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		<title>Nintendo GameCube emulators</title>
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		<summary type="html">&lt;p&gt;Sundayfunday: linebreak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox computing device/Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
{{for|emulators that run on the Nintendo GameCube|Emulators on Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Nintendo GameCube|GameCube]]&#039;&#039;&#039; (&#039;&#039;&#039;GCN&#039;&#039;&#039;/&#039;&#039;&#039;NGC&#039;&#039;&#039;) is a 32-bit, sixth-generation console released by [[wikipedia:Nintendo|Nintendo]] on November 18, 2001, for {{inflation|USD|199|2001}}. It has an IBM PowerPC Gekko CPU at 486 MHz with 24 MB of RAM and an ATI Flipper GPU at 162 MHz. Nintendo, Namco, and Sega later designed the &#039;&#039;&#039;[https://wiki.dolphin-emu.org/index.php?title=Triforce Triforce]&#039;&#039;&#039; arcade board based on the GameCube, releasing titles for it the following year. Unlike [[PlayStation_2_emulators#Hardware_Features_and_Accessories|PlayStation 2]] or [[Xbox_emulators#Hardware_features_and_peripherals|Xbox]] DVD playback support, the GameCube didn&#039;t have playback support for [https://forum.blu-ray.com/showthread.php?t=249677 mini-DVD movies]. However, a special version of the GameCube that could play DVD-Video, audio CDs and VCDs was released by Nintendo and Panasonic, called the [[#Hardware_variants|Panasonic Q]].&lt;br /&gt;
&lt;br /&gt;
Nintendo released the successor, the [[Wii emulators|Wii]], in 2006, which was revealed to have very similar (albeit more powerful) hardware and compatible interfaces. This meant the Wii could run GameCube games natively rather than via emulation. While this was removed in later revisions, as well as the vWii mode in the Wii U, the hardware is still similar enough that GameCube games can be run via certain homebrew programs, with [[Nintendont]] being the most popular and easy to use.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+Before editing, review the [[Getting involved]] and [[Recommended emulators|Recommended]] pages. See [[Computer_specifications#Recommended_Specifications|system requirements]] page for performance demand of the emulators.&amp;lt;br&amp;gt;See tables for &amp;lt;span style=&amp;quot;font-weight: bold; color: #CC0000; border: 1px solid #CC0000; padding: 2px;&amp;quot;&amp;gt;[[#Hardware variants|hardware variants]], [[#Enhancements|enhancements]], [[#Hardware_features_and_peripherals|hardware features and peripherals]].&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;For more details such as [[licensing]], [[Source_code#Language_levels|programming language]], [[High_and_low-level_emulation|emulation method]], visit each emulator’s dedicated page.&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Active&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |PC&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|WoA|macOSx64|macOSARM|Linux|LinuxARM|FreeBSD}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;The last Dolphin release to support Windows 10 versions 1703 to 1809 is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/eb84b0fb9b3cd21400987a1c10c4a38d4861b9a9/ 2503-148][https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#windows-10-minimum-version-bumped-to-1903 *]. The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270][https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur *].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=&amp;quot;N&amp;quot; name=DolphinRA&amp;gt;Dolphin libretro core has been [https://github.com/libretro/dolphin/pull/352 updated and refactored to align with upstream Dolphin], but it may still contain some bugs not present in the standalone Dolphin version.&amp;lt;/ref&amp;gt;||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} [https://wiki.dolphin-emu.org/index.php?title=Nintendo_GameCube 95.9%]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishiiruka-Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version 2020-08-23]||{{Na}}&lt;br /&gt;
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Lazuli]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
| [https://github.com/vxpm/lazuli/releases/ {{lazuliVer}}]||{{Ya}} ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Gecko]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOSARM}}&lt;br /&gt;
| [https://github.com/ioncodes/gecko/releases {{GeckoVer}}]||{{Ya}} ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|?&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{Green}} {{License|GPLv2}}&amp;lt;br&amp;gt;{{License|BSD3}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/emu-russia/pureikyubu pureikyubu]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/emu-russia/pureikyubu/releases {{PureikyubuVer}}]||{{~}} ||{{Green}} {{License|CC0}} 1.0 ({{License|PDEQ}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Gekko&lt;br /&gt;
| align=left|{{Icon|Win}}&lt;br /&gt;
| [https://github.com/shonumi/gekko-gc-emu git]||{{Na}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|gcube&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
|[https://gitlab.com/dev.monk/gcube 0.7b]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin (Nintendo)|Dolphin &amp;lt;small&amp;gt;(Nintendo)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
| align=left|{{Icon|Windows}}&lt;br /&gt;
| [http://www.emuparadise.me/sdk/Installers/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]||{{Na}} ||{{Red}} {{License|Proprietary}} &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Mobile&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270][https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur *].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=&amp;quot;N&amp;quot; name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} [https://wiki.dolphin-emu.org/index.php?title=Nintendo_GameCube 95.9%] ||{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishiiruka-Dolphin]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |{{Icon|Android}}&lt;br /&gt;
|[https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version 2020-08-23]||{{Na}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://dolphinios.oatmealdome.me/ DolphiniOS]&lt;br /&gt;
| align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
| [https://dolphinios.oatmealdome.me Release]&amp;lt;br&amp;gt;[https://dolphinios.oatmealdome.me/beta Beta]||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin MMJR|Dolphin MMJR]]&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| &amp;lt;strike&amp;gt;[https://github.com/Bankaimaster999/Dolphin-MMJR git]&amp;lt;/strike&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;||{{Na}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Provenance]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]&amp;lt;br&amp;gt;[https://github.com/Provenance-Emu/Provenance/releases git]||{{Ya}}&lt;br /&gt;
|{{?}} &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://provenance.itch.io/icube iCube]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS|tvOS}}&lt;br /&gt;
|[https://provenance.itch.io/icube {{iCubeVer}}]&amp;lt;br&amp;gt;[https://github.com/Provenance-Emu/iCube/releases git]||{{Ya}}&lt;br /&gt;
|{{?}} &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Fin]]&lt;br /&gt;
| align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
| [https://apps.apple.com/us/app/fin-game-emulator/id6758910777 {{FinVer}}]||{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Console&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo GameCube - Nintendo Classics|Nintendo GameCube - &amp;lt;br&amp;gt;Nintendo Classics]]&lt;br /&gt;
|align=left|{{Icon|Switch2}}&lt;br /&gt;
| N/A||{{Ya}}&lt;br /&gt;
|{{Red}} {{License|Proprietary}} &lt;br /&gt;
|{{Pink}} &amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Hagi&lt;br /&gt;
| align=left|{{Icon|NX}}&lt;br /&gt;
| Patch-based||{{Ya}} ||{{Red}} {{License|Proprietary}} &lt;br /&gt;
|{{Pink}} &amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Dolphin&lt;br /&gt;
| align=left|{{Icon|XB1|XboxSXS}}&lt;br /&gt;
| [https://github.com/SirMangler/dolphin/releases 1.1.6]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;Use these builds until [https://github.com/dolphin-emu/dolphin/pull/11339 this PR merge].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;[https://buildbot.libretro.com/stable/1.14.0/windows-msvc2019-uwp/x64/ libretro core]&amp;lt;ref group=&amp;quot;N&amp;quot; name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} [https://wiki.dolphin-emu.org/index.php?title=Nintendo_GameCube 95.9%] ||{{Ya}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Compatibility layers [[Compatibility layers|(...)]]==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest Version&lt;br /&gt;
!Active&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendont]]&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;Works on Wii U via its [[Wii_emulators#Native|Wii Mode]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [https://github.com/FIX94/Nintendont git]||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} {{Emulator compatibility|link=https://wiki.gbatemp.net/wiki/Nintendont_Compatibility_List|1020|1024}} ||{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Devolution&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&lt;br /&gt;
| [https://gbatemp.net/threads/devolution-public-release.330554/ r206]||{{X}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| DIOS MIOS (Lite)&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| [https://code.google.com/archive/p/diosmios/ 2.11]||{{Na}} ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Native==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Active&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii_emulators#Hardware_features_and_peripherals|Wii Backwards Compatibility]]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;Some games have patches applied to make them work on the Wii: (source: [https://www.reddit.com/r/Games/comments/rly3ln/games_that_developed_bugs_and_glitches_or_became/hpjkwio/ 1], [https://wiibrew.org/wiki/MIOS 2]). The disc drive has a 1 MiB read ahead cache, that&#039;s not impacted by streaming audio being enabled. So e.g. Metroid Prime 1 loads faster. Previously it was 512 KiB and streaming audio subtracted from it. (source: Extrems)&amp;lt;/ref&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| v6&lt;br /&gt;
| {{Na}}&lt;br /&gt;
| {{Red}} {{License|Proprietary}}&lt;br /&gt;
|{{Pink}} No documented issues&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;N&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
;Emulators&lt;br /&gt;
:;[[Dolphin]]: The emulator of choice for the GameCube and the first Wii emulator. It is updated on a near-daily basis and has great emulation of almost every game, though some games have known bugs on their issue trackers. It is the first emulator to [https://dolphin-emu.org/blog/2016/09/06/booting-the-final-gc-game/ boot the full game catalog of a sixth-generation home console] (Before any emulator for the same generation rivals like the Dreamcast, PlayStation 2, and Xbox) and did so in September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game.&lt;br /&gt;
&lt;br /&gt;
:;[[Ishiiruka-Dolphin]]: A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process.&lt;br /&gt;
&lt;br /&gt;
:;pureikyubu: An open-source Nintendo GameCube emulator which initially started development under the name Dolwin in 2004; it could boot and run some commercial games and demos. Nowadays, pureikyubu is designed to be a research emulator for developers, with accuracy being a priority.&lt;br /&gt;
&lt;br /&gt;
:;gcube: An early, short-lived GameCube emulator created around 2004 by developer monk. Despite the emulator&#039;s promising rapid progress, the project was discontinued in 2005 at version 0.4, with gcube&#039;s source code released afterward.&amp;lt;ref&amp;gt;[https://web.archive.org/web/20050122170440/http://gcube.exemu.net/ gcube&#039;s website on January 22nd, 2005 from the Wayback Machine]&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;The source code was mirrored to GitLab in 2017, with the emulator having received many major updates since it was originally discontinued. However, the project has remained abandoned since it was initially mirrored.&amp;lt;ref&amp;gt;[https://gitlab.com/dev.monk/gcube gcube GitLab repo]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;[[Dolphin (Nintendo)]]: Nintendo made an emulator for Windows that was also called Dolphin. This official program doesn&#039;t run commercial games and has no connection to the open-source project.&lt;br /&gt;
&lt;br /&gt;
:;Hagi: An [[Official emulators|official]] GameCube/Wii emulator developed by Nintendo European Research &amp;amp; Development (NERD). Hagi has been used primarily for re-releases [[Emulators on Nintendo Switch|on the Switch]], such as &#039;&#039;Super Mario Sunshine&#039;&#039;, &#039;&#039;Super Mario Galaxy&#039;&#039;, &#039;&#039;Pikmin&#039;&#039;, and &#039;&#039;Pikmin 2&#039;&#039;. It uses automatic button remapping based on memory.&lt;br /&gt;
&lt;br /&gt;
:;[[Nintendo GameCube - Nintendo Classics]]: Another official emulator. Released exclusively for the [[Nintendo Switch 2 emulators|Nintendo Switch 2]] and available for the members of Nintendo Switch Online Expansion Pack. Supports local and online play (up to four players), and includes a CRT filter and in-app button remapping. Users are limited to the selection of games Nintendo chooses to make available on the service. Accuracy is high, though input lag, analog stick emulation (fixed in version 1.6.0), and single frame drops every 16-17 seconds remain issues.&lt;br /&gt;
&lt;br /&gt;
;Compatibility layers&lt;br /&gt;
:;[[Nintendont]]: While not technically an emulator, Nintendont is a [[compatibility layers|compatibility layer]] that allows you to play GameCube games on the Wii and even the Wii U. It&#039;s compatible with nearly all GameCube titles (and Triforce games, too) and supports extra features such as memory card emulation along with support for additional controller input options such as the USB GameCube controller adapter, Classic Controller Pro, Wii U Pro Controller, and even the Wii U GamePad.&lt;br /&gt;
&lt;br /&gt;
:;DIOS MIOS (Lite): Another [[compatibility layers|compatibility layer]] for the Wii (but NOT Wii U) that allows you to play GameCube games. The main version allows users to load games off of a USB device, while the &amp;quot;Lite&amp;quot; version loads games from an SD card. Nintendont serves as a direct successor to this project, making DIOS MIOS entirely obsolete.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
! Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Controls&lt;br /&gt;
|Disguise peripheral support through passthrough&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected &#039;nearly the same internally&#039; controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-270-disguise-rock-band-playstation-usb-devices-as-wii-equivalents-by-josjuice Dolphin Progress Report - Release 2506]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Input_lag|Input lag mitigating]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Controllers#Mouse_Injectors_for_Emulators|Mouse injector]]&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;There is a third-party Mouse injector tool that can help you with this on [https://github.com/garungorp/MouseInjectorDolphinDuck &#039;&#039;&#039;GitHub&#039;&#039;&#039;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Real peripheral support (passthrough)&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;br&amp;gt;&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough Dolphin wiki - Bluetooth Passthrough]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough Dolphin wiki - USB Passthrough]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Graphics&lt;br /&gt;
