable.
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First, pull in the submodule by running
```
git submodule update --init --recursive
```
then install the Rust compiler for your current system; to do this, simply visit
feat: add menu + stage music support (#386)
* Add support for Rust in CMake via Corrosion
* Tweak .gitignore to handle Rust target dir
* It's 3AM and I have no desire to deal with this
* Initial scaffolding for loading Rust library in Dolphin
* Expose the Dolphin logging mechanisms to Rust via some callback trickery
* Attempt patching Core.vcxproj to support building Rust dylib
* Attempt patching Core.vcxproj to support building Rust dylib, take 2 OR
* Instruct the build to actually use the steps
* Attempt the older style vcxproj definition format
* Push build targets to end
* Just don't use va_args when calling through from Rust
* Enable Windows project linking, move to generic project structure, start moving out of HW
* Add note to README about Rust requirement
* Update slippi-rust-extensions to have proper EXI Device skeleton
* Attach shadow EXI device to cpp EXI device, add feature flag for playback-specific code, rewrite README for rust extensions slightly
* Remove unused log file
* Ongoing logging work
* Tweak Dolphin LogContainer to auto forward enabled/level status over to Rust, expose more methods on Rust side for control, rebuild logger layer subscriber
* Remove debug flag for release mode but add note about it
* Reorganize module definitions, pass in sampler handler fn for SoundStream
* Fix log target
* Rename to SlippiRustExtensions, separate out into cargo workspace, rename General Rust log
* Tweak logging layer so that we don't double-allocate strings on all log messages, properly surface log locations
* cargo fmt
* initial port of slippi-jukebox code
* minor cleanup and leverage channels rather than atomic bool for stopping
threads
* Add config option for enabling/disabling Jukebox
* Invert shutdown order for Memory and ExpansionInterface so we avoid a null ptr race in the Jukebox, as we need Memory to still be valid at Jukebox shutdown
* update dolphin additional include dirs to facilitate new slippi config pane changes
* Ensure Core is running before trying to find an EXI device, as ExpansionInterface isn't initialized unless Core is running - fixes a crash on bad access
* Expose streaming sampler to jukebox, disable DVDInterface streaming sampler pushes to avoid null data being pushed in
* Expose setters for streaming sample rate and streaming volume to Rust
* jukebox: renaming variables for clarity
* try to use new jukebox sample functions
* jukebox: add support for all star rest area
* jukebox: add support for adventure mode field stages
* jukebox: continuously send chunks of pcm data to dolphin's audio mixer
* Audio somewhat coming through now, albeit with pops and pitch issues...
* Force-log samples to wav
* jukebox: switch from dolphin mixer back to rodio for music playback
* Mark doc example as notest
* Attempt an initial CI pass
* Tinkering with CI
* Specify CI working directory for cargo fmt
* Specify CI working directory for cargo fmt
* Specify CI working directory for cargo fmt
* Specify CI working directory for cargo fmt
* Specify CI working directory for cargo fmt
* Specify CI working directory for cargo fmt
* [CI] More permissive for compiling code
* jukebox: replace rand with fastrand
* jukebox: dont use static memory for menu & tournament tracks
* Attempt to resolve Windows playback lib loading oddity
* Add a method for grabbing the current volume level
* Have Dolphin pass over the iso path and a getter for the volume level
* Cargo fmt pass
* Include rustfmt.toml
* Remove the Jukebox config option from playback builds entirely, do not start the jukebox if we're in WASAPI Exclusive mode
* Ix-nay the bad check I copied by accident, lol
* SlippiRustExtensions: add build instructions for windows
* jukebox: make proper use of dolphin's volume + remove unused dependencies
* SlippiRustExtensions(readme): simplify suggested out-of-band build command
* jukebox: remove 'anyhow' dependency
* jukebox: simplify read_dolphin_state fn
* jukebox: reduce hps fingerprint size for track matching
* jukebox: remove 'bus' dependency and improve comments
* jukebox: add readme
* jukebox: add description field to Cargo.toml
* README cleanup, extra writeup for logcontainer creation
* Cleanup unused imports
* Rename DolphinState to DolphinGameState
* Pin to Rust 1.70.0
* Re-enable SFX, stop force-dumping WAV DTK audiograph logs
* Revert attempted change of disabling DTK reads
* Revise documentation surrounding logging infrastructure changes
* Ensure the Volume getter is outside of a C++ namespace, just to try and be careful with ABI oddities
* Add an extra LogContainer.
- A generic Rust dependencies log container that we can use if we need
to ever inspect dependency tracing logs.
- Moves the AudioCommon::GetVolume call out of the namespace for now
since I want someone (or me, when I get more time) to verify that
being inside a C++ namespace is safe.
- Remove once_cell as a dependency now that this is pinned to `1.70.0`.
* Fix the typo, because C++
* Additional README contexts
* ifndef PLAYBACK for GUI toggles
* Always publish an artifact for macOS even if we're not signing and notarizing
* Try changing into the directory - why is there so little documentation about what is supported in these files...?
