Dolphin - Emulating Wii and Gamecube Games

Paraxade released the first version of his widescreen mod for Metroid Prime, which uses modified files instead of ARCodes and displays most of the HUD elements correctly.

4MVX03p.jpg
Oh shit. I was really feeling a Metroid Prime replay. This is amazing. Time to rip my disc. I just hope it works, I get DREs on the Wii. But I remember ripping isos of scratched discs saved me a couple of times in the past for PC games
 

So last week, for the first time ever, I thought I'd try downloading Dolphin and trying my hand at playing some of my old favourite Gamecube games in HD. During the setup process I was surprised to find a "stereoscopic 3D" option, so naturally having a 3D TV I had to try it out. Playing Super Mario Galaxy in high definition and 3D is an absolutely incredible experience!! That article was so interesting, and amazing how much effort has gone into this feature that so few will probably appreciate. But I highly recommend it to anyone if they have a chance to play with it! And thanks to the developers for spending the time to get it to work so perfectly!
 
I downloaded the latest development build, which may be my program in the first place.

Running Windows 7 64 Bit.

3rd gen Intel® Core™ i7-3612QM quad-core processor (2.10GHz / 3.10GHz with Turbo Boost) and NVIDIA® GeForce® GT 640M LE (2GB).

8GB of RAM.

I'll admit I know very little about properly configuring my graphics card, which is especially complicated because this is a laptop. This is my first time trying to do this.

I DO have Dolphin set to use my Nvidia card, though.

The game I'm trying to run is Luigi's mansion.

It would help if you list the actual Dolphin version number. I just tried Luigi's Mansion on 4.0-6382 and it seemed to be running fine. Did you mess with any settings before trying the game? Also do you get a black screen if you set Dolphin to use integrated graphics?
 
It would help if you list the actual Dolphin version number. I just tried Luigi's Mansion on 4.0-6382 and it seemed to be running fine. Did you mess with any settings before trying the game? Also do you get a black screen if you set Dolphin to use integrated graphics?

Trying to use the integrated graphics gives me a series of errors (failed to compile vertex shader, failed to compile pixel shader) over and over. I still hear some start up sound, but it does not progress as far as when it's set to use my actual graphics card. I still see a black screen.

I didn't mess around with any settings, mainly because I didn't know what to try to change.

My version number is 4.0-6358. That was the top-most build on this page.

EDIT: Wow, I know what was wrong. I had it set to use my Nvidia card on a system level, but not within Dolphin itself. All appears well now, I appreciate your patience and your help.
 
So I've been trying to get back into my now almost 2 years running Xenoblade save. They latest builds seem to have that serious random freeze issue that I think they said is related to shader caching. I've been told to use the Ishiiruka builds but even those still have significant microstuttering. Plus, I remember when I first started playing on a much lower specs laptop I didn't get the random freezing issues (though performance in general struggled to maintain 30fps). I've flipped the DSP back to HLE, dialed back the internal res and AA, enabled about all the speed hacks I can, both the latest Dolphin and Ishiiruka builds, but I'm still not getting as smooth an experience as I remember.

What exact build/settings are people using for Xenoblade? And if it makes any difference, I'm still on a 30fps patched PAL version (started playing long before the NA release, though I'd there's a way to convert the save to the NA version that would be ideal) and have the following specs:

i7-4770k oc'd to 4.3GHz
GTX 770 4gb at stock clock
2x4GB 1886MHz RAM (though my bios shows it clocked much lower than that despite messing with the counter multiplier for a while when u first built the thing)
1TB 7200RPM WD Blue HDD for the Dolphin install and ISO storage.
 
Can anyone tell me quick how to enter new AR codes? All the instructions I'm finding are from, like, 2008 and build 2.0. I know where the Cheat Manager is, but I see no place to add a new code. Running the game and opening the Cheat Manager loads a couple of pre-added codes for my game, but again, there's nowhere to add new codes.

Feel dumb.

Also, in the opening cinematic of Luigi's Mansion, Luigi's face has some blinking texture issues. It's brief, I guess. I found some other people complaining about it from 2013, but generally it seems like something most people don't see.
 
So I've been trying to get back into my now almost 2 years running Xenoblade save. They latest builds seem to have that serious random freeze issue that I think they said is related to shader caching. I've been told to use the Ishiiruka builds but even those still have significant microstuttering. Plus, I remember when I first started playing on a much lower specs laptop I didn't get the random freezing issues (though performance in general struggled to maintain 30fps). I've flipped the DSP back to HLE, dialed back the internal res and AA, enabled about all the speed hacks I can, both the latest Dolphin and Ishiiruka builds, but I'm still not getting as smooth an experience as I remember.