| Better [[texture filtering]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Enhancement option for providing better texture filtering methods comparing the original hardware had.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Dolphin&#039;s anisotropic filtering &#039;&#039;&#039;enhancement&#039;&#039;&#039; is not emulation of the consoles&#039; anisotropic filtering. In fact, Dolphin completely ignored all anisotropic filtering requests from the game entirely! Dolphin&#039;s enhancement was everything or nothing, and there was no way to only enable anisotropic filtering just for the textures that would have used it on console. As such, it was impossible to get console-matching texture output - without the enhancement some textures would be too soft, and with the enhancement some textures would be too sharp. It was never quite right. [https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-122-use-game-requested-anisotropic-filtering-by-pokechu22-and-billiard &#039;&#039;&#039;This has been changed recently though!&#039;&#039;&#039;] If Dolphin&#039;s texture filtering is set to &#039;Default&#039; and a game requests anisotropic filtering, Dolphin will now listen to the game&#039;s request and apply the specific anisotropic filtering it asked for (this way it will be emulation of the hardware feature, not enhancement).&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Pre-rendering anti-aliasing&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(MSAA, SSAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Ray tracing&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future. However you can try &amp;quot;[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]&amp;quot; shader using ReShade. See {{YouTubeVideo|9IlqfrJwKr4|here}} and [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#35113 here]&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Resolution|Resizable internal resolution]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]&lt;br /&gt;
|{{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future. [https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/ Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc.]&amp;lt;br&amp;gt;On top of that you can use ReShade.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| Super-resolution techniques&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Requires access to the depth buffer and temporal data like motion-vectors so it&#039;s quite challenging and unlikely to be feasible in the near future. Besides, any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Texture packs#GameCube/Wii| Texture packs]]&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Dolphin lets you dump game textures and also replace game textures with new custom ones.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:24-bit_color#True_color_(24-bit)|True color]] rendering&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. [https://dolphin-emu.org/blog/2024/02/10/dolphin-progress-report-november-and-december-2023-january-2024/#50-20849-videocommon-apply-force-24-bit-color-to-efb-copies-by-flacs Read this] for more information. It is useful especially on non-CRT [[displays]], producing nicer looking gradients.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Widescreen_hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;To get full native widescreen, try [[Homebrew and ROM hacks|Swiss]].&amp;lt;br&amp;gt;This can even run on a real GameCube/Wii if you wish.&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Performance&lt;br /&gt;
|[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-FG] and [https://nvidia.custhelp.com/app/answers/detail/a_id/5621/~/enabling-smooth-motion-in-nvidia-app SM], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation XeSS-FG], [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF] and [https://gpuopen.com/fidelityfx-super-resolution-3/#:~:text=Features-,Frame%20Generation,-Insert%20interpolated%20frames FSR FG])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;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&#039;s recommended to use &#039;&#039;&#039;after applying the &amp;quot;Internal Framerate Hack&amp;quot; and &amp;quot;skip presenting duplicate frames option&amp;quot;&#039;&#039;&#039;. While &#039;&#039;&#039;{{YouTubeVideo|5mbUTfCRIF0|AFMF}}&#039;&#039;&#039; or &#039;&#039;&#039;LSFG&#039;&#039;&#039; can be used with Dolphin, please be aware that some visual glitches and artifacts may occur at this time.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[30/60_FPS_cheat_codes#GameCube.2FWii|Internal frame rate hack]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Overclocking|Overclock]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement &#039;&#039;&#039;might&#039;&#039;&#039; offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.&amp;lt;br&amp;gt;Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/blog/2026/03/12/dolphin-progress-report-release-2603/#2512-19-core-ability-to-load-games-into-memory-by-billiard Dolphin Progress Report- Release 2603]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Rendering latency reduction technologies&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag&#039;&#039;&#039;+&#039;&#039;&#039;])&lt;br /&gt;
| {{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn&#039;t currently feasible. This is &#039;&#039;&#039;likely&#039;&#039;&#039; doesn&#039;t offer enough benefit to justify the development effort.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Post-processing&lt;br /&gt;
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shaders_and_filters|Filters]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#hdr-enhancements-50-19931-add-autohdr-post-process-shader-by-filoppi-and-50-21232-add-hdr-to-metal-perceptual-hdr-by-samb Dolphin Progress Report - February, March and April 2024]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(FXAA, TXAA and MLAA/SMAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shader_Presets|Shader chain]]&lt;br /&gt;
|{{Pink}} WIP&amp;lt;br&amp;gt;&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://github.com/dolphin-emu/dolphin/pull/10362  GitHub - Shader Chain Pull Request]&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Dolphin had a [https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?pid=497374#pid497374 DolphinFX] project for OpenGL backend, but it&#039;s now obsolete.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; |Quality of life&lt;br /&gt;
|Automatic emulated controller connect/disconnect&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic updater&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic region switching&lt;br /&gt;
| {{?}}&lt;br /&gt;
| {{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]&lt;br /&gt;
|{{Pink}} WIP &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has  Dolphin forums - Big Picture Mode]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|Cheat manager]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 custom resolution/CRTSwitchRes]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].&amp;lt;br&amp;gt;Another option is using EDID editor tool such as &amp;quot;Custom Resolution Utility&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{~}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro core] at the moment. Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]&lt;br /&gt;
| {{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;There is a pull request for adding [https://github.com/dolphin-emu/dolphin/pull/12280 graphics mod editor/manager] to Dolphin. In the meantime, you can use [https://wiki.dolphin-emu.org/index.php?title=Graphics_Mods Graphics Mods]; an exciting new feature introduced in 5.0-16763 that allows users to modify games through a method of defining targets and then applying actions to those targets.  Currently, Dolphin supports three actions: Skip, Move, and Scale. These are modifications to the target groups. In addition to this, Dolphin has some built-in Graphics Mods that apply to certain target groups. These include &amp;quot;Native Bloom&amp;quot; - scaling the &amp;quot;Bloom&amp;quot; target group down to the correct resolution, &amp;quot;No Bloom&amp;quot; - skipping any texture labeled in the &amp;quot;Bloom&amp;quot; target group, and &amp;quot;No HUD&amp;quot; - skipping any textures under the target group of &amp;quot;HUD&amp;quot;. You can define these or your own Target Groups in any game through using Dolphin&#039;s Texture Dumping tool or EFB dumping tools.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|patch manager]]&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Save_converters|Built-in save manager]]&lt;br /&gt;
| {{?}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;You can always use [[#Main_Menu|Main Menu emulation]] capability of the emulator to manage your game saves.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Command-line options&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://emulation.gametechwiki.com/index.php/High_and_low-level_emulation#Modern_Dependencies.2C_Advancements_and_Optimization_Strategies:~:text=Index%20databases%20or%20compatibility%20databases Index/Compatibility databases]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Many modern emulators incorporate database-driven per-game overrides to apply targeted fixes or tweaks for quality-of-life (QoL) improvement without requiring users to manually edit global config files for each title. This approach allows quick, centralized application of workarounds for specific games, such as graphics fixes, timing adjustments, or compatibility flags, while keeping the emulator&#039;s default settings intact. This auto fix feature shouldn&#039;t be confused with &amp;quot;Per-game profiles&amp;quot; enhancement feature.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| On-screen display&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Pause/Resume emulation&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Per-game profiles&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer_specifications#Operating_System|prerequisites and dependencies]] for your operating system if it is not statically linked.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Save_disk_space_for_ISOs#GameCube_.2F_Wii|Streamable compression format]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]&lt;br /&gt;
|{{Na}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://forums.dolphin-emu.org/Thread-question-about-gsync-vrr  Dolphin forums - Thread question about gsync vrr]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |[https://tasvideos.org/Emulatorresources/Features TAS features]&lt;br /&gt;
|Fast forward/Turbo speed&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://tasvideos.org/Movies Movie recording/playback]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Frame step&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(forwards and backwards)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Rewind&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Save states&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; | Misc.&lt;br /&gt;
|[[Sound and audio#Ambient_sounds_simulation|Ambient sounds simulation]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched &amp;quot;coil whine&amp;quot; that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Debugging|Debug features]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Enhancements/Misc./File browser}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Free Look&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Free Look is an enhancement feature that allows manipulation of the in-game camera.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://wiki.dolphin-emu.org/index.php?title=Free_Look Dolphin wiki - Free Look]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Netplay#GameCube_.2F_Wii|Netplay]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;This shouldn&#039;t be confused with Broadband Adapter emulation, see [[#Hardware features and peripherals|hardware features and peripherals]].&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/docs/guides/netplay-guide/ Dolphin - Netplay Guide]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RetroAchievements]]&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;GameCube support for RetroAchievements became available on [https://dolphin-emu.org/blog/2024/07/15/unlocked-retroachievements-come-dolphin/ July 15, 2024] for Dolphin on Windows, Linux, and macOS, and on [https://retroachievements.org/forums/topic/33323 November 22, 2025] for Dolphin on Android. The libretro core version of Dolphin does not support achievements.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Rich Presence (RPC)&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you&#039;re playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://github.com/dolphin-emu/dolphin/pull/6983 GitHub - Rich Presence (RPC) Pull Request]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Screen translator&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt; You can use [https://docs.libretro.com/guides/ai-service/ RetroArch&#039;s AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin&#039;s Interpreter].&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;N3&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware features and peripherals==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
! Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Hardware features&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Controller rumble&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[https://www.mobygames.com/attributes/attribute/206/ Dolby Surround as Dolby Pro Logic II]&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/5235 *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[[#GameCube Game Disc|Game Disc]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Progressive scan&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[[#Main_Menu|System BIOS]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; |Peripherals&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Controller port&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[List_of_games_with_keyboard_and_mouse_support#Nintendo_GameCube|ASCII Keyboard]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Dance Mat&lt;br /&gt;
|&#039;&#039;Active Life&#039;&#039; Dance Mat&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.lucklessheaven.com/nintendo-gamecube-hardware &#039;&#039;Dance Dance Revolution&#039;&#039; Dance Mat]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Bongos|DK Bongos]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#GC/GBA Cable|Game Boy Advance cable]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Racing wheel&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[[#Game Boy Player|Game Boy Player]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Inrou-Kun pedometer &amp;amp; Botan-San walking pad&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Memory card slot&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware Calendar Card]||{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |GCI folder||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[List_of_games_that_support_microphone|Microphone]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware SD Card Adapter]||{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |USB Gecko||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Serial&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Early_online_services#Broadband_Adapter_.28Gamecube.29|Broadband adapter]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Early_online_services#The_GameCube_Modem_Adapter_.28Gamecube.29|Modem adapter]]||{{Ya}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#50-21253-implement-modem-adapter-by-fuzziqersoftware *]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Triforce baseboard||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Unlicensed&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Advance game port||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Misc.&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[https://newqualitipedia.telepedia.net/wiki/Disc_scratch Disc scratch simulation]&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;No emulator currently includes built-in disc scratch simulation, as it would require [[High_and_low-level_emulation|low-level emulation]] of optical drive error correction, which is not implemented. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor (RTCV)] tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of a scratched disc (e.g., visual/audio artifacts or crashes). However, it is not a true &amp;quot;disc scratch&amp;quot; simulator, as it works on live memory rather than simulating physical disc read errors.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[https://old.reddit.com/r/emulation/comments/y1jdda/possibility_of_disc_scratch_emulation/ Similarly to cartridge tilting on cartridge-based systems, people intentionally scratch their discs to make a particular glitch work more reliably.]&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Dummy peripherals||{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[https://shonumi.github.io/dandocs.html#jcc_gen Joy Carry Cartridge Game Boy Advance connectivity]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Power light||{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;N3&amp;quot;/&amp;gt;&lt;br /&gt;
===Main Menu===&lt;br /&gt;
:[https://tcrf.net/GameCube#Revisional_Differences tcrf: GameCube Revisional Differences]&lt;br /&gt;