* Pin toolchain in CI to 1.70.0, update Visual Studio to change into working directory for pre-build Rust step so that toolchain file is actually detected
* Opt for a root symlink to the toolchain config per Nikki's idea, comment out forced 1.70.0 in CI build flow
* Revert symlink toolchain to see if there's a CI bug for Linux
* jukebox: reduce music volume by 20%
* jukebox: link to hps_decode crate in the docs
* ci: sed out rust version from rust-toolchain.toml
* ci: add id field for rust_ver
* jukebox: stop blocking the main thread when scanning iso for tracks
* jukebox: respect melee's volume setting when restarting jukebox during emulation
* jukebox: improve code readability
* jukebox: leverage disc filesystem table to locate .hps files
* jukebox: minor fst parsing code improvements
* remove '.unwrap()' from Jukebox destructor
---------
Co-authored-by: Ryan McGrath <ryan@rymc.io>
Co-authored-by: Nikhil Narayana <nikhil.narayana@live.com>
2023-07-27 23:22:41 -04:00
[rustup.rs ](https://rustup.rs ). Once installed, both CMake and Visual Studio should be able to automatically handle the rest for you.
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## Building for Windows
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Open the solution file `Source/Dolphin.sln` to build Dolphin on Windows using [Visual Studio 2019 ](https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=16 ).
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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 10 SDK 10.0.17763.0 must be installed. You can [download it here ](https://developer.microsoft.com/en-us/windows/downloads/sdk-archive/ ). Once the solution is loaded, change the Configuration to `Release x64` , this can be done changed in the top toolbar.
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You also need the June 2010 DirectX SDK, you can [download it here ](https://github.com/project-slippi/Ishiiruka/releases/download/v2.2.5/DXSDK_Jun10.exe ). You will most likely have issues installing this, look at [this comment ](https://stackoverflow.com/a/9401911 ) for how to fix it. Not sure everything in it is a hard requirement.
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If you have trouble with some `.lib` files missing, right click the Externals directory and click rebuild.
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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
(NSIS) to be installed. Creating an installer is not necessary to run Dolphin
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 ](http://www.cmake.org/ ) for systems other than Windows. Many libraries are
bundled with Dolphin and used if they're not installed on your system. CMake
will inform you if a bundled library is used or if you need to install any
missing packages yourself.
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### macOS Build Steps:
1. `mkdir build`
2. `cd build`
3. `cmake ..`
4. `make`
An application bundle will be created in `./Binaries` .
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If you are building on Mojave, you will need to install the 10.11 and 10.14 SDKs to build because Quicktime has been removed in the latest SDKs. Find the sdk version here https://github.com/phracker/MacOSX-SDKs and copy it to
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`/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs` . You should not need to modify the plist file as the project readme seems to indicate.
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If you are building on Catalina, you only need to install the 10.14 SDK.
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### Linux Build Steps:
There are two builds of Slippi Dolphin, the netplay and playback build. To build each you can use the given build scripts or read them to understand how to do your own.
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`./build-linux.sh [playback]` will generate a dolphin binary. The binary will be written to `./build/Binaries/` .
`./build-appimage.sh [playback]` will generate an AppImage with the binary you generated by running build-linux.sh.
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## Command Line Usage
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`Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-V <str>] [-A <str>]`
* -h, --help Show this help message
* -d, --debugger Opens the debugger
* -l, --logger Opens the logger
* -e, --exec=< str > Loads the specified file (DOL,ELF,WAD,GCM,ISO)
* -b, --batch Exit Dolphin with emulator
* -V, --video_backend=< str > Specify a video backend
* -A, --audio_emulation=< str > Low level (LLE) or high level (HLE) audio
Available DSP emulation engines are HLE (High Level Emulation) and
LLE (Low Level Emulation). HLE is fast but often less accurate while LLE is
slow but close to perfect. Note that LLE has two submodes (Interpreter and
Recompiler), which cannot be selected from the command line.
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Available video backends are "D3D" (only available on Windows) and
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"OGL". There's also "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
* `totaldb.dsy` : Database of symbols (for devs only)
* `GC/font_ansi.bin` : font dumps
* `GC/font_sjis.bin` : font dumps
* `GC/dsp_coef.bin` : DSP dumps
* `GC/dsp_rom.bin` : DSP dumps
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* `Wii/clientca.pem` : Wii network certificate
* `Wii/clientcacakey.pem` : Wii network certificate
* `Wii/rootca.pem` : Wii network certificate
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The DSP dumps included with Dolphin have been written from scratch and do not
contain any copyrighted material. They should work for most purposes, however
some games implement copy protection by checksumming the dumps. You will need
to dump the DSP files from a console and replace the default dumps if you want
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:
* `GameSettings` : per-game default settings database
* `GC` : DSP and font dumps
* `Maps` : symbol tables (dev only)
* `Shaders` : post-processing shaders
* `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
The Data folder contains a udev rule file for the official GameCube controller
adapter and the Mayflash DolphinBar. Package maintainers can use that file in their packages for Dolphin.
Users compiling Dolphin on Linux can also just copy the file to their udev
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`
respectively. On Windows the user directory is stored in the `My Documents`
folder by default, but there are various way to override this behavior:
* Creating a file called `portable.txt` next to the Dolphin executable will
store the user directory in a local directory called "User" next to the
Dolphin executable.
* If the registry string value `LocalUserConfig` exists in
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`HKEY_CURRENT_USER/Software/Dolphin Emulator` and has the value **1** ,
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
stored in the directory given by that string. The other two methods will be
prioritized over this setting.
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List of user folders:
* `Cache` : used to cache the ISO list
* `Config` : configuration files
* `Dump` : anything dumped from Dolphin
* `GameConfig` : additional settings to be applied per-game
* `GC` : memory cards and system BIOS
* `Load` : custom textures
* `Logs` : logs, if enabled
* `ScreenShots` : screenshots taken via Dolphin
* `StateSaves` : save states
* `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
`Load/Textures/[GameID]/` . You can find the Game ID by right-clicking a game
in the ISO list and selecting "ISO Properties".