What exact build/settings are people using for Xenoblade? And if it makes any difference, I'm still on a 30fps patched PAL version (started playing long before the NA release, though I'd there's a way to convert the save to the NA version that would be ideal) and have the following specs:

i7-4770k oc'd to 4.3GHz
GTX 770 4gb at stock clock
2x4GB 1886MHz RAM (though my bios shows it clocked much lower than that despite messing with the counter multiplier for a while when u first built the thing)
1TB 7200RPM WD Blue HDD for the Dolphin install and ISO storage.

What exactly do you mean by freeze issue? Shader cache generation can cause stuttering but it shouldn't freeze the game. Also what version of Dolphin are you using?

According to the Dolphin wiki unfortunately it seems like stuttering and freezing are both known problems. Try setting your graphics backend to OpenGL and move Dolphin and the ISO to your fastest drive according to the info there.

Can anyone tell me quick how to enter new AR codes? All the instructions I'm finding are from, like, 2008 and build 2.0. I know where the Cheat Manager is, but I see no place to add a new code. Running the game and opening the Cheat Manager loads a couple of pre-added codes for my game, but again, there's nowhere to add new codes.

Feel dumb.

Make sure enable cheats is on in the config and then right click on the game you want to add AR codes to and go to Properties > AR Codes > Add...

Also, in the opening cinematic of Luigi's Mansion, Luigi's face has some blinking texture issues. It's brief, I guess. I found some other people complaining about it from 2013, but generally it seems like something most people don't see.

It might be related to this: https://wiki.dolphin-emu.org/index.php?title=Luigi's_Mansion#Lines_on_Geometry
 
You might want to edit your post if you don't want to be banned.

I was two days late, so I guess I'm okay. I edited it anyway.

I do own Luigi's Mansion, and all the means to play it, just no capture material. Which is why I'm turning to the emulator.

I just can't figure out how to get my games into my library.
 
Does anyone know of a better way of connecting the Wii Remote? I'm using the Toshiba stack and every time I want to connect it, I tell it so in the software, hold down one and two on the remote, it detects it, marks it as detected, then the flashing light stops and the icon in the Toshiba window indicates it's no longer connected. So I go through it again.

Repeat until it finally connects and stays connected.

More than a little annoying and hardly efficient. Anyone know a better way?
 
Does anyone know of a better way of connecting the Wii Remote? I'm using the Toshiba stack and every time I want to connect it, I tell it so in the software, hold down one and two on the remote, it detects it, marks it as detected, then the flashing light stops and the icon in the Toshiba window indicates it's no longer connected. So I go through it again.

Repeat until it finally connects and stays connected.

More than a little annoying and hardly efficient. Anyone know a better way?

I'm using the default windows stack (have to disable speaker data in order for it to work correctly all the time) and I just hit 1 + 2 and it connects instantly.

Make sure dolphin is on when you connect it and set to "continuous scanning"
 
I'm using the default windows stack (have to disable speaker data in order for it to work correctly all the time) and I just hit 1 + 2 and it connects instantly.

Make sure dolphin is on when you connect it and set to "continuous scanning"

Going back to the Windows 7 drivers reminded me of why I switched to the Toshiba stack in the first place - they never work. I connect it to Windows, set it to not use a pairing code, Windows says it's connected... Dolphin never sees it. Ever. Then when I look back at the Bluetooth Devices window, the remote is no longer connected. Try again, repeat until give up out of sheer irritation. At least when it finally works using the Toshiba stack it eventually picks it up, but on Windows it appears to be only an exercise in futility.

Continuous scanning is enabled, speaker data is not enabled.
 
Going back to the Windows 7 drivers reminded me of why I switched to the Toshiba stack in the first place - they never work. I connect it to Windows, set it to not use a pairing code, Windows says it's connected... Dolphin never sees it. Ever. Then when I look back at the Bluetooth Devices window, the remote is no longer connected. Try again, repeat until give up out of sheer irritation. At least when it finally works using the Toshiba stack it eventually picks it up, but on Windows it appears to be only an exercise in futility.

Continuous scanning is enabled, speaker data is not enabled.

