Dolphin emulator

Hotkey Settings

Dolphin has preloaded user-configurable hotkeys only found under Options > Hotkey Settings. This has great use for Hotkey and Tool-Assisted Speedrun users, and it is required for Free Look (if enabled under Utility section in Options > Graphics Settings > «Advanced» tab) and a way to exit Fullscreen.

Choose any device that is connected to your PC in the Device dropdown, and set the buttons and axes to your liking.

  • Left click a slot to detect input, then press a button/key or axes on your selected device to save it to that slot.
  • Middle click a slot to clear it of inputs.
  • Right click a slot to show more input options. See Input Syntax for documentation and examples.

Linux

Debian

Dolphin is available in the repositories of the «testing» and «sid» branches of Debian, for AMD64 and ARM64 platforms.
NOTICE: Users of Jessie or any earlier versions MUST build from source as per the instructions linked below in «Other Distros»!

openSUSE Linux

zypper ar http://download.opensuse.org/repositories/Emulators/openSUSE_Tumbleweed/Emulators.repo
zypper ref
zypper in dolphin-emu

Ubuntu

Install the stable version:

sudo apt-add-repository ppa:dolphin-emu/ppa
sudo apt update
sudo apt install dolphin-emu

Or to install the development version:

sudo apt-add-repository ppa:dolphin-emu/ppa
sudo apt update
sudo apt install dolphin-emu-master
sudo apt-add-repository ppa:ubuntu-toolchain-r/test
sudo apt update

You don’t need to update all GCC packages, just upgrade libstdc++6, gcc-4.9-base and eventual dependencies in Synaptic, and disable the PPA.

Dolphin Configuration

Dolphin is shipped with default settings for the most optimal performance, you do not usually need to change anything on your first time Dolphin setup.

Enable Dual Core

Provides a significant speedup on modern systems. Recommended on most titles, though may cause issues like crashing or graphic issues on some titles. Refer to this page for a list of titles that require disabling Dual Core.

CPU Emulator Engine

JIT Recompiler is the fastest engine and is recommended on almost all titles. There are a few titles that work better with different emulator engines but unplayably slow.

Audio

DSP HLE is the fastest DSP Emulator Engine. It is very reliable, and only a few titles still have problems with it. See DSP LLE for more details. Cubeb is the faster backend. Recommended on almost all titles.

Dolphin Controller Configuration

To open and manage the controller settings for Dolphin, from the Dolphin’s main window, navigate to Options -> Controller Settings, or simply click the «Controllers» button. The main controller configuration window will appear, as seen in the screenshot below.

In the Gamecube Controllers config area, you can configure or disable the emulated GameCube controller ports. The emulated GameCube controllers themselves are referred to as «Standard Controller» in the dropdown menu. The controller order on the PC does not have to equal to GameCube controller port order. They will be handled entirely in the GameCube Controller Configuration window. It is within each port’s own «Configure» button.

In the Wii Controllers config area, you have the option to use real or emulated Wii Remotes, as well as choosing to passthrough a Bluetooth Adapter (see Bluetooth Passthrough) or emulating the Wii’s adapter. You can also assign the Wii Remote to connect it as an emulated controller by selecting «Connect Wii Remotes for Emulated Controllers». Select «Real Wii Remote» in the dropdown for a Wii Remote slot to use a real-world Wii Remote connected to your PC via bluetooth for that slot. Dolphin supports up to four Wii Remotes at once, along with any peripherals you have attached to them. Although the Balance Board cannot be emulated, Dolphin allows the use of a real-world Balance Board by selecting «Real Balance Board». Enable Speaker Data controls whether the Wii Remote speaker can produce sound. When using a real Wii Remote, the audio will come out of the Wii Remotes’ speakers; with emulated Wii Remotes, it will come out of the system speakers. Some games, like Metroid Prime 3, have lag issues when Enable Speaker Data is enabled on some systems.

In the Common config area, you can choose options that would both affect Gamecube and Wii controllers. Background Input lets you use the controller or keyboard even if Dolphin isn’t in focus. Alternate Input Sources allows the use of capturing motion data from other hardware inputs into Dolphin. See DSU Client for more details.

After you select what you want to use, check in the section(s) below for additional configuration.