[[File:Gamecube IPL.gif|thumb|298px|Gamecube Main Menu emulation using Dolphin emulator]]&lt;br /&gt;
Initial Program Loader (IPL) of the GameCube and its top level interface, allowing the player to load discs, change settings, and manage up to two memory cards at once.&lt;br /&gt;
&lt;br /&gt;
:To boot the GameCube&#039;s BIOS and IPL, you need a dump from real hardware. Dolphin doesn&#039;t require it to load games but can be set to use it if desired. Current development builds have introduced a feature allowing users to load the BIOS directly from the interface in the Tools list without needing to load a game. If you&#039;re on the current stable release, use XFB Virtual and disable &amp;quot;Skip BIOS&amp;quot; in the GameCube options. You don&#039;t have to load a GameCube title for the startup animation begins, boot directly to the menu by using [https://wiki.dolphin-emu.org/index.php?title=GameCube_Main_Menu &amp;quot;Load GameCube Main Menu&amp;quot; under &amp;quot;Tools&amp;quot;]. If you insert the disc/disc image before booting the main menu, like on the original console, you hold the first controller&#039;s A-button down and the system will send you to the main menu instead of booting the game. You can then switch to another game with Change Disc, or you can explore the BIOS.&lt;br /&gt;
&lt;br /&gt;
===GameCube Game Disc===&lt;br /&gt;
The GameCube Game Disc (DOL-006) is the game medium for the GameCube, created by Matsushita/Panasonic, one of the ten founders of the DVD Forum, and later extended for use in the first Wii model backward compatibility mode. The GameCube is Nintendo&#039;s first optical disc console, after mainly ROM cartridge-based platforms. The GameCube Game Disc is a 1.46 GB, 8 cm miniDVD-based technology that reads at a constant angular velocity (CAV). It was chosen by Nintendo to prevent copyright infringement of its games, to reduce manufacturing costs compared to Nintendo 64 Game Paks, and to avoid licensing fees to the DVD Forum. GameCube Game Discs don&#039;t use the Content Scramble System found on normal DVD-Video discs, as Nintendo wasn&#039;t satisfied with its level of security.&lt;br /&gt;
&lt;br /&gt;
The GameCube is unable to be used as a general DVD player, except for the [[#Panasonic_Q|Panasonic Q]] which is a uniquely customized GameCube with DVD capability that was released only in Japan.[[Wikipedia:Nintendo_optical_discs#GameCube_Game_Disc GameCube Game Disc]]&lt;br /&gt;
&lt;br /&gt;
*Dolphin has support for GameCube Game Disc dumps/[[Save_disk_space_for_ISOs#GameCube_.2F_Wii|images]]. Most regular optical drives for PCs are unable to read GameCube &amp;amp; Wii discs. However, you can use some out-of-print models of DVD drives that may read GC and Wii discs but they are rare and primarily used for dumping the game data into an disc image file, and you need a compatible software tool to dump it. There is no passthrough support.  See [[Ripping_games]] page for more information.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
*See [https://emulation.gametechwiki.com/index.php/Copy_protection#:~:text=Emulation%20of%20the%20Disc%20Drive &amp;quot;Emulation of the Disc Drive&amp;quot; section] in [[Copy protection]] page.&lt;br /&gt;
&lt;br /&gt;
===GC/GBA Cable===&lt;br /&gt;
Nintendo produced a [[Wikipedia:Nintendo GameCube – Game Boy Advance link cable|special cable]] (&amp;lt;code&amp;gt;DOL-011&amp;lt;/code&amp;gt;) that allowed connectivity with the [[Game Boy Advance emulators|Game Boy Advance]] in [https://nintendo.fandom.com/wiki/Game_Boy_Advance_to_Nintendo_GameCube_Link_Cable#List_of_Supported_Games &#039;&#039;&#039;specific games&#039;&#039;&#039;]. Up to four ports could be taken up for the game. While the third-generation Pokémon games are the prime example of it being used in conjunction with Colosseum, XD, or Pokémon Box, they aren&#039;t the only games to do so.&amp;lt;ref&amp;gt;[https://old.reddit.com/r/emulation/comments/16ethk2/i_think_ive_reached_the_limits_of_what_dolphin/k00l1d8/ GBE+ Dev Shonumi&#039;s comment about GCN&amp;lt;-&amp;gt;GBA connection].&amp;lt;/ref&amp;gt; Some GameCube games lets the player(s) use the Game Boy Advance as a controller.&lt;br /&gt;
&lt;br /&gt;
Dolphin includes a GBA core based on [[mGBA]] that is tied to GameCube emulation, allowing for a very stable connection that works with features such as save states and netplay. Dolphin can also connect to standalone versions of mGBA or [[VisualBoyAdvance-M]]; this is necessary for some less commonly used features or cases where the GBA has to be disconnected from the GameCube. Both can be enabled by going into the controller settings and assigning the GBA to one or more ports. The general config menu also allows you to specify a GBA ROM to be used if using the built-in GBA core.&lt;br /&gt;
&lt;br /&gt;
Nintendont includes support for the GBA link cable hardware, but only through the GC controller ports on the original Wii (model RVL-001). It is currently &#039;&#039;&#039;not&#039;&#039;&#039; supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Bongos===&lt;br /&gt;
This special controller is used with &#039;&#039;Donkey Konga&#039;&#039; and other &#039;&#039;Donkey Kong&#039;&#039; games released for the GameCube.&lt;br /&gt;
&lt;br /&gt;
Dolphin supports this controller via the GameCube controller adapter.&lt;br /&gt;
&lt;br /&gt;
Nintendont is known to support this controller through the GC controller ports on the original Wii (model RVL-001). It is &#039;&#039;&#039;currently unclear&#039;&#039;&#039; whether the controller is supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Player===&lt;br /&gt;
This add-on plugged into the bottom of the GameCube and allowed it to play Game Boy / Game Boy Advance games on a standard television; it had provisions against [[Wikipedia:Game Boy Advance Video|Game Boy Advance Video]] cartridges by returning an error after booting them. The launcher even supported the GBA-GCN link cable, where the Game Boy Advance would serve as the controller. Some GBA games like &#039;&#039;Super Mario Advance 4&#039;&#039; and &#039;&#039;Mario &amp;amp; Luigi: Superstar Saga&#039;&#039; took advantage of the add-on by adding rumble support. The hardware is essentially a peripheral containing Game Boy Advance hardware, which means that recreating it would require simultaneous emulation of a GameCube and a GBA, including BIOS files for both.&lt;br /&gt;
&lt;br /&gt;
After years of anticipation,&amp;lt;ref&amp;gt;https://dolphin-emu.org/blog/2021/07/21/integrated-gba/#conclusion&amp;lt;/ref&amp;gt; Dolphin now officially supports Game Boy Player hardware and its associated features. This integration was made possible via [https://github.com/dolphin-emu/dolphin/pull/14535 Pull Request #14535].&lt;br /&gt;
&lt;br /&gt;
==Hardware variants==&lt;br /&gt;
===Triforce===&lt;br /&gt;
[[File:Triforce hardware.jpg|thumb|Triforce hardware system (side-rear view)]]&lt;br /&gt;
The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an [[:Category:Arcade|arcade system board]] developed jointly by [[wikipedia:Namco|Namco]], [[wikipedia:Sega|Sega]], and Nintendo, with the first games appearing in 2002. The system hardware consists of a retail GameCube motherboard, with custom devices interfacing with the EXI, SI and DI, and a custom IPL. As of 2026, the Dolphin emulator supports the Triforce.&amp;lt;ref&amp;gt;[https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/ &amp;quot;Rise of the Triforce&amp;quot;]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://dolphin-emu.org/blog/2026/03/12/dolphin-progress-report-release-2603/#2512-395-core-add-triforce-support-by-crediar Add Triforce Support]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;You have two options for Triforce emulation&lt;br /&gt;
&#039;&#039;&#039;1. Main Dolphin builds (recommended):&#039;&#039;&#039;&lt;br /&gt;
Triforce support has been part of Dolphin since [https://dolphin-emu.org/download/dev/master/2512-395/ 2512-395.] A setup guide is in the Dolphin announcement, linked [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#setting-up-dolphin-for-triforce-emulation here.] Multiplayer support is present, though a guide is still being written for the Dolphin wiki. Though it is in a mostly working state, [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#triforce-emulation-roadmap there are still some issues being worked on,] such as the Key of Avalon games still being unplayable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Wii:&#039;&#039;&#039;&lt;br /&gt;
Triforce games can also be run on a Wii using [https://github.com/FIX94/Nintendont Nintendont.] Triforce support is somewhat incomplete, and lacks features such as LAN connectivity, internal saving (for things such as high scores or F-Zero AX time attack ghosts), and GameCube memory card reading. Mario Cards and F-Zero License Cards can be emulated for the Mario Kart Arcade GP games and F-Zero AX respectively, but linking F-Zero AX to an F-Zero GX save is impossible.&lt;br /&gt;
&lt;br /&gt;
====Game-specific features====&lt;br /&gt;
{{outdated|section|Dolphin received Triforce support following 2512-395, this section needs a LOT of updates}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Card reader types&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |IC card reader&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;[https://archive.org/download/i-img1200x900-1626435528akfibj23/i-img1200x900-1626435528akfibj23.jpg Gekitō Pro Yakyū&#039;]&#039;&#039; and &#039;&#039;Virtua Striker 4&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Magnetic card reader/writer&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;F-Zero AX&#039;&#039; and &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |OWABI card&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Force feedback&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Input&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Touchscreen&lt;br /&gt;
|{{WIP-Box}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Memory card slot&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;F-Zero AX&#039;&#039; lets players play as their custom machines from &#039;&#039;F-Zero GX&#039;&#039; to the arcade version, and unlocks bonus content in &#039;&#039;F-Zero GX&#039;&#039;. They can also be unlocked through story mode.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |NamCam&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;A camera manufactured by Namco. Used in &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Networking&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Ethernet&lt;br /&gt;
|Link&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Can be used to connect up to 4 &#039;&#039;F-Zero AX&#039;&#039; or 2 &#039;&#039;Virtua Striker 2002&#039;&#039; cabinets. &#039;&#039;Mario Kart Arcade GP 1&#039;&#039; supports 2 and &#039;&#039;Mario Kart Arcade GP 2&#039;&#039; supports at least 2 cabinets.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Online&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Virtua Striker 4&#039;&#039; used [[Early online services#ALL.Net|ALL.Net]]. &#039;&#039;Virtua Striker 4 Ver. 2006&#039;&#039; lets you send your player data to VS.Net, other players will play against your &amp;quot;ghost&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Satellite terminal&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |RC-232C&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Output&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Lamps and LED lights&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio|Pokémon Battrio]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Memory_Keys|Memory keys]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Pucks|Pucks]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Upgradable RAM&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panasonic Q===&lt;br /&gt;
[[File:Panasonic Q.png|210px|thumb|left|The Panasonic Q GameCube console.]]&lt;br /&gt;
The Panasonic Q  (sometimes referred to as GameQ by GameCube fans) is a hybrid version of the GameCube with a DVD player manufactured by Panasonic in cooperation with Nintendo. The system was officially released only in Japan. A feature of its main competitors, the Xbox and the PlayStation 2, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical discs format for games and the correspondingly small disc tray.&lt;br /&gt;
Initially, the Panasonic Q could only play games and DVDs from Japan; however, a modified version, which could play American games and DVDs, began to be sold from Import shops, making it a popular console to import from Japan. The unit was priced at around ¥41,000 JPY, and the modified version was priced at ¥46,000 JPY.&lt;br /&gt;
The Panasonic Q is capable of using almost all the GameCube hardware upgrades. A special version of the Game Boy Player was designed for the Q because the Player was designed to fit onto the bottom of the GameCube, and the Q&#039;s different bottom form factor kept the Player from being installed. Other features of the Panasonic Q include a backlit information LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 and DTS, a separate subwoofer jack, DVD remote control, and a stainless steel chassis. These high-end features, as well as the aforementioned multimedia playback capabilities, have made the Panasonic Q a popular console to collect.&lt;br /&gt;
&lt;br /&gt;
The Q system was licensed by Nintendo, released on December 13, 2001, and was discontinued on December 18, 2003, due to low sales.&lt;br /&gt;
&lt;br /&gt;
*Dolphin has no support for this variation.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
For more information about Nintendo GameCube hardware and its reverse engineering;&lt;br /&gt;
* MVG: {{YouTubeVideo|Uxjl_kD3imQ|How the Nintendo GameCube Security was defeated}}, {{YouTubeVideo|up6Rm1Sw1ps|The Nintendo GameCube is still awesome - Games, Homebrew, Modding and More}}, {{YouTubeVideo|HJHb3ZJXJfw|Dolphin has been ported to the Xbox}}&lt;br /&gt;
* Dolphin: [https://dolphin-emu.org/blog/ Blog], [https://discord.gg/ZGbGN2mC Discord]&lt;br /&gt;
* [https://gamecube.dev/ Awesome GameCube Development]&lt;br /&gt;
* [https://www.copetti.org/writings/consoles/gamecube/ Rodrigo Colpetti&#039;s GameCube practical analysis]&lt;br /&gt;
* [https://www.gc-forever.com/wiki/index.php?title=Main_Page GC-Forever]&lt;br /&gt;
* [https://consolemods.org/wiki/GameCube:GameCube_Mods_Wiki ConsoleMods - GameCube]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://wiki.dolphin-emu.org/index.php?title=Main_Page Dolphin Wiki] - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo GameCube| ]]&lt;br /&gt;
&lt;br /&gt;
{{#seo:&lt;br /&gt;
|keywords=video games,emulation,emulator,emu,wiki,download,recommended,guide,list,nintendo,ngc,gcn,game,cube,gamecube,dolphin&lt;br /&gt;
|description=Information and recommendations for the best {{PAGENAME}} and where to download them.&lt;br /&gt;
|published_time={{#time:c|{{REVISIONTIMESTAMP}}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=144027</id>
		<title>Nintendo GameCube emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=144027"/>
		<updated>2026-06-03T02:50:00Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: did some investigating: tuxcube is a fork of gcube by monk, which ended development in 2005. tuxcube&amp;#039;s dev themself admitted there were barely any differences aside from coding style.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox computing device/Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
{{for|emulators that run on the Nintendo GameCube|Emulators on Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Nintendo GameCube|GameCube]]&#039;&#039;&#039; (&#039;&#039;&#039;GCN&#039;&#039;&#039;/&#039;&#039;&#039;NGC&#039;&#039;&#039;) is a 32-bit, sixth-generation console released by [[wikipedia:Nintendo|Nintendo]] on November 18, 2001, for {{inflation|USD|199|2001}}. It has an IBM PowerPC Gekko CPU at 486 MHz with 24 MB of RAM and an ATI Flipper GPU at 162 MHz. Nintendo, Namco, and Sega later designed the &#039;&#039;&#039;[https://wiki.dolphin-emu.org/index.php?title=Triforce Triforce]&#039;&#039;&#039; arcade board based on the GameCube, releasing titles for it the following year. Unlike [[PlayStation_2_emulators#Hardware_Features_and_Accessories|PlayStation 2]] or [[Xbox_emulators#Hardware_features_and_peripherals|Xbox]] DVD playback support, the GameCube didn&#039;t have playback support for [https://forum.blu-ray.com/showthread.php?t=249677 mini-DVD movies]. However, a special version of the GameCube that could play DVD-Video, audio CDs and VCDs was released by Nintendo and Panasonic, called the [[#Hardware_variants|Panasonic Q]].&lt;br /&gt;
&lt;br /&gt;