Something to consider and an issue I had in the past. Do you have a wii/wiiU nearby? I had a good 30 minutes of screwing around with my controller trying to get it to connect but dolphin not recognizing the controller. It was lighting up P1 so I thought it had to be connected for sure and it turned out it was connected.....

to my wii.
 
Something to consider and an issue I had in the past. Do you have a wii/wiiU nearby? I had a good 30 minutes of screwing around with my controller trying to get it to connect but dolphin not recognizing the controller. It was lighting up P1 so I thought it had to be connected for sure and it turned out it was connected.....

to my wii.

I have a Wii U sitting downstairs and a few rooms away, but it was in low power mode. I tried disconnecting it from the power but that still hasn't improved my chances of connecting the Wii Remote to my pc. When I'm trying to connect it, it never flashes P1, it just flashes the P1&P2 lights together - when it's finally connected, it does then light up P1 as expected. It never flashes P1 exclusively.
 
I'm wondering how much the emulator could improve when using a DX12 back-end. Granted, it will take a few years before it is fully in use, with the the DX11 back-end having to be rewritten quite a lot and people would need supported GPU's. But it seems like they could improve the engine a lot if they'd use the newest OpenGL instructions, which they sadly can't use because not many cards support them. But with DX12 supporting extra functions on top of those (I assume), the emulator could become even more accurate than it is now.

I'm curious if some of the devs have already commented on the possible benefits or hurdles regarding DX12.
 
I'm wondering how much the emulator could improve when using a DX12 back-end. Granted, it will take a few years before it is fully in use, with the the DX11 back-end having to be rewritten quite a lot and people would need supported GPU's. But it seems like they could improve the engine a lot if they'd use the newest OpenGL instructions, which they sadly can't use because not many cards support them. But with DX12 supporting extra functions on top of those (I assume), the emulator could become even more accurate than it is now.

I'm curious if some of the devs have already commented on the possible benefits or hurdles regarding DX12.

neobrain (one of the Dolphin developers) has discussed it here: https://www.reddit.com/r/emulation/...x12_make_a_significant_difference_for/cnx7sy6
 
I'm wondering how much the emulator could improve when using a DX12 back-end. Granted, it will take a few years before it is fully in use, with the the DX11 back-end having to be rewritten quite a lot and people would need supported GPU's. But it seems like they could improve the engine a lot if they'd use the newest OpenGL instructions, which they sadly can't use because not many cards support them. But with DX12 supporting extra functions on top of those (I assume), the emulator could become even more accurate than it is now.

I'm curious if some of the devs have already commented on the possible benefits or hurdles regarding DX12.

pcsx2 will have major improvements - dolphin not really as already mentioned.
 
I've read around but am still confused as to what I need to do in order to play dolphin using a wiimote? What exactly do I need? Can someone explain or lead me somewhere? I managed to get smash bros melee started so I at least know that works. Minus the whole memory card A is corrupted thing. Using a MacBook Pro 2015 8gb ram 2.7ghz Intel iris graphics 6100. Thanks gaf
 
I've read around but am still confused as to what I need to do in order to play dolphin using a wiimote? What exactly do I need? Can someone explain or lead me somewhere? I managed to get smash bros melee started so I at least know that works. Minus the whole memory card A is corrupted thing. Using a MacBook Pro 2015 8gb ram 2.7ghz Intel iris graphics 6100. Thanks gaf

You need to have a compatible Bluetooth connection to your computer so it can interact with the Wiimote and a sensor bar which the Wiimote uses for motion tracking. A two in one device I would recommend getting is the Mayflash DolphinBar which works as both a sensor bar and Bluetooth adapter (note that there's currently a known issue with the DolphinBar in OS X that you might want to look into first)
 

There's been some DX12 talk here and there. Basically it's too early to tell what will and won't be helpful at this time. I think Neobrain is pretty sick of the questions about DX12 which started immediately after it was announced. There have been some discussions here and there if you looked around though.

https://github.com/dolphin-emu/dolphin/pull/2448

Armada651 commented 14 days ago
@galop1n I had a look at DirectX12 this morning, it should lower the overhead a bit since state tracking will become our responsibility (we already do so). But isn't the real advantage in having multiple threads assemble command lists and adding those to the command queue? It'll be difficult to take advantage of that in Dolphin.

@galop1n
galop1n commented 14 days ago
The ability ( and duty ) of fencing ourself memory usage should help a bit
to improve the cpu read back and other patterns not pc friendly of the
unified wii memory.
…
@Armada651
Collaborator
Armada651 commented 14 days ago
Ah, I didn't take a look at the memory management yet, that looks very relevant indeed.

