Editing Wii emulators
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+ | | Virtual Wii | ||
+ | | align=left|{{Icon|WiiU}} | ||
+ | | v5.5.6 | ||
+ | | {{✗}}[https://old.reddit.com/r/wiiu/comments/2c9dw3/trouble_with_resolution_of_the_virtual_wii_on_wii/cjd9hcx/ *] | ||
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+ | | [https://wiki.gbatemp.net/wiki/WiiU_VC_Wii_inject_compatibility_list 99%]<br/><small>518 out of 522 reported titles</small> | ||
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<references group=N /> | <references group=N /> | ||
===Comparisons=== | ===Comparisons=== | ||
− | + | ;[[Dolphin]]: The only option for Wii emulation. This is probably due to the project going open-source, allowing more developers to pursue it early in the console's lifespan. It's updated on a near-daily basis and is very compatible, barring some noticeable issues with GameCube games. In addition, it is recommended to sync a Wii remote to play games, mainly because it can be difficult mapping the motion controls to a controller. | |
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− | + | ;[[Ishiiruka-Dolphin]]: A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process. | |
− | + | ;Hagi: An [[Official emulators|official]] GameCube/Wii emulator developed by Nintendo European Research & Development (NERD). Hagi has been used primarily for re-releases [[Emulators on Switch|on the Switch]], such as ''Super Mario Sunshine'', ''Super Mario Galaxy'', ''Pikmin'', and ''Pikmin 2''. | |
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==Hardware features and peripherals== | ==Hardware features and peripherals== | ||
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! Virtual Wii | ! Virtual Wii | ||
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− | | rowspan= | + | | rowspan=2 | [[Wikipedia:Wii_system_software|Wii system software]] |
| [[#Wii_System_Menu|Wii System Menu]] | | [[#Wii_System_Menu|Wii System Menu]] | ||
|{{✓}}[https://wiki.dolphin-emu.org/index.php?title=Wii_Menu *] | |{{✓}}[https://wiki.dolphin-emu.org/index.php?title=Wii_Menu *] | ||
|{{✓}}[https://en-americas-support.nintendo.com/app/answers/detail/a_id/1162/~/how-to-switch-between-wii-and-wii-u-modes *] | |{{✓}}[https://en-americas-support.nintendo.com/app/answers/detail/a_id/1162/~/how-to-switch-between-wii-and-wii-u-modes *] | ||
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| [[Virtual_Console|Virtual Console]] | | [[Virtual_Console|Virtual Console]] | ||
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As of 5.0-4588, it is possible to automatically get the System Menu, along with all other system software, by performing an online update (in the Tools menu). | As of 5.0-4588, it is possible to automatically get the System Menu, along with all other system software, by performing an online update (in the Tools menu). | ||
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===Wii Optical Disc=== | ===Wii Optical Disc=== | ||
The Wii Optical Disc (RVL-006) is the physical game medium for the Wii, created by Panasonic. Nintendo extended its proprietary technology to use a full size 12 cm, 4.7/8.54 GB DVD-based disc, retaining the benefits of the GameCube Game Disc, and adding the standard capacity of a double-layer DVD-ROM. Wii Discs always include a partition with files to update the Wii system software, which are installed before starting the game if needed. This ensures that systems that cannot connect to the Internet are still updated. For the same reasons as the GameCube, the Wii cannot play DVD-Videos or CDs. However, earlier Wiis can play DVD-Video using [[Homebrew_and_hack_Roms|homebrew]] such as WiiMC.[https://en.wikipedia.org/wiki/Nintendo_optical_discs#Wii_Optical_Disc] | The Wii Optical Disc (RVL-006) is the physical game medium for the Wii, created by Panasonic. Nintendo extended its proprietary technology to use a full size 12 cm, 4.7/8.54 GB DVD-based disc, retaining the benefits of the GameCube Game Disc, and adding the standard capacity of a double-layer DVD-ROM. Wii Discs always include a partition with files to update the Wii system software, which are installed before starting the game if needed. This ensures that systems that cannot connect to the Internet are still updated. For the same reasons as the GameCube, the Wii cannot play DVD-Videos or CDs. However, earlier Wiis can play DVD-Video using [[Homebrew_and_hack_Roms|homebrew]] such as WiiMC.[https://en.wikipedia.org/wiki/Nintendo_optical_discs#Wii_Optical_Disc] | ||
− | *Dolphin has support for Wii Optical Disc dumps/[[Save_disk_space_for_ISOs#GameCube_.2F_Wii|images]]. But unfortunately | + | *Dolphin has support for Wii Optical Disc dumps/[[Save_disk_space_for_ISOs#GameCube_.2F_Wii|images]]. But unfortunately regular optical drives for PCs are unable to read Gamecube & Wii discs, so you need to rip your discs. See [[Ripping_games]] page. There is no support for DVD-Video if you plan to use Dolphin with WiiMC [[Homebrew_and_hack_Roms|homebrew]] software for DVD-Video. |
− | *Virtual Wii has support for Wii Optical Disc ([https://youtu.be/4iaq_mKn7mE demonstration]). | + | *Virtual Wii has support for Wii Optical Disc ([https://youtu.be/4iaq_mKn7mE demonstration]). Wii U can't play DVD-Videos. Although we don't know if it's possible to play DVD-Videos using Virtual Wii and [[Homebrew_and_hack_Roms|homebrew]] software (similar to earlier Wii models as mentioned above). |
*See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares. | *See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares. | ||
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===Connectivity=== | ===Connectivity=== | ||
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| {{Y}}<ref group=N2>Dolphin lets you dump game textures and also replace game textures with new custom ones.{{Main|Texture packs#GameCube/Wii}}</ref> | | {{Y}}<ref group=N2>Dolphin lets you dump game textures and also replace game textures with new custom ones.{{Main|Texture packs#GameCube/Wii}}</ref> | ||
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− | | Ray-tracing | + | | Ray-tracing |
− | | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>However you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.[https://www.youtube.com/watch?v=9IlqfrJwKr4 | + | | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>However you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.<br/>[https://www.youtube.com/watch?v=9IlqfrJwKr4 Demonstration]</small> |
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| Pre-rendering AA<br/><small>(MSAA, SSAA)</small> | | Pre-rendering AA<br/><small>(MSAA, SSAA)</small> | ||
| {{Y}} | | {{Y}} | ||
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− | | Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], | + | | Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], XeSS and FSR 2+)</small> |
| <small>Requires access to the depth buffer and temporal data like motion-vectors so it's quite challenging and unlikely to be feasible in the near future.<br/>Besides any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.</small> | | <small>Requires access to the depth buffer and temporal data like motion-vectors so it's quite challenging and unlikely to be feasible in the near future.<br/>Besides any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.</small> | ||
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| [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small> | | [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small> | ||
− | | colspan=3 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack | + | | colspan=3 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack"'''.<br/>While '''[https://youtu.be/5mbUTfCRIF0 AFMF]''' or '''LSFG''' can be used with Dolphin, please be aware that some visual glitches and artifacts may occur at this time. |
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| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM<br/><small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.<br/>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.</small> | | Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM<br/><small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.<br/>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.</small> | ||
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| {{Y}} | | {{Y}} | ||
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− | | [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and | + | | [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and FSR 1)</small> |
| {{Y}} | | {{Y}} | ||
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