GameCube Controller

Real GameCube Controller (GameCube Adapter)

To use the actual GameCube Controllers using an Official GameCube Controller Adapter for Wii U (and its clones), see How to use the Official GameCube Controller Adapter for Wii U in Dolphin. It does not require any button configuration. That does not apply to the adapters that behave as generic controllers and need to be configured (see below).

Emulated GameCube Controller

After setting any one of the emulated GameCube ports, proceed to the «Configure» button for each. One left unconfigured will be considered dummy «plugged in» during the game emulation.

Choose any device that is connected to your PC in the Device dropdown, and set the buttons and axes to your liking.

  • Left click a slot to detect input, then press a button/key or axes on your selected device to save it to that slot.
  • Middle click a slot to clear it of inputs.
  • Right click a slot to show more input options. See Input Syntax for documentation and examples.

If you controller supports it, Rumble will allow your controller to experience the GameCube controller’s rumble functionality. Within the rumble configuration window, click on the motor pattern you wish to use (sine, cosine, etc), and press «Select» to apply it. If you wish to add a second pattern, click another pattern and press «| OR». Hit «OK» to accept the changes and exit the window.

Control Stick Calibration limits the radius of the joystick input. This is used to map the dimensions of the input source.

Always Connected forces the emulated controller to stay connected to the emulated Gamecube.

Profile allows you to save/load input configs.

After setting up everything that you want, click «OK» and the changes will save.

NOTE: If the controller is significantly off center in Dolphin but nowhere else, check all controller axis to see if one has a «+-» on it . This is not supposed to happen and is the source of your bug.

System Requirements

Every game has different requirements, some titles may require a powerful computer while some other titles may not. Generally, these are the minimum recommended requirements for Dolphin.

  • OS: 64-bit edition of Windows (7 SP1 or higher), Linux, or macOS (10.10 Yosemite or higher). Windows Vista SP2 and unix-like systems other than Linux are not officially supported but might work.
  • Processor: A CPU with SSE2 support. A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
  • Graphics: A reasonably modern graphics card (Direct3D 10.0 / OpenGL 3.0). A graphics card that supports Direct3D 11 / OpenGL 4.4 is recommended.

Requirements

  • Bandwidth requirements are very light: any DSL or Cable internet connection should do. However, the internet demands rapidly increase as more players are added. Because the latency (ping) of the internet connection determines how low input latency can get, using Ethernet instead of Wi-Fi usually improves the gameplay experience.
  • Each player must have their own copy of the game, and the region and game revision of all copies must match. While most compressed game formats are compatible with standard ISOs (with NKit being a notable exception), it is heavily recommended that all players use identical dumps.

Ripping Discs Using CleanRip

GameCube Discs

No GameCube titles take up more than 1.36 GiB (Gibibyte, or 10243 bytes). It’s generally a good idea to set Chunk Size to max, so that your ISO isn’t split into parts. GameCube discs can store a maximum of 1.36 GiB, so the entire ISO can fit on a FAT32 drive. Simply follow the instructions on-screen and you’ll be able to put the game straight from the SD card or USB drive into Dolphin.

Wii Discs

In order to rip a Wii disc, a storage device with more than 4.7 GiB of free space is recommended for single layer, 8.54 GiB for dual layer. However, by dividing the disc into chunks, an SD card with even a single gibibyte of free space is sufficient.

At the CleanRip Setup screen, set Chunk Size to «Max», and New device per chunk to «No» is recommended with SD cards or external USB storage devices large enough to hold the entirety of the ripped disc file at once. Otherwise, set Chunk Size to max possible («1GB», «2GB», «3GB», or «Max») and set New device per chunk to «Yes» and when CleanRip is asking for the next device, remove it from the Wii and move the first or so ISO file to free up space and use it again. When all pieces have been received, check in the next subsection.

  • CleanRip will split the ripped disc file with more than 4 GiB in file size regardless to fit the FAT, FAT16, or FAT32 file systems. These file systems have a max file size of 4 GiB. To remedy this, it is recommended to rip discs to a USB external NTFS formatted storage device (as Wii cannot read NTFS formatted SD cards). The NTFS file system has a theoretical max file size of 16 EiB (Exabyte), or 16,777,216GiB.
  • Certain Wii discs are dual layer (or DVD9) instead of single layer (or DVD5). CleanRip will need to be configured in order to rip those kinds of discs. At the Wii Disc Ripper Setup screen, set Dual Layer to Yes. The rip will take roughly double the time than usual Wii discs of 4.38 GiB as the dual layer ISOs are 7.93 GiB in size.