Nintendo released the successor, the [[Wii emulators|Wii]], in 2006, which was revealed to have very similar (albeit more powerful) hardware and compatible interfaces. This meant the Wii could run GameCube games natively rather than via emulation. While this was removed in later revisions, as well as the vWii mode in the Wii U, the hardware is still similar enough that GameCube games can be run via certain homebrew programs, with [[Nintendont]] being the most popular and easy to use.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+Before editing, review the [[Getting involved]] and [[Recommended emulators|Recommended]] pages. See [[Computer_specifications#Recommended_Specifications|system requirements]] page for performance demand of the emulators.&amp;lt;br&amp;gt;See tables for &amp;lt;span style=&amp;quot;font-weight: bold; color: #CC0000; border: 1px solid #CC0000; padding: 2px;&amp;quot;&amp;gt;[[#Hardware variants|hardware variants]], [[#Enhancements|enhancements]], [[#Hardware_features_and_peripherals|hardware features and peripherals]].&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;For more details such as [[licensing]], [[Source_code#Language_levels|programming language]], [[High_and_low-level_emulation|emulation method]], visit each emulator’s dedicated page.&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Active&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |PC&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|WoA|macOSx64|macOSARM|Linux|LinuxARM|FreeBSD}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;The last Dolphin release to support Windows 10 versions 1703 to 1809 is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/eb84b0fb9b3cd21400987a1c10c4a38d4861b9a9/ 2503-148][https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#windows-10-minimum-version-bumped-to-1903 *]. The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270][https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur *].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=&amp;quot;N&amp;quot; name=DolphinRA&amp;gt;Dolphin libretro core has been [https://github.com/libretro/dolphin/pull/352 updated and refactored to align with upstream Dolphin], but it may still contain some bugs not present in the standalone Dolphin version.&amp;lt;/ref&amp;gt;||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} [https://wiki.dolphin-emu.org/index.php?title=Nintendo_GameCube 95.9%]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishiiruka-Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version 2020-08-23]||{{Na}}&lt;br /&gt;
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Lazuli]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
| [https://github.com/vxpm/lazuli/releases/ {{lazuliVer}}]||{{Ya}} ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Gecko]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOSARM}}&lt;br /&gt;
| [https://github.com/ioncodes/gecko/releases {{GeckoVer}}]||{{Ya}} ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|?&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{Green}} {{License|GPLv2}}&amp;lt;br&amp;gt;{{License|BSD3}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/emu-russia/pureikyubu pureikyubu]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/emu-russia/pureikyubu/releases {{PureikyubuVer}}]||{{~}} ||{{Green}} {{License|CC0}} 1.0 ({{License|PDEQ}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Gekko&lt;br /&gt;
| align=left|{{Icon|Win}}&lt;br /&gt;
| [https://github.com/shonumi/gekko-gc-emu git]||{{Na}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|gcube&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
|[https://gitlab.com/dev.monk/gcube 0.7b]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin (Nintendo)|Dolphin &amp;lt;small&amp;gt;(Nintendo)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
| align=left|{{Icon|Windows}}&lt;br /&gt;
| [http://www.emuparadise.me/sdk/Installers/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]||{{Na}} ||{{Red}} {{License|Proprietary}} &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Mobile&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270][https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur *].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=&amp;quot;N&amp;quot; name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} [https://wiki.dolphin-emu.org/index.php?title=Nintendo_GameCube 95.9%] ||{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishiiruka-Dolphin]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |{{Icon|Android}}&lt;br /&gt;
|[https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version 2020-08-23]||{{Na}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://dolphinios.oatmealdome.me/ DolphiniOS]&lt;br /&gt;
| align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
| [https://dolphinios.oatmealdome.me Release]&amp;lt;br&amp;gt;[https://dolphinios.oatmealdome.me/beta Beta]||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin MMJR|Dolphin MMJR]]&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| &amp;lt;strike&amp;gt;[https://github.com/Bankaimaster999/Dolphin-MMJR git]&amp;lt;/strike&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;||{{Na}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Provenance]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]&amp;lt;br&amp;gt;[https://github.com/Provenance-Emu/Provenance/releases git]||{{Ya}}&lt;br /&gt;
|{{?}} &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://provenance.itch.io/icube iCube]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS|tvOS}}&lt;br /&gt;
|[https://provenance.itch.io/icube {{iCubeVer}}]&amp;lt;br&amp;gt;[https://github.com/Provenance-Emu/iCube/releases git]||{{Ya}}&lt;br /&gt;
|{{?}} &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Fin]]&lt;br /&gt;
| align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
| [https://apps.apple.com/us/app/fin-game-emulator/id6758910777 {{FinVer}}]||{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Console&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo GameCube - Nintendo Classics|Nintendo GameCube - &amp;lt;br&amp;gt;Nintendo Classics]]&lt;br /&gt;
|align=left|{{Icon|Switch2}}&lt;br /&gt;
| N/A||{{Ya}}&lt;br /&gt;
|{{Red}} {{License|Proprietary}} &lt;br /&gt;
|{{Pink}} &amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Hagi&lt;br /&gt;
| align=left|{{Icon|NX}}&lt;br /&gt;
| Patch-based||{{Ya}} ||{{Red}} {{License|Proprietary}} &lt;br /&gt;
|{{Pink}} &amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Dolphin&lt;br /&gt;
| align=left|{{Icon|XB1|XboxSXS}}&lt;br /&gt;
| [https://github.com/SirMangler/dolphin/releases 1.1.6]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;Use these builds until [https://github.com/dolphin-emu/dolphin/pull/11339 this PR merge].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;[https://buildbot.libretro.com/stable/1.14.0/windows-msvc2019-uwp/x64/ libretro core]&amp;lt;ref group=&amp;quot;N&amp;quot; name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} [https://wiki.dolphin-emu.org/index.php?title=Nintendo_GameCube 95.9%] ||{{Ya}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Compatibility layers [[Compatibility layers|(...)]]==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest Version&lt;br /&gt;
!Active&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendont]]&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;Works on Wii U via its [[Wii_emulators#Native|Wii Mode]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [https://github.com/FIX94/Nintendont git]||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} {{Emulator compatibility|link=https://wiki.gbatemp.net/wiki/Nintendont_Compatibility_List|1020|1024}} ||{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Devolution&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&lt;br /&gt;
| [https://gbatemp.net/threads/devolution-public-release.330554/ r206]||{{X}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| DIOS MIOS (Lite)&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| [https://code.google.com/archive/p/diosmios/ 2.11]||{{Na}} ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Native==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Active&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii_emulators#Hardware_features_and_peripherals|Wii Backwards Compatibility]]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;Some games have patches applied to make them work on the Wii: (source: [https://www.reddit.com/r/Games/comments/rly3ln/games_that_developed_bugs_and_glitches_or_became/hpjkwio/ 1], [https://wiibrew.org/wiki/MIOS 2]). The disc drive has a 1 MiB read ahead cache, that&#039;s not impacted by streaming audio being enabled. So e.g. Metroid Prime 1 loads faster. Previously it was 512 KiB and streaming audio subtracted from it. (source: Extrems)&amp;lt;/ref&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| v6&lt;br /&gt;
| {{Na}}&lt;br /&gt;
| {{Red}} {{License|Proprietary}}&lt;br /&gt;
|{{Pink}} No documented issues&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;N&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
;Emulators&lt;br /&gt;
:;[[Dolphin]]: The emulator of choice for the GameCube and the first Wii emulator. It is updated on a near-daily basis and has great emulation of almost every game, though some games have known bugs on their issue trackers. It is the first emulator to [https://dolphin-emu.org/blog/2016/09/06/booting-the-final-gc-game/ boot the full game catalog of a sixth-generation home console] (Before any emulator for the same generation rivals like the Dreamcast, PlayStation 2, and Xbox) and did so in September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game.&lt;br /&gt;
&lt;br /&gt;
:;[[Ishiiruka-Dolphin]]: A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process.&lt;br /&gt;
&lt;br /&gt;
:;pureikyubu: An open-source Nintendo GameCube emulator which initially started development under the name Dolwin in 2004; it could boot and run some commercial games and demos. Nowadays, pureikyubu is designed to be a research emulator for developers, with accuracy being a priority.&lt;br /&gt;
&lt;br /&gt;
:;gcube: An early, short-lived GameCube emulator created around 2004 by developer monk. Despite the emulator&#039;s promising rapid progress, the project was discontinued in 2005 at version 0.4, with gcube&#039;s source code released afterward.&amp;lt;ref&amp;gt;[https://web.archive.org/web/20050122170440/http://gcube.exemu.net/ gcube&#039;s website on January 22nd, 2005 from the Wayback Machine]&amp;lt;/ref&amp;gt; The source code was mirrored to GitLab in 2017, with the emulator having received many major updates since it was originally discontinued. However, the project has remained abandoned since it was initially mirrored.&amp;lt;ref&amp;gt;[https://gitlab.com/dev.monk/gcube gcube GitLab repo]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;[[Dolphin (Nintendo)]]: Nintendo made an emulator for Windows that was also called Dolphin. This official program doesn&#039;t run commercial games and has no connection to the open-source project.&lt;br /&gt;
&lt;br /&gt;
:;Hagi: An [[Official emulators|official]] GameCube/Wii emulator developed by Nintendo European Research &amp;amp; Development (NERD). Hagi has been used primarily for re-releases [[Emulators on Nintendo Switch|on the Switch]], such as &#039;&#039;Super Mario Sunshine&#039;&#039;, &#039;&#039;Super Mario Galaxy&#039;&#039;, &#039;&#039;Pikmin&#039;&#039;, and &#039;&#039;Pikmin 2&#039;&#039;. It uses automatic button remapping based on memory.&lt;br /&gt;
&lt;br /&gt;
:;[[Nintendo GameCube - Nintendo Classics]]: Another official emulator. Released exclusively for the [[Nintendo Switch 2 emulators|Nintendo Switch 2]] and available for the members of Nintendo Switch Online Expansion Pack. Supports local and online play (up to four players), and includes a CRT filter and in-app button remapping. Users are limited to the selection of games Nintendo chooses to make available on the service. Accuracy is high, though input lag, analog stick emulation (fixed in version 1.6.0), and single frame drops every 16-17 seconds remain issues.&lt;br /&gt;
&lt;br /&gt;
;Compatibility layers&lt;br /&gt;
:;[[Nintendont]]: While not technically an emulator, Nintendont is a [[compatibility layers|compatibility layer]] that allows you to play GameCube games on the Wii and even the Wii U. It&#039;s compatible with nearly all GameCube titles (and Triforce games, too) and supports extra features such as memory card emulation along with support for additional controller input options such as the USB GameCube controller adapter, Classic Controller Pro, Wii U Pro Controller, and even the Wii U GamePad.&lt;br /&gt;
&lt;br /&gt;
:;DIOS MIOS (Lite): Another [[compatibility layers|compatibility layer]] for the Wii (but NOT Wii U) that allows you to play GameCube games. The main version allows users to load games off of a USB device, while the &amp;quot;Lite&amp;quot; version loads games from an SD card. Nintendont serves as a direct successor to this project, making DIOS MIOS entirely obsolete.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
! Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Controls&lt;br /&gt;
|Disguise peripheral support through passthrough&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected &#039;nearly the same internally&#039; controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-270-disguise-rock-band-playstation-usb-devices-as-wii-equivalents-by-josjuice Dolphin Progress Report - Release 2506]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Input_lag|Input lag mitigating]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Controllers#Mouse_Injectors_for_Emulators|Mouse injector]]&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;There is a third-party Mouse injector tool that can help you with this on [https://github.com/garungorp/MouseInjectorDolphinDuck &#039;&#039;&#039;GitHub&#039;&#039;&#039;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Real peripheral support (passthrough)&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;br&amp;gt;&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough Dolphin wiki - Bluetooth Passthrough]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough Dolphin wiki - USB Passthrough]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Graphics&lt;br /&gt;
| Better [[texture filtering]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Enhancement option for providing better texture filtering methods comparing the original hardware had.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Dolphin&#039;s anisotropic filtering &#039;&#039;&#039;enhancement&#039;&#039;&#039; is not emulation of the consoles&#039; anisotropic filtering. In fact, Dolphin completely ignored all anisotropic filtering requests from the game entirely! Dolphin&#039;s enhancement was everything or nothing, and there was no way to only enable anisotropic filtering just for the textures that would have used it on console. As such, it was impossible to get console-matching texture output - without the enhancement some textures would be too soft, and with the enhancement some textures would be too sharp. It was never quite right. [https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-122-use-game-requested-anisotropic-filtering-by-pokechu22-and-billiard &#039;&#039;&#039;This has been changed recently though!&#039;&#039;&#039;] If Dolphin&#039;s texture filtering is set to &#039;Default&#039; and a game requests anisotropic filtering, Dolphin will now listen to the game&#039;s request and apply the specific anisotropic filtering it asked for (this way it will be emulation of the hardware feature, not enhancement).&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Pre-rendering anti-aliasing&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(MSAA, SSAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Ray tracing&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future. However you can try &amp;quot;[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]&amp;quot; shader using ReShade. See {{YouTubeVideo|9IlqfrJwKr4|here}} and [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#35113 here]&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Resolution|Resizable internal resolution]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]&lt;br /&gt;