I think DX12 will gather more interest once there are some features that at least one of the devs feels are necessary to improve the accuracy, and the same for Vulkan as well.
 
You need to have a compatible Bluetooth connection to your computer so it can interact with the Wiimote and a sensor bar which the Wiimote uses for motion tracking. A two in one device I would recommend getting is the Mayflash DolphinBar which works as both a sensor bar and Bluetooth adapter (note that there's currently a known issue with the DolphinBar in OS X that you might want to look into first)

Thank you for the response
 
Is there any way to fix stuttering? Despite apparently running at 60fps some games stutter like crazy at certain spots in my games. Should I rip them again or is it a configuration issue?
I'm using the standard configuration and my specs are:

Windows 8.1
GTX 980
Intel i5 4690k
16gb of RAM
 
Is there any way to fix stuttering? Despite apparently running at 60fps some games stutter like crazy at certain spots in my games. Should I rip them again or is it a configuration issue?
I'm using the standard configuration and my specs are:

Windows 8.1
GTX 980
Intel i5 4690k
16gb of RAM

Depends on the game. If I had to guess, the stuttering is from shader caching. If you play the same game more and more, it should become smoother. Try the Ishiiruka build to see if it improves stuttering for some games.
 
Is there any way to fix stuttering? Despite apparently running at 60fps some games stutter like crazy at certain spots in my games. Should I rip them again or is it a configuration issue?
I'm using the standard configuration and my specs are:

Windows 8.1
GTX 980
Intel i5 4690k
16gb of RAM

Dolphin generates shader code on the fly and caches it. Some games you will get stuttering the first time it's generating shader code and it will be smoother during subsequent playthroughs. There's a separate branch that has asynchronous shader code among other differences, but it's not directly supported by the devs: https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version
 
If you're using Vsync that could also be the culprit for the stuttering. Try the Borderless Fullscreen setting, that solved my non shader cache related stutering problems.
 
Thanks I'll try all that
I was just trying to play my copy of viewtiful joe and Kirby air ride and was getting stutters
 
I tried adding in Dolphin FX which I have tried in the Ishiiruka build, but for some reason it goes black every time I try to add some bloom.

Anything I might be doing wrong here?
 
I got the original Eternal Darkness and i'm now playing it on dolphin.
The memories!
Gotta love the atmosphere in this game, the Maximilian Roivas Chapter is amazing, Lovecraft fan here.

I really hope in a Shadow of the Eternals release.
 
Nabbed a GC controller adapter for Wii U for $20 on Amazon. Plays beautifully. So cool to be able to plug and play in Dolphin.
 
So I'm trying out the Depth post processing effect in Ishiiruka.

IP7qWyA.jpg

This one.

Which gives a silhouette effect


but as you can see the edges have a lot of aliasing, which happens regardless of anti-aliasing setting. Is there a way to fix this?
 
I just have one issue with Dolphin which is weird as it never happened before, I can not for the life of me pass the start screen for Donkey Kong Country.It gives me the following message "Please remove the unsupported external extension controller"
Now to get past it I have to disable the classic controller under emulated wii mote config to pass it and play.
Real wii mote works, emulated wii mote with nun-chuck as an external controller works, however as soon as I set it to classic external controller with my xbox 360 controller or xbox one controller, I get the above message.
The weird part? a few months back I was playing it fine on the same system I have now, only thing that has changed is I got the Xbox one controller and also recently Installed some windows 8.1 updates and optional ones.
However what is even more weird my Xenobalde works with classic, either xbox 360 controller or xbox one controller.
I even did a re-rip of Donkey Kong and nothing, I'm even willing to purchase the bloody thing again if that is what would fix it, however hopefully someone has a fix before I do that.
 
So I'm trying out the Depth post processing effect in Ishiiruka.

IP7qWyA.jpg

This one.

Which gives a silhouette effect



but as you can see the edges have a lot of aliasing, which happens regardless of anti-aliasing setting. Is there a way to fix this?

Render at a higher resolution. Set IR to something like 9x. You could also use SweetFx or Reshade to apply FXAA or SMAA. Since they're post processed AA they should apply on top of the final image which will clean up the edges.

OR, if you wanna do both, that's totally viable too and would probably look the nicest. The only difference is you would have to be sure that you're actually displaying Dolphin at the same resolution you're rendering at, or else the PP AA won't apply correctly since the game will be pre-scaled.
 