Joining Split Files

Disc image in split parts will need to join before dolphin can read it. A simple command from command prompt and terminal can do it! Use the example command for your system. Use the «cd» command to change directory to the files location. The example command is assumed on CleanRip’s «GAMEID.part#.iso» filename nomenclature.

Windows

cd <directory>
copy /b *.part?.iso fulliso.iso

Linux / macOS

cd <directory>
cat *.part*.iso > fulliso.iso

Wii Remote

Real Wii Remote

To connect a Wii Remote, press «Refresh» then press the 1 + 2 buttons on your Wii Remote simultaneously (Sync button for -TR models). Continuous Scanning allows you to connect a Wii Remote without having to open the Wii Remote window and press refresh every time. As long as a game is running or the Wii Remote configuration window is up, just press 1 + 2 or the sync button on your Wii Remote simultaneously and it will connect.

After several minutes of inactivity, Wii titles will attempt to disconnect the Wii Remote. The Wii Remote will remain on and connected to Dolphin, but the game will believe it is disconnected. To «reconnect» the Wii Remote, go to Tools -> Connect Wii Remotes -> Connect Wii Remote # or use a hotkey corresponding to it (example — the Windows default for Wii Remote 1 is Alt-F5), or simply press a button on the Wii Remote.

Dolphin does not automatically turn off Wii Remotes as the Wii will (except on Linux). Remember to turn off controllers on your own to save battery power, simply by holding the power button on Wii Remote for a second as you would to turn off the Wii. It will also tell Dolphin that it’s disconnected instead of stopping the game emulation.

Couldn’t Connect

Wii Remotes use the Bluetooth interface, make sure your PC supports Bluetooth. Do not pair the Wii Remote to your computer through its native Bluetooth settings. The operating system may interfere with Dolphin’s ability to connect with the Wii Remote. In addition, Wii Remote connectivity will only work if one of the Wii Remote slots is set to Real Wii Remote and it’s not claimed by another Wii Remote.

If the remote does not seem to want to connect, make sure that any real Wiis in proximity are switched off for the duration of the pairing process.

RVL-CNT-01-TR Wii Remote Pluses may need extra configuration for older versions of Windows, see the Wii Remote Plus (RVL-CNT-01-TR) Connection Guide.

Emulated Wii Remote

The configuration window for emulated Wii Remote works in the same way as the GameCube controller settings.

Choose any device that is connected to your PC in the Device dropdown, and set the buttons and axes to your liking.

  • Left click a slot to detect input, then press a button/key or axes on your selected device to save it to that slot.
  • Middle click a slot to clear it of inputs.
  • Right click a slot to show more input options. See Input Syntax for documentation and examples.

Extension Allows you to add an emulated Nunchuk, Guitar, or other Wii Remote peripheral. Select the extension you want to emulate in the dropdown, and press configure to open a window with slots just like the Emulated Wii Remote window. Select buttons and axes as you wish, and press OK to save. If you wish to attach a MotionPlus to the emulated Wii Remote, select «Attach MotionPlus».

If you controller supports it, Rumble will allow your controller to experience the Wii Remote’s rumble functionality. Within the rumble configuration window, click on the motor pattern you wish to use (sine, cosine, etc), and press «Select» to apply it. If you wish to add a second pattern, click another pattern and press «| OR». Hit «OK» to accept the changes and exit the window.

Speaker Pan allows you to shift the emulated Wii Remote audio to the left or the right on your system speakers, if Enable Speaker Data is checked. -100% is left, 0 is centered, and +100% is right.

Battery allows you to change the battery level of the emulated Wii Remote.

Upright Wii Remote alters the base swinging and tilting orientation of the emulated Wii Remote to the upright position.

Sideways Wii Remote changes the emulated Wii Remote controls to allow you to play games as though the Wii Remote is sideways, without actually changing your controls. It is useful for games such as New Super Mario Bros. Wii that are designed for it.

Profile allows you to save/load input configs.

After setting up everything that you want, click «OK» and the changes will save.

Sensor Bar Position, IR Sensitivity, Speaker Volume, and Wii Remote Motor are duplicates of Wii settings. They do exactly what they say they do, and work exactly like the same settings on the Wii itself.

