dolphin README

The project's README from github.com/dolphin-emu/dolphin. As one markdown file: README.md.

Dolphin - A GameCube and Wii Emulator

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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+).

Please read the FAQ before using Dolphin.

System Requirements

Desktop

Android

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.

Building

You may find building instructions on the appropriate wiki page for your operating system:

Before building, make sure to pull all submodules:

git submodule update --init --recursive

Android-specific instructions

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.

Uninstalling

On Windows, simply remove the extracted directory, unless it was installed with the NSIS installer, in which case 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.

macOS users can simply delete Dolphin.app to uninstall it.

Additionally, you'll want to remove the global user directory if you don't plan on reinstalling Dolphin.

Command Line Usage

Usage: Dolphin.exe [options]... [FILE]...

Options:
  --version             show program's version number and exit
  -h, --help            show this help message and exit
  -u USER, --user=USER  User folder path
  -m MOVIE, --movie=MOVIE
                        Play a movie file
  -e <file>, --exec=<file>
                        Load the specified file
  -n <16-character ASCII title ID>, --nand_title=<16-character ASCII title ID>
                        Launch a NAND title
  -C <System>.<Section>.<Key>=<Value>, --config=<System>.<Section>.<Key>=<Value>
                        Set a configuration option
  -s <file>, --save_state=<file>
                        Load the initial save state
  -d, --debugger        Show the debugger pane and additional View menu options
  -l, --logger          Open the logger
  -b, --batch           Run Dolphin without the user interface (Requires
                        --exec or --nand-title)
  -c, --confirm         Set Confirm on Stop
  -v VIDEO_BACKEND, --video_backend=VIDEO_BACKEND
                        Specify a video backend
  -a AUDIO_EMULATION, --audio_emulation=AUDIO_EMULATION
                        Choose audio emulation from [HLE|LLE]

Available DSP emulation engines are HLE (High Level Emulation) and LLE (Low Level Emulation). HLE is faster but less accurate whereas LLE is slower but close to perfect. Note that LLE has two submodes (Interpreter and Recompiler) but they cannot be selected from the command line.

Available video backends are "D3D" and "D3D12" (they are only available on Windows), "OGL", and "Vulkan". There's also "Null", which will not render anything, and "Software Renderer", which uses the CPU for rendering and is intended for debugging purposes only.

DolphinTool Usage

usage: dolphin-tool COMMAND -h

commands supported: [convert, verify, header, extract]
Usage: convert [options]... [FILE]...

Options:
  -h, --help            show this help message and exit
  -u USER, --user=USER  User folder path, required for temporary processing
                        files.Will be automatically created if this option is
                        not set.
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -o FILE, --output=FILE
                        Path to the destination FILE.
  -f FORMAT, --format=FORMAT
                        Container format to use. Default is RVZ. [iso|gcz|wia|rvz]
  -s, --scrub           Scrub junk data as part of conversion.
  -b BLOCK_SIZE, --block_size=BLOCK_SIZE
                        Block size for GCZ/WIA/RVZ formats, as an integer.
                        Suggested value for RVZ: 131072 (128 KiB)
  -c COMPRESSION, --compression=COMPRESSION
                        Compression method to use when converting to WIA/RVZ.
                        Suggested value for RVZ: zstd [none|zstd|bzip|lzma|lzma2]
  -l COMPRESSION_LEVEL, --compression_level=COMPRESSION_LEVEL
                        Level of compression for the selected method. Ignored
                        if 'none'. Suggested value for zstd: 5
Usage: verify [options]...

Options:
  -h, --help            show this help message and exit
  -u USER, --user=USER  User folder path, required for temporary processing
                        files.Will be automatically created if this option is
                        not set.
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -a ALGORITHM, --algorithm=ALGORITHM
                        Optional. Compute and print the digest using the
                        selected algorithm, then exit. [crc32|md5|sha1|rchash]
Usage: header [options]...

Options:
  -h, --help            show this help message and exit
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -b, --block_size      Optional. Print the block size of GCZ/WIA/RVZ formats,
then exit.
  -c, --compression     Optional. Print the compression method of GCZ/WIA/RVZ
                        formats, then exit.
  -l, --compression_level
                        Optional. Print the level of compression for WIA/RVZ
                        formats, then exit.
Usage: extract [options]...

Options:
  -h, --help            show this help message and exit
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -o FOLDER, --output=FOLDER
                        Path to the destination FOLDER.
  -p PARTITION, --partition=PARTITION
                        Which specific partition you want to extract.
  -s SINGLE, --single=SINGLE
                        Which specific file/directory you want to extract.
  -l, --list            List all files in volume/partition. Will print the
                        directory/file specified with --single if defined.
  -q, --quiet           Mute all messages except for errors.
  -g, --gameonly        Only extracts the DATA partition.

dolphin (dolphin-emu/dolphin)

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15.7K ·GitHub
这是什么?Dolphin 是一款 GameCube 和 Wii 模拟器:它让你在电脑和 Android 设备上玩这两款主机的游戏,并且比原始硬件有所增强。
我的电脑需要多强的配置?任何支持 SSE2 的 CPU 都可以,不过强烈建议使用主频约 3 GHz 的现代双核处理器(不早于 2008 年),再加上一块支持 Direct3D 11.1 / OpenGL 3.3 的显卡——推荐使用支持 D3D 11.1 / OpenGL 4.4 的显卡。
任何 Android 手机都能运行吗?不行。你需要 Android 7.0 及以上、64 位 CPU(ARMv8 或 x86-64)以及支持 OpenGL ES 3.0 及以上的图形芯片;在不支持的设备上安装会报错失败。实际性能还很大程度上取决于 GPU 驱动的质量。
它支持哪些平台?Windows(10 1903 或更高版本)、Linux、macOS(11.0 Big Sur 或更高版本),以及较新的 Android 设备(7.0+)。其他类 Unix 系统不受官方支持,但也许能运行。
我可以使用哪些图形后端?D3D 和 D3D12 仅限 Windows;OGL 和 Vulkan 跨平台可用。还有一个不渲染任何内容的 Null 后端,以及一个基于 CPU 的 Software Renderer,后者仅供调试使用。
Dolphin 会让游戏效果比在原版主机上更好吗?这正是项目的宣传点——它的描述承诺在电脑上玩 GameCube 和 Wii 游戏“并有所增强”。不过 README 本身并没有列出具体有哪些增强,而是引导用户去查看 FAQ 和论坛。
HLE 和 LLE 音频模拟有什么区别?HLE(高级模拟)速度更快但精度较低,而 LLE(低级模拟)速度较慢但接近完美。LLE 还有 Interpreter 和 Recompiler 两种子模式,但无法从命令行选择。
DolphinTool 是什么?README 里有一个“DolphinTool Usage”标题,但没有给出任何细节,所以它看起来是一个配套的命令行工具,文档在仓库的其他地方。
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