|{{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future. [https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/ Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc.]&amp;lt;br&amp;gt;On top of that you can use ReShade.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| Super-resolution techniques&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Requires access to the depth buffer and temporal data like motion-vectors so it&#039;s quite challenging and unlikely to be feasible in the near future. Besides, any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Texture packs#GameCube/Wii| Texture packs]]&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Dolphin lets you dump game textures and also replace game textures with new custom ones.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:24-bit_color#True_color_(24-bit)|True color]] rendering&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. [https://dolphin-emu.org/blog/2024/02/10/dolphin-progress-report-november-and-december-2023-january-2024/#50-20849-videocommon-apply-force-24-bit-color-to-efb-copies-by-flacs Read this] for more information. It is useful especially on non-CRT [[displays]], producing nicer looking gradients.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Widescreen_hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;To get full native widescreen, try [[Homebrew and ROM hacks|Swiss]].&amp;lt;br&amp;gt;This can even run on a real GameCube/Wii if you wish.&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Performance&lt;br /&gt;
|[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-FG] and [https://nvidia.custhelp.com/app/answers/detail/a_id/5621/~/enabling-smooth-motion-in-nvidia-app SM], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation XeSS-FG], [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF] and [https://gpuopen.com/fidelityfx-super-resolution-3/#:~:text=Features-,Frame%20Generation,-Insert%20interpolated%20frames FSR FG])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;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&#039;s recommended to use &#039;&#039;&#039;after applying the &amp;quot;Internal Framerate Hack&amp;quot; and &amp;quot;skip presenting duplicate frames option&amp;quot;&#039;&#039;&#039;. While &#039;&#039;&#039;{{YouTubeVideo|5mbUTfCRIF0|AFMF}}&#039;&#039;&#039; or &#039;&#039;&#039;LSFG&#039;&#039;&#039; can be used with Dolphin, please be aware that some visual glitches and artifacts may occur at this time.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[30/60_FPS_cheat_codes#GameCube.2FWii|Internal frame rate hack]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Overclocking|Overclock]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement &#039;&#039;&#039;might&#039;&#039;&#039; offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.&amp;lt;br&amp;gt;Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/blog/2026/03/12/dolphin-progress-report-release-2603/#2512-19-core-ability-to-load-games-into-memory-by-billiard Dolphin Progress Report- Release 2603]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Rendering latency reduction technologies&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag&#039;&#039;&#039;+&#039;&#039;&#039;])&lt;br /&gt;
| {{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn&#039;t currently feasible. This is &#039;&#039;&#039;likely&#039;&#039;&#039; doesn&#039;t offer enough benefit to justify the development effort.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Post-processing&lt;br /&gt;
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shaders_and_filters|Filters]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#hdr-enhancements-50-19931-add-autohdr-post-process-shader-by-filoppi-and-50-21232-add-hdr-to-metal-perceptual-hdr-by-samb Dolphin Progress Report - February, March and April 2024]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(FXAA, TXAA and MLAA/SMAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shader_Presets|Shader chain]]&lt;br /&gt;
|{{Pink}} WIP&amp;lt;br&amp;gt;&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://github.com/dolphin-emu/dolphin/pull/10362  GitHub - Shader Chain Pull Request]&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Dolphin had a [https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?pid=497374#pid497374 DolphinFX] project for OpenGL backend, but it&#039;s now obsolete.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; |Quality of life&lt;br /&gt;
|Automatic emulated controller connect/disconnect&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic updater&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic region switching&lt;br /&gt;
| {{?}}&lt;br /&gt;
| {{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]&lt;br /&gt;
|{{Pink}} WIP &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has  Dolphin forums - Big Picture Mode]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|Cheat manager]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 custom resolution/CRTSwitchRes]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].&amp;lt;br&amp;gt;Another option is using EDID editor tool such as &amp;quot;Custom Resolution Utility&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{~}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro core] at the moment. Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]&lt;br /&gt;
| {{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;There is a pull request for adding [https://github.com/dolphin-emu/dolphin/pull/12280 graphics mod editor/manager] to Dolphin. In the meantime, you can use [https://wiki.dolphin-emu.org/index.php?title=Graphics_Mods Graphics Mods]; an exciting new feature introduced in 5.0-16763 that allows users to modify games through a method of defining targets and then applying actions to those targets.  Currently, Dolphin supports three actions: Skip, Move, and Scale. These are modifications to the target groups. In addition to this, Dolphin has some built-in Graphics Mods that apply to certain target groups. These include &amp;quot;Native Bloom&amp;quot; - scaling the &amp;quot;Bloom&amp;quot; target group down to the correct resolution, &amp;quot;No Bloom&amp;quot; - skipping any texture labeled in the &amp;quot;Bloom&amp;quot; target group, and &amp;quot;No HUD&amp;quot; - skipping any textures under the target group of &amp;quot;HUD&amp;quot;. You can define these or your own Target Groups in any game through using Dolphin&#039;s Texture Dumping tool or EFB dumping tools.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|patch manager]]&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Save_converters|Built-in save manager]]&lt;br /&gt;
| {{?}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;You can always use [[#Main_Menu|Main Menu emulation]] capability of the emulator to manage your game saves.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Command-line options&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://emulation.gametechwiki.com/index.php/High_and_low-level_emulation#Modern_Dependencies.2C_Advancements_and_Optimization_Strategies:~:text=Index%20databases%20or%20compatibility%20databases Index/Compatibility databases]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Many modern emulators incorporate database-driven per-game overrides to apply targeted fixes or tweaks for quality-of-life (QoL) improvement without requiring users to manually edit global config files for each title. This approach allows quick, centralized application of workarounds for specific games, such as graphics fixes, timing adjustments, or compatibility flags, while keeping the emulator&#039;s default settings intact. This auto fix feature shouldn&#039;t be confused with &amp;quot;Per-game profiles&amp;quot; enhancement feature.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| On-screen display&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Pause/Resume emulation&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Per-game profiles&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer_specifications#Operating_System|prerequisites and dependencies]] for your operating system if it is not statically linked.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Save_disk_space_for_ISOs#GameCube_.2F_Wii|Streamable compression format]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]&lt;br /&gt;
|{{Na}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://forums.dolphin-emu.org/Thread-question-about-gsync-vrr  Dolphin forums - Thread question about gsync vrr]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |[https://tasvideos.org/Emulatorresources/Features TAS features]&lt;br /&gt;
|Fast forward/Turbo speed&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://tasvideos.org/Movies Movie recording/playback]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Frame step&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(forwards and backwards)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Rewind&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Save states&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; | Misc.&lt;br /&gt;
|[[Sound and audio#Ambient_sounds_simulation|Ambient sounds simulation]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched &amp;quot;coil whine&amp;quot; that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Debugging|Debug features]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Enhancements/Misc./File browser}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Free Look&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Free Look is an enhancement feature that allows manipulation of the in-game camera.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://wiki.dolphin-emu.org/index.php?title=Free_Look Dolphin wiki - Free Look]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Netplay#GameCube_.2F_Wii|Netplay]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;This shouldn&#039;t be confused with Broadband Adapter emulation, see [[#Hardware features and peripherals|hardware features and peripherals]].&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/docs/guides/netplay-guide/ Dolphin - Netplay Guide]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RetroAchievements]]&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;GameCube support for RetroAchievements became available on [https://dolphin-emu.org/blog/2024/07/15/unlocked-retroachievements-come-dolphin/ July 15, 2024] for Dolphin on Windows, Linux, and macOS, and on [https://retroachievements.org/forums/topic/33323 November 22, 2025] for Dolphin on Android. The libretro core version of Dolphin does not support achievements.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Rich Presence (RPC)&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you&#039;re playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://github.com/dolphin-emu/dolphin/pull/6983 GitHub - Rich Presence (RPC) Pull Request]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Screen translator&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt; You can use [https://docs.libretro.com/guides/ai-service/ RetroArch&#039;s AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin&#039;s Interpreter].&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;N3&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware features and peripherals==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
! Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Hardware features&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Controller rumble&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[https://www.mobygames.com/attributes/attribute/206/ Dolby Surround as Dolby Pro Logic II]&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/5235 *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[[#GameCube Game Disc|Game Disc]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Progressive scan&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[[#Main_Menu|System BIOS]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; |Peripherals&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Controller port&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[List_of_games_with_keyboard_and_mouse_support#Nintendo_GameCube|ASCII Keyboard]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Dance Mat&lt;br /&gt;
|&#039;&#039;Active Life&#039;&#039; Dance Mat&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.lucklessheaven.com/nintendo-gamecube-hardware &#039;&#039;Dance Dance Revolution&#039;&#039; Dance Mat]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Bongos|DK Bongos]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#GC/GBA Cable|Game Boy Advance cable]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Racing wheel&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[[#Game Boy Player|Game Boy Player]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Inrou-Kun pedometer &amp;amp; Botan-San walking pad&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Memory card slot&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware Calendar Card]||{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |GCI folder||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[List_of_games_that_support_microphone|Microphone]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware SD Card Adapter]||{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |USB Gecko||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Serial&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Early_online_services#Broadband_Adapter_.28Gamecube.29|Broadband adapter]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Early_online_services#The_GameCube_Modem_Adapter_.28Gamecube.29|Modem adapter]]||{{Ya}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#50-21253-implement-modem-adapter-by-fuzziqersoftware *]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Triforce baseboard||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Unlicensed&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Advance game port||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Misc.&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[https://newqualitipedia.telepedia.net/wiki/Disc_scratch Disc scratch simulation]&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;No emulator currently includes built-in disc scratch simulation, as it would require [[High_and_low-level_emulation|low-level emulation]] of optical drive error correction, which is not implemented. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor (RTCV)] tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of a scratched disc (e.g., visual/audio artifacts or crashes). However, it is not a true &amp;quot;disc scratch&amp;quot; simulator, as it works on live memory rather than simulating physical disc read errors.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[https://old.reddit.com/r/emulation/comments/y1jdda/possibility_of_disc_scratch_emulation/ Similarly to cartridge tilting on cartridge-based systems, people intentionally scratch their discs to make a particular glitch work more reliably.]&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Dummy peripherals||{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[https://shonumi.github.io/dandocs.html#jcc_gen Joy Carry Cartridge Game Boy Advance connectivity]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Power light||{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;N3&amp;quot;/&amp;gt;&lt;br /&gt;
===Main Menu===&lt;br /&gt;
:[https://tcrf.net/GameCube#Revisional_Differences tcrf: GameCube Revisional Differences]&lt;br /&gt;
[[File:Gamecube IPL.gif|thumb|298px|Gamecube Main Menu emulation using Dolphin emulator]]&lt;br /&gt;
Initial Program Loader (IPL) of the GameCube and its top level interface, allowing the player to load discs, change settings, and manage up to two memory cards at once.&lt;br /&gt;
&lt;br /&gt;
:To boot the GameCube&#039;s BIOS and IPL, you need a dump from real hardware. Dolphin doesn&#039;t require it to load games but can be set to use it if desired. Current development builds have introduced a feature allowing users to load the BIOS directly from the interface in the Tools list without needing to load a game. If you&#039;re on the current stable release, use XFB Virtual and disable &amp;quot;Skip BIOS&amp;quot; in the GameCube options. You don&#039;t have to load a GameCube title for the startup animation begins, boot directly to the menu by using [https://wiki.dolphin-emu.org/index.php?title=GameCube_Main_Menu &amp;quot;Load GameCube Main Menu&amp;quot; under &amp;quot;Tools&amp;quot;]. If you insert the disc/disc image before booting the main menu, like on the original console, you hold the first controller&#039;s A-button down and the system will send you to the main menu instead of booting the game. You can then switch to another game with Change Disc, or you can explore the BIOS.&lt;br /&gt;
&lt;br /&gt;
===GameCube Game Disc===&lt;br /&gt;