Graphics Settings

Some of these settings will improve emulation compatibility in exchange of PC performance.

General

  • Depending of the game and the graphics card: OpenGL or Direct3D 11 in backend setting will offer better performance. Vulkan is still in experimental phase and it still is not recommended.
  • V-Sync helps prevent screen tearing.
  • Use Fullscreen

    Exclusive Fullscreen is available on Windows, it gives Dolphin full control over the graphics card. This results in minimal latency which is important for competitive games such as Super Smash Bros. Melee. More details on its benefits can be found on Progress Report of July 2014. D3D is well supported for Exclusive Fullscreen . Support on OpenGL is more of a hack . Exclusive fullscreen is enabled by default when it is supported, it can be disabled by checking the Borderless Fullscreen checkbox under Graphics > Advanced > Misc.

    toggles between fullscreen and windowed mode.

Enhancements

The emulation can suffer slowdowns from extreme multiplier options in Internal Resolution, Anisotropic Filtering, and Anti-Aliasing settings. Start with minimum option like «1x Native (640×528)», and go up from there until you can find the highest setting without slowdown. Keep in mind non-1x options may cause graphical issues in some titles.

Hacks

  • Skip EFB Access from CPU — Provides a speed boost. However it provides this boost at the expense of emulation accuracy, breaking some titles and removing effects. It’s off by default for greater emulation accuracy.
  • Ignore Format Changes — The vast majority of titles don’t care about this, and it provides a small boost. However a small number of titles hate this setting. It’s enabled by default.
  • Store EFB Copies to Texture Only — Enabled by default. Disable it only when running a game that requires it. Refer this page for a list of titles that require disabling it.

EFB Copies to Texture Only — Enabled

EFB Copies to Texture Only — Disabled

  • Texture Cache — Setting the slider on the «Fast» position will improve performance greatly, but it may cause graphical glitches in some games (Most commonly missing text).
  • Fast Depth Calculation — Uses a less accurate method of calculating depth values. Gives a small speedup, but can cause flickering textures.
  • Disable Bounding Box — Don’t emulate bounding box calculation, which is only required for a limited set of titles, mostly Paper Mario titles.
  • Vertex Rounding — Rounding 2D vertices to whole pixels, fixes graphical glitches seen in several titles at higher internal resolutions.

Setting Up Dolphin

Your Netplay Experience will greatly vary depending on what version you tend to use. Because Dolphin 5.0 is lacking so many Netplay features at this point, it cannot be recommended for use. It is missing important features like Wii Save Synchronization (), Automated Settings Synchronization (), Cheat Code Synchronization (), Synchronize All Wii Saves () as well as protections for recovering saves if Netplay is to crash.

Rule of thumb is that most settings should be set to default and you are expected to follow specific settings where the instruction (made by host or matchmaking websites) has told you to set before playing online.

Последние статьи

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Написано

,

в

30 июля 2020 г.

/ Часть серии статей Dolphin Progress Report

/ Тема на форуме

Kept you waiting, huh? This summer we had our longest break since we started writing these Progress Reports. Some other obligations came up and a bit of a lull in development gave us the opportunity to postpone things for an extra month. As it turned out, pushing things back might have been a bad idea, as the floodgates opened and now there’s a gigantic backlog spanning three months to get through! To put things into perspective, since our last Progress Report, the last Nintendo Wii games were released, Dolphin Android had a huge user experience overhaul, and Nintendo’s very own GameCube and Wii emulator hit the Switch with Super Mario 3D All Stars.

So without further delay, let’s start getting through the backlog. This one is a bit of a doozy.

Написано

,

в

22 июня 2020 г.

/ Часть серии статей Dolphin Progress Report

/ Тема на форуме

We’ve got a lot to get through the past two months. Headlining it all is that we’re happy to announce support for a new compressed disc format developed specifically for Dolphin: RVZ. This lossless format allows for near top of the line game compression without compromising the integrity of ISOs, while also maintaining performance and stability. But what good is compression if emulation isn’t up to snuff? The past two months have been chock-full of emulation and usability fixes for both Android and Desktop Dolphin! There’s a little bit of everything, from graphics emulation fixes, memory card and savestate compatibility changes, to obscure features like being able to report thermal data to games and homebrew!

Rather than delaying any longer, let’s just dive in now! Please please enjoy the May and June Dolphin Progress Report!

