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Dolphin

Open Source Release under GPL 2

Core F|RES & ector
Plugins F|RES & ector
GFX DX9 ector
GFX OpenGL zerofrog
Misc features yaz0r
Triforce tmbinc

Dolphin is open for more contributors. Contact us (for example, through hrydgard (at) gmail.com) if you want to be added as project member (write access to SVN). See the bottom of this page for instructions.

Comments and new issues are welcome as long as they are real and reproducible, see the Issues tab. You need a Google account and be logged in to comment.

Build instructions

WindowsBuild Linux_dependencies MacOSX_Build

DeveloperGuide

Screen shots

System Requirements

New Features

Overview

Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).

Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.

Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.

Usage Notes

The GUI should be pretty much self-explanatory.

To attempt to boot Wii ISOs, you need the disc master key. It should be called "masterkey.bin". Put it in the Wii subdirectory.

To use Action Replay codes, follow the examples in the Patches subdirectory. Use + in front of a cheat name to activate it. The cheats can be named anything.

Code Notes

Dolphin is written in C++. It's usually compiled with Visual Studio 2005, but it now builds under Linux and MacOSX. The OSX build doesn't actually work, yet, though.

To tweak settings for the JIT/Dynarec, see Core/PowerPC/Jit64/JitCache.cpp, in InitCache().

We have a scons build system set up, but if anyone wants to create an automake solution, go ahead, we'd appreciate it.

Contribution

We are looking for new developers.

To contribute, download TortoiseSVN (unless you are doing the linux port, in that case you probably know what to do), and use it to check out the code. The path to the SVN repository can be found on the Source tab, see the top of the page.

When you have done some significant changes, tell us, or just use the Create Patch feature and send that to us. If it looks good we'll add you to Members, giving you full SVN access, and then you can submit it.