The GameCube Game Disc (DOL-006) is the game medium for the GameCube, created by Matsushita/Panasonic, one of the ten founders of the DVD Forum, and later extended for use in the first Wii model backward compatibility mode. The GameCube is Nintendo&#039;s first optical disc console, after mainly ROM cartridge-based platforms. The GameCube Game Disc is a 1.46 GB, 8 cm miniDVD-based technology that reads at a constant angular velocity (CAV). It was chosen by Nintendo to prevent copyright infringement of its games, to reduce manufacturing costs compared to Nintendo 64 Game Paks, and to avoid licensing fees to the DVD Forum. GameCube Game Discs don&#039;t use the Content Scramble System found on normal DVD-Video discs, as Nintendo wasn&#039;t satisfied with its level of security.&lt;br /&gt;
&lt;br /&gt;
The GameCube is unable to be used as a general DVD player, except for the [[#Panasonic_Q|Panasonic Q]] which is a uniquely customized GameCube with DVD capability that was released only in Japan.[[Wikipedia:Nintendo_optical_discs#GameCube_Game_Disc GameCube Game Disc]]&lt;br /&gt;
&lt;br /&gt;
*Dolphin has support for GameCube Game Disc dumps/[[Save_disk_space_for_ISOs#GameCube_.2F_Wii|images]]. Most regular optical drives for PCs are unable to read GameCube &amp;amp; Wii discs. However, you can use some out-of-print models of DVD drives that may read GC and Wii discs but they are rare and primarily used for dumping the game data into an disc image file, and you need a compatible software tool to dump it. There is no passthrough support.  See [[Ripping_games]] page for more information.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
*See [https://emulation.gametechwiki.com/index.php/Copy_protection#:~:text=Emulation%20of%20the%20Disc%20Drive &amp;quot;Emulation of the Disc Drive&amp;quot; section] in [[Copy protection]] page.&lt;br /&gt;
&lt;br /&gt;
===GC/GBA Cable===&lt;br /&gt;
Nintendo produced a [[Wikipedia:Nintendo GameCube – Game Boy Advance link cable|special cable]] (&amp;lt;code&amp;gt;DOL-011&amp;lt;/code&amp;gt;) that allowed connectivity with the [[Game Boy Advance emulators|Game Boy Advance]] in [https://nintendo.fandom.com/wiki/Game_Boy_Advance_to_Nintendo_GameCube_Link_Cable#List_of_Supported_Games &#039;&#039;&#039;specific games&#039;&#039;&#039;]. Up to four ports could be taken up for the game. While the third-generation Pokémon games are the prime example of it being used in conjunction with Colosseum, XD, or Pokémon Box, they aren&#039;t the only games to do so.&amp;lt;ref&amp;gt;[https://old.reddit.com/r/emulation/comments/16ethk2/i_think_ive_reached_the_limits_of_what_dolphin/k00l1d8/ GBE+ Dev Shonumi&#039;s comment about GCN&amp;lt;-&amp;gt;GBA connection].&amp;lt;/ref&amp;gt; Some GameCube games lets the player(s) use the Game Boy Advance as a controller.&lt;br /&gt;
&lt;br /&gt;
Dolphin includes a GBA core based on [[mGBA]] that is tied to GameCube emulation, allowing for a very stable connection that works with features such as save states and netplay. Dolphin can also connect to standalone versions of mGBA or [[VisualBoyAdvance-M]]; this is necessary for some less commonly used features or cases where the GBA has to be disconnected from the GameCube. Both can be enabled by going into the controller settings and assigning the GBA to one or more ports. The general config menu also allows you to specify a GBA ROM to be used if using the built-in GBA core.&lt;br /&gt;
&lt;br /&gt;
Nintendont includes support for the GBA link cable hardware, but only through the GC controller ports on the original Wii (model RVL-001). It is currently &#039;&#039;&#039;not&#039;&#039;&#039; supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Bongos===&lt;br /&gt;
This special controller is used with &#039;&#039;Donkey Konga&#039;&#039; and other &#039;&#039;Donkey Kong&#039;&#039; games released for the GameCube.&lt;br /&gt;
&lt;br /&gt;
Dolphin supports this controller via the GameCube controller adapter.&lt;br /&gt;
&lt;br /&gt;
Nintendont is known to support this controller through the GC controller ports on the original Wii (model RVL-001). It is &#039;&#039;&#039;currently unclear&#039;&#039;&#039; whether the controller is supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Player===&lt;br /&gt;
This add-on plugged into the bottom of the GameCube and allowed it to play Game Boy / Game Boy Advance games on a standard television; it had provisions against [[Wikipedia:Game Boy Advance Video|Game Boy Advance Video]] cartridges by returning an error after booting them. The launcher even supported the GBA-GCN link cable, where the Game Boy Advance would serve as the controller. Some GBA games like &#039;&#039;Super Mario Advance 4&#039;&#039; and &#039;&#039;Mario &amp;amp; Luigi: Superstar Saga&#039;&#039; took advantage of the add-on by adding rumble support. The hardware is essentially a peripheral containing Game Boy Advance hardware, which means that recreating it would require simultaneous emulation of a GameCube and a GBA, including BIOS files for both.&lt;br /&gt;
&lt;br /&gt;
After years of anticipation,&amp;lt;ref&amp;gt;https://dolphin-emu.org/blog/2021/07/21/integrated-gba/#conclusion&amp;lt;/ref&amp;gt; Dolphin now officially supports Game Boy Player hardware and its associated features. This integration was made possible via [https://github.com/dolphin-emu/dolphin/pull/14535 Pull Request #14535].&lt;br /&gt;
&lt;br /&gt;
==Hardware variants==&lt;br /&gt;
===Triforce===&lt;br /&gt;
[[File:Triforce hardware.jpg|thumb|Triforce hardware system (side-rear view)]]&lt;br /&gt;
The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an [[:Category:Arcade|arcade system board]] developed jointly by [[wikipedia:Namco|Namco]], [[wikipedia:Sega|Sega]], and Nintendo, with the first games appearing in 2002. The system hardware consists of a retail GameCube motherboard, with custom devices interfacing with the EXI, SI and DI, and a custom IPL. As of 2026, the Dolphin emulator supports the Triforce.&amp;lt;ref&amp;gt;[https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/ &amp;quot;Rise of the Triforce&amp;quot;]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://dolphin-emu.org/blog/2026/03/12/dolphin-progress-report-release-2603/#2512-395-core-add-triforce-support-by-crediar Add Triforce Support]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;You have two options for Triforce emulation&lt;br /&gt;
&#039;&#039;&#039;1. Main Dolphin builds (recommended):&#039;&#039;&#039;&lt;br /&gt;
Triforce support has been part of Dolphin since [https://dolphin-emu.org/download/dev/master/2512-395/ 2512-395.] A setup guide is in the Dolphin announcement, linked [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#setting-up-dolphin-for-triforce-emulation here.] Multiplayer support is present, though a guide is still being written for the Dolphin wiki. Though it is in a mostly working state, [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#triforce-emulation-roadmap there are still some issues being worked on,] such as the Key of Avalon games still being unplayable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Wii:&#039;&#039;&#039;&lt;br /&gt;
Triforce games can also be run on a Wii using [https://github.com/FIX94/Nintendont Nintendont.] Triforce support is somewhat incomplete, and lacks features such as LAN connectivity, internal saving (for things such as high scores or F-Zero AX time attack ghosts), and GameCube memory card reading. Mario Cards and F-Zero License Cards can be emulated for the Mario Kart Arcade GP games and F-Zero AX respectively, but linking F-Zero AX to an F-Zero GX save is impossible.&lt;br /&gt;
&lt;br /&gt;
====Game-specific features====&lt;br /&gt;
{{outdated|section|Dolphin received Triforce support following 2512-395, this section needs a LOT of updates}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Card reader types&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |IC card reader&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;[https://archive.org/download/i-img1200x900-1626435528akfibj23/i-img1200x900-1626435528akfibj23.jpg Gekitō Pro Yakyū&#039;]&#039;&#039; and &#039;&#039;Virtua Striker 4&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Magnetic card reader/writer&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;F-Zero AX&#039;&#039; and &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |OWABI card&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Force feedback&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Input&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Touchscreen&lt;br /&gt;
|{{WIP-Box}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Memory card slot&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;F-Zero AX&#039;&#039; lets players play as their custom machines from &#039;&#039;F-Zero GX&#039;&#039; to the arcade version, and unlocks bonus content in &#039;&#039;F-Zero GX&#039;&#039;. They can also be unlocked through story mode.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |NamCam&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;A camera manufactured by Namco. Used in &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Networking&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Ethernet&lt;br /&gt;
|Link&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Can be used to connect up to 4 &#039;&#039;F-Zero AX&#039;&#039; or 2 &#039;&#039;Virtua Striker 2002&#039;&#039; cabinets. &#039;&#039;Mario Kart Arcade GP 1&#039;&#039; supports 2 and &#039;&#039;Mario Kart Arcade GP 2&#039;&#039; supports at least 2 cabinets.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Online&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Virtua Striker 4&#039;&#039; used [[Early online services#ALL.Net|ALL.Net]]. &#039;&#039;Virtua Striker 4 Ver. 2006&#039;&#039; lets you send your player data to VS.Net, other players will play against your &amp;quot;ghost&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Satellite terminal&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |RC-232C&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Output&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Lamps and LED lights&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio|Pokémon Battrio]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Memory_Keys|Memory keys]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Pucks|Pucks]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Upgradable RAM&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panasonic Q===&lt;br /&gt;
[[File:Panasonic Q.png|210px|thumb|left|The Panasonic Q GameCube console.]]&lt;br /&gt;
The Panasonic Q  (sometimes referred to as GameQ by GameCube fans) is a hybrid version of the GameCube with a DVD player manufactured by Panasonic in cooperation with Nintendo. The system was officially released only in Japan. A feature of its main competitors, the Xbox and the PlayStation 2, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical discs format for games and the correspondingly small disc tray.&lt;br /&gt;
Initially, the Panasonic Q could only play games and DVDs from Japan; however, a modified version, which could play American games and DVDs, began to be sold from Import shops, making it a popular console to import from Japan. The unit was priced at around ¥41,000 JPY, and the modified version was priced at ¥46,000 JPY.&lt;br /&gt;
The Panasonic Q is capable of using almost all the GameCube hardware upgrades. A special version of the Game Boy Player was designed for the Q because the Player was designed to fit onto the bottom of the GameCube, and the Q&#039;s different bottom form factor kept the Player from being installed. Other features of the Panasonic Q include a backlit information LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 and DTS, a separate subwoofer jack, DVD remote control, and a stainless steel chassis. These high-end features, as well as the aforementioned multimedia playback capabilities, have made the Panasonic Q a popular console to collect.&lt;br /&gt;
&lt;br /&gt;
The Q system was licensed by Nintendo, released on December 13, 2001, and was discontinued on December 18, 2003, due to low sales.&lt;br /&gt;
&lt;br /&gt;
*Dolphin has no support for this variation.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
For more information about Nintendo GameCube hardware and its reverse engineering;&lt;br /&gt;
* MVG: {{YouTubeVideo|Uxjl_kD3imQ|How the Nintendo GameCube Security was defeated}}, {{YouTubeVideo|up6Rm1Sw1ps|The Nintendo GameCube is still awesome - Games, Homebrew, Modding and More}}, {{YouTubeVideo|HJHb3ZJXJfw|Dolphin has been ported to the Xbox}}&lt;br /&gt;
* Dolphin: [https://dolphin-emu.org/blog/ Blog], [https://discord.gg/ZGbGN2mC Discord]&lt;br /&gt;
* [https://gamecube.dev/ Awesome GameCube Development]&lt;br /&gt;
* [https://www.copetti.org/writings/consoles/gamecube/ Rodrigo Colpetti&#039;s GameCube practical analysis]&lt;br /&gt;
* [https://www.gc-forever.com/wiki/index.php?title=Main_Page GC-Forever]&lt;br /&gt;
* [https://consolemods.org/wiki/GameCube:GameCube_Mods_Wiki ConsoleMods - GameCube]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://wiki.dolphin-emu.org/index.php?title=Main_Page Dolphin Wiki] - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo GameCube| ]]&lt;br /&gt;
&lt;br /&gt;
{{#seo:&lt;br /&gt;
|keywords=video games,emulation,emulator,emu,wiki,download,recommended,guide,list,nintendo,ngc,gcn,game,cube,gamecube,dolphin&lt;br /&gt;
|description=Information and recommendations for the best {{PAGENAME}} and where to download them.&lt;br /&gt;
|published_time={{#time:c|{{REVISIONTIMESTAMP}}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=144026</id>
		<title>Nintendo GameCube emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=144026"/>
		<updated>2026-06-03T02:25:34Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: literally what is TuxCube. nothing linked, no source, no nothing. please add those if you&amp;#039;re going to list it as an emulator.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox computing device/Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
{{for|emulators that run on the Nintendo GameCube|Emulators on Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Nintendo GameCube|GameCube]]&#039;&#039;&#039; (&#039;&#039;&#039;GCN&#039;&#039;&#039;/&#039;&#039;&#039;NGC&#039;&#039;&#039;) is a 32-bit, sixth-generation console released by [[wikipedia:Nintendo|Nintendo]] on November 18, 2001, for {{inflation|USD|199|2001}}. It has an IBM PowerPC Gekko CPU at 486 MHz with 24 MB of RAM and an ATI Flipper GPU at 162 MHz. Nintendo, Namco, and Sega later designed the &#039;&#039;&#039;[https://wiki.dolphin-emu.org/index.php?title=Triforce Triforce]&#039;&#039;&#039; arcade board based on the GameCube, releasing titles for it the following year. Unlike [[PlayStation_2_emulators#Hardware_Features_and_Accessories|PlayStation 2]] or [[Xbox_emulators#Hardware_features_and_peripherals|Xbox]] DVD playback support, the GameCube didn&#039;t have playback support for [https://forum.blu-ray.com/showthread.php?t=249677 mini-DVD movies]. However, a special version of the GameCube that could play DVD-Video, audio CDs and VCDs was released by Nintendo and Panasonic, called the [[#Hardware_variants|Panasonic Q]].&lt;br /&gt;
&lt;br /&gt;
Nintendo released the successor, the [[Wii emulators|Wii]], in 2006, which was revealed to have very similar (albeit more powerful) hardware and compatible interfaces. This meant the Wii could run GameCube games natively rather than via emulation. While this was removed in later revisions, as well as the vWii mode in the Wii U, the hardware is still similar enough that GameCube games can be run via certain homebrew programs, with [[Nintendont]] being the most popular and easy to use.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+Before editing, review the [[Getting involved]] and [[Recommended emulators|Recommended]] pages. See [[Computer_specifications#Recommended_Specifications|system requirements]] page for performance demand of the emulators.&amp;lt;br&amp;gt;See tables for &amp;lt;span style=&amp;quot;font-weight: bold; color: #CC0000; border: 1px solid #CC0000; padding: 2px;&amp;quot;&amp;gt;[[#Hardware variants|hardware variants]], [[#Enhancements|enhancements]], [[#Hardware_features_and_peripherals|hardware features and peripherals]].&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;For more details such as [[licensing]], [[Source_code#Language_levels|programming language]], [[High_and_low-level_emulation|emulation method]], visit each emulator’s dedicated page.&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Active&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |PC&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|WoA|macOSx64|macOSARM|Linux|LinuxARM|FreeBSD}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;The last Dolphin release to support Windows 10 versions 1703 to 1809 is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/eb84b0fb9b3cd21400987a1c10c4a38d4861b9a9/ 2503-148][https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#windows-10-minimum-version-bumped-to-1903 *]. The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270][https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur *].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=&amp;quot;N&amp;quot; name=DolphinRA&amp;gt;Dolphin libretro core has been [https://github.com/libretro/dolphin/pull/352 updated and refactored to align with upstream Dolphin], but it may still contain some bugs not present in the standalone Dolphin version.&amp;lt;/ref&amp;gt;||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} [https://wiki.dolphin-emu.org/index.php?title=Nintendo_GameCube 95.9%]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishiiruka-Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version 2020-08-23]||{{Na}}&lt;br /&gt;