There's been some DX12 talk here and there. Basically it's too early to tell what will and won't be helpful at this time. I think Neobrain is pretty sick of the questions about DX12 which started immediately after it was announced. There have been some discussions here and there if you looked around though.

https://github.com/dolphin-emu/dolphin/pull/2448



I think DX12 will gather more interest once there are some features that at least one of the devs feels are necessary to improve the accuracy, and the same for Vulkan as well.

Yeah I saw that afterwards and I agree. It will be largely speculation until someone actually codes up a new D3D12 backend and can actually test it.

I just have one issue with Dolphin which is weird as it never happened before, I can not for the life of me pass the start screen for Donkey Kong Country.It gives me the following message "Please remove the unsupported external extension controller"
Now to get past it I have to disable the classic controller under emulated wii mote config to pass it and play.
Real wii mote works, emulated wii mote with nun-chuck as an external controller works, however as soon as I set it to classic external controller with my xbox 360 controller or xbox one controller, I get the above message.
The weird part? a few months back I was playing it fine on the same system I have now, only thing that has changed is I got the Xbox one controller and also recently Installed some windows 8.1 updates and optional ones.
However what is even more weird my Xenobalde works with classic, either xbox 360 controller or xbox one controller.
I even did a re-rip of Donkey Kong and nothing, I'm even willing to purchase the bloody thing again if that is what would fix it, however hopefully someone has a fix before I do that.

Are you talking about Donkey Kong Country Returns or one of the VC games? DKCR doesn't support classic controllers.
 
Yeah I saw that afterwards and I agree. It will be largely speculation until someone actually codes up a new D3D12 backend and can actually test it.



Are you talking about Donkey Kong Country Returns or one of the VC games? DKCR doesn't support classic controllers.

Wow you are right....I have no idea why I was convinced that a classic controller works for donkey kong county returns.

I feel pretty bad now, oh well at least now I know it doesn't work and my game disc is fine, thanks.
 
Has it been mentioned that dolphin 5.0 is starting to happen? There's no time frame on it's completion, but the initial steps have begun.
 
Going to play some Super Mario Galaxy for the first time! Finally got an optical drive in my PC... Hopefully I don't have too much trouble trying to figure this all out.
 
Going to play some Super Mario Galaxy for the first time! Finally got an optical drive in my PC... Hopefully I don't have too much trouble trying to figure this all out.

FYI Dolphin can't play Wii discs from an optical drive and unless you have a specific model you won't be able to rip the game with it either.
 
I'm just using the Ishi build at this point in time. It has less stutters and runs texture packs much better. It's in the development section of their forum. It updates a little later but has async and dear god I am running the SMG2 texture pack with DDS and it's near flawless at 5xIR or 4K. D3D11.

I have an OC'd 970 and a i5 2500k at 4.5GHz.

SMG2 texure pack is not done yet... and unless you can do high IR you might want to axe the environmental textures as they can get shimmery they were made for the future at 8xIR basically. Same with SMG1 pack. They are made for IRx5 or more. You can safely use everything but the environment stuff without much shimmering at lower IRs. They are every faithful too.

Anyway this game is so beautiful. I should post some screens at some point. It's like having a brand new mario game.

I'm playing Dolphin with a DS4 btw. Mapped all my controls out perfectly for me. Cannot play Skyward Sword without Wii Motion Plus. Will be getting one of those soon.
 
I finally played around with the new shader effects. Man, that is really cool. I've been dreaming that someone would get around to working that in for years, especially when I saw what custom shaders could do for Skyrim.

Anyway, I ran Twilight Princess with AO and DoF. Sometimes the DoF looked fantastic, but I'm sure there's a sweet spot for it that I hadn't figured out yet. The Ambient occlusion is such a great addition. I also turned the native bloom off and used the one included in the pack. Here's some shots I got:

JPYVrHR.png

1eIXPQX.png

Q0Z3Shd.png

Abl7wNr.png


Full Album

Also, something that confuses me about running these shaders is that I can run the game full speed when the window about 3/4ths full size, but if I try to maximize it, the game slows down considerably.
 
Oh ok so I need a homebrew channel.

To get that, I need an SD card and a copy of super smash bros brawl.

more steps....

Seriously I know I shouldn't say this but go the other more easier way of getting that game on your PC, you own the game so don't feel bad for doing it
 
Top Bottom