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Dolphin is an emulator for running GameCube, Wii, and Triforce games on Windows, Linux, OS X, and recent Android devices. It's licensed under the terms of the GNU General Public License, version 2 or later (GPLv2+).
Please read the FAQ before using Dolphin.
- OS
- Windows (7 SP1 or higher is officially supported, but Vista SP2 might also work).
- Linux.
- OS X (10.9 Mavericks or higher).
- 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.
- OS
- Android 5.0 (Lollipop) or higher.
- Processor
- An ARM processor with support for 64-bit applications. (An Intel x86 processor could also work in theory, but no known x86 devices support 64-bit applications.)
- Graphics
- A graphics processor that supports OpenGL ES 3.0 or higher. Performance varies heavily with driver quality.
- A graphics processor that supports standard desktop OpenGL features is recommended for best performance.
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.
Use the solution file Source/dolphin-emu.sln
to build Dolphin on Windows.
Dolphin now prefers and recommends Visual Studio 2015 (get the free Community version).
But Dolphin VR also still supports Visual Studio 2013 Update 3 or above.
Previous versions don't support many C++ features that we use.
An installer can be created by using the Installer_win32.nsi
and
Installer_x64.nsi
scripts in the 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 Build directory contains
a working Dolphin distribution.
To build with Oculus Rift support, you need the Oculus Rift SDK 0.4.2 or above. Copy the LibOVR folder from the Oculus Rift SDK into the Externals folder, and clean and rebuild. The presense or absense of the LibOVR folder changes the HAVE_OCULUSSDK preprocessor definition. Currently only the OpenGL renderer works with the Oculus Rift. Oculus Rift features are not officially supported by the Dolphin team.
Dolphin requires CMake 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.
mkdir Build
cd Build
cmake ..
make
On OS X, an application bundle will be created in ./Binaries
.
On Linux, it's strongly recommended to perform a global installation via sudo make install
.
These instructions assume familiarity with Android development. If you do not have an Android dev environment set up, see AndroidSetup.md.
If using Android Studio, import the Gradle project located in ./Source/Android
.
Android apps are compiled using a build system called Gradle. Dolphin's native component,
however, is compiled using CMake. The Gradle script will attempt to run a CMake build
automatically while building the Java code, if you create the file Source/Android/build.properties
,
and place the following inside:
# Specifies arguments for the 'make' command. Can be blank.
makeArgs=
# The path to your machine's Git executable. Will autodetect if blank (on Linux only).
gitPath=
# The path to the CMake executable. Will autodetect if blank (on Linux only).
cmakePath=
# The path to the extracted NDK package. Will autodetect if blank (on Linux only).
ndkPath=
If you prefer, you can run the CMake step manually, and it will copy the resulting binary into the correct location for inclusion in the Android APK.
Execute the Gradle task assembleArm_64Debug
to build, or installArm_64Debug
to
install the application onto a connected device. If other ABIs are eventually supported,
execute the tasks corresponding to the desired ABI.
When Dolphin has been installed with the NSIS installer, you can uninstall Dolphin like any other Windows application.
Linux users can run cat install_manifest.txt | xargs -d '\n' rm
as root from the build directory
to uninstall Dolphin from their system.
OS X users can simply delete Dolphin.app to uninstall it.
Additionally, you'll want to remove the global user directory (see below to see where it's stored) if you don't plan to reinstall Dolphin.
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= Loads the specified file (DOL,ELF,WAD,GCM,ISO)
- -b, --batch Exit Dolphin with emulator
- -V, --video_backend= Specify a video backend
- -A, --audio_emulation= 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.
Available video backends are "D3D" (only available on Windows) and "OGL". There's also "Software Renderer", which uses the CPU for rendering and is intended for debugging purposes only.
totaldb.dsy
: Database of symbols (for devs only)GC/font_ansi.bin
: font dumpsGC/font_sjis.bin
: font dumpsGC/dsp_coef.bin
: DSP dumpsGC/dsp_rom.bin
: DSP dumpsWii/clientca.pem
: Wii network certificateWii/clientcacakey.pem
: Wii network certificateWii/rootca.pem
: Wii network certificate
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.
Wii network certificates must be extracted from a Wii IOS. A guide for that can be found here.
These folders are installed read-only and should not be changed:
GameSettings
: per-game default settings databaseGC
: DSP and font dumpsMaps
: symbol tables (dev only)Shaders
: post-processing shadersThemes
: icon themes for GUIResources
: icons that are theme-agnosticWii
: default Wii NAND contents
A number of user writeable directories are created for caching purposes or for
allowing the user to edit their contents. On OS X and Linux these folders are
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 inHKEY_CURRENT_USER/Software/Dolphin Emulator
and has the value 1, Dolphin will always start in portable mode. - If the registry string value
UserConfigPath
exists inHKEY_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.
List of user folders:
Cache
: used to cache the ISO listConfig
: configuration filesDump
: anything dumped from DolphinGameConfig
: additional settings to be applied per-gameGC
: memory cards and system BIOSLoad
: custom texturesLogs
: logs, if enabledScreenShots
: screenshots taken via DolphinStateSaves
: save statesWii
: Wii NAND contents
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".