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Lazuli]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
| [https://github.com/vxpm/lazuli/releases/ {{lazuliVer}}]||{{Ya}} ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Gecko]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOSARM}}&lt;br /&gt;
| [https://github.com/ioncodes/gecko/releases {{GeckoVer}}]||{{Ya}} ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|?&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{Green}} {{License|GPLv2}}&amp;lt;br&amp;gt;{{License|BSD3}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/emu-russia/pureikyubu pureikyubu]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/emu-russia/pureikyubu/releases {{PureikyubuVer}}]||{{~}} ||{{Green}} {{License|CC0}} 1.0 ({{License|PDEQ}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Gekko&lt;br /&gt;
| align=left|{{Icon|Win}}&lt;br /&gt;
| [https://github.com/shonumi/gekko-gc-emu git]||{{Na}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin (Nintendo)|Dolphin &amp;lt;small&amp;gt;(Nintendo)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
| align=left|{{Icon|Windows}}&lt;br /&gt;
| [http://www.emuparadise.me/sdk/Installers/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]||{{Na}} ||{{Red}} {{License|Proprietary}} &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Mobile&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270][https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur *].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=&amp;quot;N&amp;quot; name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} [https://wiki.dolphin-emu.org/index.php?title=Nintendo_GameCube 95.9%] ||{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishiiruka-Dolphin]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |{{Icon|Android}}&lt;br /&gt;
|[https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version 2020-08-23]||{{Na}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://dolphinios.oatmealdome.me/ DolphiniOS]&lt;br /&gt;
| align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
| [https://dolphinios.oatmealdome.me Release]&amp;lt;br&amp;gt;[https://dolphinios.oatmealdome.me/beta Beta]||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin MMJR|Dolphin MMJR]]&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| &amp;lt;strike&amp;gt;[https://github.com/Bankaimaster999/Dolphin-MMJR git]&amp;lt;/strike&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;||{{Na}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Provenance]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]&amp;lt;br&amp;gt;[https://github.com/Provenance-Emu/Provenance/releases git]||{{Ya}}&lt;br /&gt;
|{{?}} &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://provenance.itch.io/icube iCube]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS|tvOS}}&lt;br /&gt;
|[https://provenance.itch.io/icube {{iCubeVer}}]&amp;lt;br&amp;gt;[https://github.com/Provenance-Emu/iCube/releases git]||{{Ya}}&lt;br /&gt;
|{{?}} &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Fin]]&lt;br /&gt;
| align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
| [https://apps.apple.com/us/app/fin-game-emulator/id6758910777 {{FinVer}}]||{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Console&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo GameCube - Nintendo Classics|Nintendo GameCube - &amp;lt;br&amp;gt;Nintendo Classics]]&lt;br /&gt;
|align=left|{{Icon|Switch2}}&lt;br /&gt;
| N/A||{{Ya}}&lt;br /&gt;
|{{Red}} {{License|Proprietary}} &lt;br /&gt;
|{{Pink}} &amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Hagi&lt;br /&gt;
| align=left|{{Icon|NX}}&lt;br /&gt;
| Patch-based||{{Ya}} ||{{Red}} {{License|Proprietary}} &lt;br /&gt;
|{{Pink}} &amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Dolphin&lt;br /&gt;
| align=left|{{Icon|XB1|XboxSXS}}&lt;br /&gt;
| [https://github.com/SirMangler/dolphin/releases 1.1.6]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;Use these builds until [https://github.com/dolphin-emu/dolphin/pull/11339 this PR merge].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;[https://buildbot.libretro.com/stable/1.14.0/windows-msvc2019-uwp/x64/ libretro core]&amp;lt;ref group=&amp;quot;N&amp;quot; name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} [https://wiki.dolphin-emu.org/index.php?title=Nintendo_GameCube 95.9%] ||{{Ya}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Compatibility layers [[Compatibility layers|(...)]]==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest Version&lt;br /&gt;
!Active&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendont]]&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;Works on Wii U via its [[Wii_emulators#Native|Wii Mode]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [https://github.com/FIX94/Nintendont git]||{{Ya}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Pink}} {{Emulator compatibility|link=https://wiki.gbatemp.net/wiki/Nintendont_Compatibility_List|1020|1024}} ||{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Devolution&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&lt;br /&gt;
| [https://gbatemp.net/threads/devolution-public-release.330554/ r206]||{{X}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| DIOS MIOS (Lite)&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| [https://code.google.com/archive/p/diosmios/ 2.11]||{{Na}} ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) &lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Native==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Active&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii_emulators#Hardware_features_and_peripherals|Wii Backwards Compatibility]]&amp;lt;ref group=&amp;quot;N&amp;quot;&amp;gt;Some games have patches applied to make them work on the Wii: (source: [https://www.reddit.com/r/Games/comments/rly3ln/games_that_developed_bugs_and_glitches_or_became/hpjkwio/ 1], [https://wiibrew.org/wiki/MIOS 2]). The disc drive has a 1 MiB read ahead cache, that&#039;s not impacted by streaming audio being enabled. So e.g. Metroid Prime 1 loads faster. Previously it was 512 KiB and streaming audio subtracted from it. (source: Extrems)&amp;lt;/ref&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| v6&lt;br /&gt;
| {{Na}}&lt;br /&gt;
| {{Red}} {{License|Proprietary}}&lt;br /&gt;
|{{Pink}} No documented issues&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;N&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
;Emulators&lt;br /&gt;
:;[[Dolphin]]: The emulator of choice for the GameCube and the first Wii emulator. It is updated on a near-daily basis and has great emulation of almost every game, though some games have known bugs on their issue trackers. It is the first emulator to [https://dolphin-emu.org/blog/2016/09/06/booting-the-final-gc-game/ boot the full game catalog of a sixth-generation home console] (Before any emulator for the same generation rivals like the Dreamcast, PlayStation 2, and Xbox) and did so in September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game.&lt;br /&gt;
&lt;br /&gt;
:;[[Ishiiruka-Dolphin]]: A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process.&lt;br /&gt;
&lt;br /&gt;
:;Pureikyubu: An open-source Nintendo GameCube emulator which initially started development under the name Dolwin in 2004; it could boot and run some commercial games and demos. Nowadays, Pureikyubu is designed to be a research emulator for developers, with accuracy being a priority.&lt;br /&gt;
&lt;br /&gt;
:;[[Dolphin (Nintendo)]]: Nintendo made an emulator for Windows that was also called Dolphin. This official program doesn&#039;t run commercial games and has no connection to the open-source project.&lt;br /&gt;
&lt;br /&gt;
:;Hagi: An [[Official emulators|official]] GameCube/Wii emulator developed by Nintendo European Research &amp;amp; Development (NERD). Hagi has been used primarily for re-releases [[Emulators on Nintendo Switch|on the Switch]], such as &#039;&#039;Super Mario Sunshine&#039;&#039;, &#039;&#039;Super Mario Galaxy&#039;&#039;, &#039;&#039;Pikmin&#039;&#039;, and &#039;&#039;Pikmin 2&#039;&#039;. It uses automatic button remapping based on memory.&lt;br /&gt;
&lt;br /&gt;
:;[[Nintendo GameCube - Nintendo Classics]]: Another official emulator. Released exclusively for the [[Nintendo Switch 2 emulators|Nintendo Switch 2]] and available for the members of Nintendo Switch Online Expansion Pack. Supports local and online play (up to four players), and includes a CRT filter and in-app button remapping. Users are limited to the selection of games Nintendo chooses to make available on the service. Accuracy is high, though input lag, analog stick emulation (fixed in version 1.6.0), and single frame drops every 16-17 seconds remain issues.&lt;br /&gt;
&lt;br /&gt;
;Compatibility layers&lt;br /&gt;
:;[[Nintendont]]: While not technically an emulator, Nintendont is a [[compatibility layers|compatibility layer]] that allows you to play GameCube games on the Wii and even the Wii U. It&#039;s compatible with nearly all GameCube titles (and Triforce games, too) and supports extra features such as memory card emulation along with support for additional controller input options such as the USB GameCube controller adapter, Classic Controller Pro, Wii U Pro Controller, and even the Wii U GamePad.&lt;br /&gt;
&lt;br /&gt;
:;DIOS MIOS (Lite): Another [[compatibility layers|compatibility layer]] for the Wii (but NOT Wii U) that allows you to play GameCube games. The main version allows users to load games off of a USB device, while the &amp;quot;Lite&amp;quot; version loads games from an SD card. Nintendont serves as a direct successor to this project, making DIOS MIOS entirely obsolete.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
! Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Controls&lt;br /&gt;
|Disguise peripheral support through passthrough&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected &#039;nearly the same internally&#039; controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-270-disguise-rock-band-playstation-usb-devices-as-wii-equivalents-by-josjuice Dolphin Progress Report - Release 2506]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Input_lag|Input lag mitigating]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Controllers#Mouse_Injectors_for_Emulators|Mouse injector]]&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;There is a third-party Mouse injector tool that can help you with this on [https://github.com/garungorp/MouseInjectorDolphinDuck &#039;&#039;&#039;GitHub&#039;&#039;&#039;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Real peripheral support (passthrough)&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;br&amp;gt;&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough Dolphin wiki - Bluetooth Passthrough]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough Dolphin wiki - USB Passthrough]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Graphics&lt;br /&gt;
| Better [[texture filtering]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Enhancement option for providing better texture filtering methods comparing the original hardware had.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Dolphin&#039;s anisotropic filtering &#039;&#039;&#039;enhancement&#039;&#039;&#039; is not emulation of the consoles&#039; anisotropic filtering. In fact, Dolphin completely ignored all anisotropic filtering requests from the game entirely! Dolphin&#039;s enhancement was everything or nothing, and there was no way to only enable anisotropic filtering just for the textures that would have used it on console. As such, it was impossible to get console-matching texture output - without the enhancement some textures would be too soft, and with the enhancement some textures would be too sharp. It was never quite right. [https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-122-use-game-requested-anisotropic-filtering-by-pokechu22-and-billiard &#039;&#039;&#039;This has been changed recently though!&#039;&#039;&#039;] If Dolphin&#039;s texture filtering is set to &#039;Default&#039; and a game requests anisotropic filtering, Dolphin will now listen to the game&#039;s request and apply the specific anisotropic filtering it asked for (this way it will be emulation of the hardware feature, not enhancement).&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Pre-rendering anti-aliasing&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(MSAA, SSAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Ray tracing&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future. However you can try &amp;quot;[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]&amp;quot; shader using ReShade. See {{YouTubeVideo|9IlqfrJwKr4|here}} and [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#35113 here]&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Resolution|Resizable internal resolution]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]&lt;br /&gt;
|{{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future. [https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/ Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc.]&amp;lt;br&amp;gt;On top of that you can use ReShade.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| Super-resolution techniques&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Requires access to the depth buffer and temporal data like motion-vectors so it&#039;s quite challenging and unlikely to be feasible in the near future. Besides, any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Texture packs#GameCube/Wii| Texture packs]]&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Dolphin lets you dump game textures and also replace game textures with new custom ones.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:24-bit_color#True_color_(24-bit)|True color]] rendering&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. [https://dolphin-emu.org/blog/2024/02/10/dolphin-progress-report-november-and-december-2023-january-2024/#50-20849-videocommon-apply-force-24-bit-color-to-efb-copies-by-flacs Read this] for more information. It is useful especially on non-CRT [[displays]], producing nicer looking gradients.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Widescreen_hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;To get full native widescreen, try [[Homebrew and ROM hacks|Swiss]].&amp;lt;br&amp;gt;This can even run on a real GameCube/Wii if you wish.&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Performance&lt;br /&gt;
|[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-FG] and [https://nvidia.custhelp.com/app/answers/detail/a_id/5621/~/enabling-smooth-motion-in-nvidia-app SM], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation XeSS-FG], [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF] and [https://gpuopen.com/fidelityfx-super-resolution-3/#:~:text=Features-,Frame%20Generation,-Insert%20interpolated%20frames FSR FG])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;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&#039;s recommended to use &#039;&#039;&#039;after applying the &amp;quot;Internal Framerate Hack&amp;quot; and &amp;quot;skip presenting duplicate frames option&amp;quot;&#039;&#039;&#039;. While &#039;&#039;&#039;{{YouTubeVideo|5mbUTfCRIF0|AFMF}}&#039;&#039;&#039; or &#039;&#039;&#039;LSFG&#039;&#039;&#039; can be used with Dolphin, please be aware that some visual glitches and artifacts may occur at this time.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[30/60_FPS_cheat_codes#GameCube.2FWii|Internal frame rate hack]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Overclocking|Overclock]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement &#039;&#039;&#039;might&#039;&#039;&#039; offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.&amp;lt;br&amp;gt;Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/blog/2026/03/12/dolphin-progress-report-release-2603/#2512-19-core-ability-to-load-games-into-memory-by-billiard Dolphin Progress Report- Release 2603]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Rendering latency reduction technologies&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag&#039;&#039;&#039;+&#039;&#039;&#039;])&lt;br /&gt;