Написано

,

в

22 апреля 2020 г.

/ Часть серии статей Dolphin Progress Report

/ Тема на форуме

It feels like it’s been some time since we’ve had actually had a monthly Progress Report. This is because there haven’t been as many major changes landing, making it harder to fill out a substantial article. That isn’t to say that things have slowed down, these smaller changes increase the quality of life for users and add up, especially when jumping from older builds to the latest. However, these changes are a lot harder to show and feature in a Progress Report compared to things that actually affect the core emulation and games. This time around, we had more than enough on our plate to write about, including support in the latest builds for a very interesting game: The Metroid Prime 3’s E3 2006 Beta.

But before we get to the new changes, we need to cover something we missed last month. So, without further delay, please enjoy the mostly April Progress Report!

Latest articles

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Written by

,

on

July 30, 2020

/ Part of series Dolphin Progress Report

/ Forum thread

Kept you waiting, huh? This summer we had our longest break since we started writing these Progress Reports. Some other obligations came up and a bit of a lull in development gave us the opportunity to postpone things for an extra month. As it turned out, pushing things back might have been a bad idea, as the floodgates opened and now there’s a gigantic backlog spanning three months to get through! To put things into perspective, since our last Progress Report, the last Nintendo Wii games were released, Dolphin Android had a huge user experience overhaul, and Nintendo’s very own GameCube and Wii emulator hit the Switch with Super Mario 3D All Stars.

So without further delay, let’s start getting through the backlog. This one is a bit of a doozy.

Written by

,

on

June 22, 2020

/ Part of series Dolphin Progress Report

/ Forum thread

We’ve got a lot to get through the past two months. Headlining it all is that we’re happy to announce support for a new compressed disc format developed specifically for Dolphin: RVZ. This lossless format allows for near top of the line game compression without compromising the integrity of ISOs, while also maintaining performance and stability. But what good is compression if emulation isn’t up to snuff? The past two months have been chock-full of emulation and usability fixes for both Android and Desktop Dolphin! There’s a little bit of everything, from graphics emulation fixes, memory card and savestate compatibility changes, to obscure features like being able to report thermal data to games and homebrew!

Rather than delaying any longer, let’s just dive in now! Please please enjoy the May and June Dolphin Progress Report!

Written by

,

on

April 22, 2020

/ Part of series Dolphin Progress Report

/ Forum thread

It feels like it’s been some time since we’ve had actually had a monthly Progress Report. This is because there haven’t been as many major changes landing, making it harder to fill out a substantial article. That isn’t to say that things have slowed down, these smaller changes increase the quality of life for users and add up, especially when jumping from older builds to the latest. However, these changes are a lot harder to show and feature in a Progress Report compared to things that actually affect the core emulation and games. This time around, we had more than enough on our plate to write about, including support in the latest builds for a very interesting game: The Metroid Prime 3’s E3 2006 Beta.

But before we get to the new changes, we need to cover something we missed last month. So, without further delay, please enjoy the mostly April Progress Report!

System Requirements

Every game has different requirements, some titles may require a powerful computer while some other titles may not. Generally, these are the minimum recommended requirements for Dolphin.

  • OS: 64-bit edition of Windows (7 SP1 or higher), Linux, or macOS (10.10 Yosemite or higher). Windows Vista SP2 and unix-like systems other than Linux are not officially supported but might work.
  • Processor: A CPU with SSE2 support. A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
  • Graphics: A reasonably modern graphics card (Direct3D 10.0 / OpenGL 3.0). A graphics card that supports Direct3D 11 / OpenGL 4.4 is recommended.

Dolphin Configuration

Dolphin is shipped with default settings for the most optimal performance, you do not usually need to change anything on your first time Dolphin setup.

Enable Dual Core

Provides a significant speedup on modern systems. Recommended on most titles, though may cause issues like crashing or graphic issues on some titles. Refer to this page for a list of titles that require disabling Dual Core.

CPU Emulator Engine

JIT Recompiler is the fastest engine and is recommended on almost all titles. There are a few titles that work better with different emulator engines but unplayably slow.

Audio

DSP HLE is the fastest DSP Emulator Engine. It is very reliable, and only a few titles still have problems with it. See DSP LLE for more details. Cubeb is the faster backend. Recommended on almost all titles.

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