| {{Na}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn&#039;t currently feasible. This is &#039;&#039;&#039;likely&#039;&#039;&#039; doesn&#039;t offer enough benefit to justify the development effort.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Post-processing&lt;br /&gt;
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shaders_and_filters|Filters]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#hdr-enhancements-50-19931-add-autohdr-post-process-shader-by-filoppi-and-50-21232-add-hdr-to-metal-perceptual-hdr-by-samb Dolphin Progress Report - February, March and April 2024]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(FXAA, TXAA and MLAA/SMAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shader_Presets|Shader chain]]&lt;br /&gt;
|{{Pink}} WIP&amp;lt;br&amp;gt;&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://github.com/dolphin-emu/dolphin/pull/10362  GitHub - Shader Chain Pull Request]&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Dolphin had a [https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?pid=497374#pid497374 DolphinFX] project for OpenGL backend, but it&#039;s now obsolete.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; |Quality of life&lt;br /&gt;
|Automatic emulated controller connect/disconnect&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic updater&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic region switching&lt;br /&gt;
| {{?}}&lt;br /&gt;
| {{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]&lt;br /&gt;
|{{Pink}} WIP &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has  Dolphin forums - Big Picture Mode]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|Cheat manager]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 custom resolution/CRTSwitchRes]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].&amp;lt;br&amp;gt;Another option is using EDID editor tool such as &amp;quot;Custom Resolution Utility&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{~}} &amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro core] at the moment. Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]&lt;br /&gt;
| {{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;&amp;lt;small&amp;gt;There is a pull request for adding [https://github.com/dolphin-emu/dolphin/pull/12280 graphics mod editor/manager] to Dolphin. In the meantime, you can use [https://wiki.dolphin-emu.org/index.php?title=Graphics_Mods Graphics Mods]; an exciting new feature introduced in 5.0-16763 that allows users to modify games through a method of defining targets and then applying actions to those targets.  Currently, Dolphin supports three actions: Skip, Move, and Scale. These are modifications to the target groups. In addition to this, Dolphin has some built-in Graphics Mods that apply to certain target groups. These include &amp;quot;Native Bloom&amp;quot; - scaling the &amp;quot;Bloom&amp;quot; target group down to the correct resolution, &amp;quot;No Bloom&amp;quot; - skipping any texture labeled in the &amp;quot;Bloom&amp;quot; target group, and &amp;quot;No HUD&amp;quot; - skipping any textures under the target group of &amp;quot;HUD&amp;quot;. You can define these or your own Target Groups in any game through using Dolphin&#039;s Texture Dumping tool or EFB dumping tools.&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|patch manager]]&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Save_converters|Built-in save manager]]&lt;br /&gt;
| {{?}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;You can always use [[#Main_Menu|Main Menu emulation]] capability of the emulator to manage your game saves.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Command-line options&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://emulation.gametechwiki.com/index.php/High_and_low-level_emulation#Modern_Dependencies.2C_Advancements_and_Optimization_Strategies:~:text=Index%20databases%20or%20compatibility%20databases Index/Compatibility databases]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Many modern emulators incorporate database-driven per-game overrides to apply targeted fixes or tweaks for quality-of-life (QoL) improvement without requiring users to manually edit global config files for each title. This approach allows quick, centralized application of workarounds for specific games, such as graphics fixes, timing adjustments, or compatibility flags, while keeping the emulator&#039;s default settings intact. This auto fix feature shouldn&#039;t be confused with &amp;quot;Per-game profiles&amp;quot; enhancement feature.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| On-screen display&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Pause/Resume emulation&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Per-game profiles&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer_specifications#Operating_System|prerequisites and dependencies]] for your operating system if it is not statically linked.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Save_disk_space_for_ISOs#GameCube_.2F_Wii|Streamable compression format]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]&lt;br /&gt;
|{{Na}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://forums.dolphin-emu.org/Thread-question-about-gsync-vrr  Dolphin forums - Thread question about gsync vrr]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |[https://tasvideos.org/Emulatorresources/Features TAS features]&lt;br /&gt;
|Fast forward/Turbo speed&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://tasvideos.org/Movies Movie recording/playback]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Frame step&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(forwards and backwards)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Rewind&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Save states&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; | Misc.&lt;br /&gt;
|[[Sound and audio#Ambient_sounds_simulation|Ambient sounds simulation]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched &amp;quot;coil whine&amp;quot; that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Debugging|Debug features]]&lt;br /&gt;
| {{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Enhancements/Misc./File browser}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Free Look&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Free Look is an enhancement feature that allows manipulation of the in-game camera.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://wiki.dolphin-emu.org/index.php?title=Free_Look Dolphin wiki - Free Look]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Netplay#GameCube_.2F_Wii|Netplay]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;This shouldn&#039;t be confused with Broadband Adapter emulation, see [[#Hardware features and peripherals|hardware features and peripherals]].&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://dolphin-emu.org/docs/guides/netplay-guide/ Dolphin - Netplay Guide]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RetroAchievements]]&lt;br /&gt;
| {{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;GameCube support for RetroAchievements became available on [https://dolphin-emu.org/blog/2024/07/15/unlocked-retroachievements-come-dolphin/ July 15, 2024] for Dolphin on Windows, Linux, and macOS, and on [https://retroachievements.org/forums/topic/33323 November 22, 2025] for Dolphin on Android. The libretro core version of Dolphin does not support achievements.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Rich Presence (RPC)&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you&#039;re playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;[https://github.com/dolphin-emu/dolphin/pull/6983 GitHub - Rich Presence (RPC) Pull Request]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Screen translator&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt; You can use [https://docs.libretro.com/guides/ai-service/ RetroArch&#039;s AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin&#039;s Interpreter].&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;N3&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware features and peripherals==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
! Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Hardware features&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Controller rumble&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[https://www.mobygames.com/attributes/attribute/206/ Dolby Surround as Dolby Pro Logic II]&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/5235 *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[[#GameCube Game Disc|Game Disc]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Progressive scan&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[[#Main_Menu|System BIOS]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; |Peripherals&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Controller port&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[List_of_games_with_keyboard_and_mouse_support#Nintendo_GameCube|ASCII Keyboard]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Dance Mat&lt;br /&gt;
|&#039;&#039;Active Life&#039;&#039; Dance Mat&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.lucklessheaven.com/nintendo-gamecube-hardware &#039;&#039;Dance Dance Revolution&#039;&#039; Dance Mat]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Bongos|DK Bongos]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#GC/GBA Cable|Game Boy Advance cable]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Racing wheel&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |[[#Game Boy Player|Game Boy Player]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Inrou-Kun pedometer &amp;amp; Botan-San walking pad&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Memory card slot&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware Calendar Card]||{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |GCI folder||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[List_of_games_that_support_microphone|Microphone]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware SD Card Adapter]||{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |USB Gecko||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Serial&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Early_online_services#Broadband_Adapter_.28Gamecube.29|Broadband adapter]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Early_online_services#The_GameCube_Modem_Adapter_.28Gamecube.29|Modem adapter]]||{{Ya}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#50-21253-implement-modem-adapter-by-fuzziqersoftware *]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Triforce baseboard||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Unlicensed&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Advance game port||{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Misc.&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[https://newqualitipedia.telepedia.net/wiki/Disc_scratch Disc scratch simulation]&amp;lt;ref group=&amp;quot;N3&amp;quot;&amp;gt;No emulator currently includes built-in disc scratch simulation, as it would require [[High_and_low-level_emulation|low-level emulation]] of optical drive error correction, which is not implemented. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor (RTCV)] tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of a scratched disc (e.g., visual/audio artifacts or crashes). However, it is not a true &amp;quot;disc scratch&amp;quot; simulator, as it works on live memory rather than simulating physical disc read errors.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[https://old.reddit.com/r/emulation/comments/y1jdda/possibility_of_disc_scratch_emulation/ Similarly to cartridge tilting on cartridge-based systems, people intentionally scratch their discs to make a particular glitch work more reliably.]&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Dummy peripherals||{{Ya}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[https://shonumi.github.io/dandocs.html#jcc_gen Joy Carry Cartridge Game Boy Advance connectivity]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Power light||{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;N3&amp;quot;/&amp;gt;&lt;br /&gt;
===Main Menu===&lt;br /&gt;
:[https://tcrf.net/GameCube#Revisional_Differences tcrf: GameCube Revisional Differences]&lt;br /&gt;
[[File:Gamecube IPL.gif|thumb|298px|Gamecube Main Menu emulation using Dolphin emulator]]&lt;br /&gt;
Initial Program Loader (IPL) of the GameCube and its top level interface, allowing the player to load discs, change settings, and manage up to two memory cards at once.&lt;br /&gt;
&lt;br /&gt;
:To boot the GameCube&#039;s BIOS and IPL, you need a dump from real hardware. Dolphin doesn&#039;t require it to load games but can be set to use it if desired. Current development builds have introduced a feature allowing users to load the BIOS directly from the interface in the Tools list without needing to load a game. If you&#039;re on the current stable release, use XFB Virtual and disable &amp;quot;Skip BIOS&amp;quot; in the GameCube options. You don&#039;t have to load a GameCube title for the startup animation begins, boot directly to the menu by using [https://wiki.dolphin-emu.org/index.php?title=GameCube_Main_Menu &amp;quot;Load GameCube Main Menu&amp;quot; under &amp;quot;Tools&amp;quot;]. If you insert the disc/disc image before booting the main menu, like on the original console, you hold the first controller&#039;s A-button down and the system will send you to the main menu instead of booting the game. You can then switch to another game with Change Disc, or you can explore the BIOS.&lt;br /&gt;
&lt;br /&gt;
===GameCube Game Disc===&lt;br /&gt;
The GameCube Game Disc (DOL-006) is the game medium for the GameCube, created by Matsushita/Panasonic, one of the ten founders of the DVD Forum, and later extended for use in the first Wii model backward compatibility mode. The GameCube is Nintendo&#039;s first optical disc console, after mainly ROM cartridge-based platforms. The GameCube Game Disc is a 1.46 GB, 8 cm miniDVD-based technology that reads at a constant angular velocity (CAV). It was chosen by Nintendo to prevent copyright infringement of its games, to reduce manufacturing costs compared to Nintendo 64 Game Paks, and to avoid licensing fees to the DVD Forum. GameCube Game Discs don&#039;t use the Content Scramble System found on normal DVD-Video discs, as Nintendo wasn&#039;t satisfied with its level of security.&lt;br /&gt;
&lt;br /&gt;
The GameCube is unable to be used as a general DVD player, except for the [[#Panasonic_Q|Panasonic Q]] which is a uniquely customized GameCube with DVD capability that was released only in Japan.[[Wikipedia:Nintendo_optical_discs#GameCube_Game_Disc GameCube Game Disc]]&lt;br /&gt;
&lt;br /&gt;
*Dolphin has support for GameCube Game Disc dumps/[[Save_disk_space_for_ISOs#GameCube_.2F_Wii|images]]. Most regular optical drives for PCs are unable to read GameCube &amp;amp; Wii discs. However, you can use some out-of-print models of DVD drives that may read GC and Wii discs but they are rare and primarily used for dumping the game data into an disc image file, and you need a compatible software tool to dump it. There is no passthrough support.  See [[Ripping_games]] page for more information.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
*See [https://emulation.gametechwiki.com/index.php/Copy_protection#:~:text=Emulation%20of%20the%20Disc%20Drive &amp;quot;Emulation of the Disc Drive&amp;quot; section] in [[Copy protection]] page.&lt;br /&gt;
&lt;br /&gt;
===GC/GBA Cable===&lt;br /&gt;
Nintendo produced a [[Wikipedia:Nintendo GameCube – Game Boy Advance link cable|special cable]] (&amp;lt;code&amp;gt;DOL-011&amp;lt;/code&amp;gt;) that allowed connectivity with the [[Game Boy Advance emulators|Game Boy Advance]] in [https://nintendo.fandom.com/wiki/Game_Boy_Advance_to_Nintendo_GameCube_Link_Cable#List_of_Supported_Games &#039;&#039;&#039;specific games&#039;&#039;&#039;]. Up to four ports could be taken up for the game. While the third-generation Pokémon games are the prime example of it being used in conjunction with Colosseum, XD, or Pokémon Box, they aren&#039;t the only games to do so.&amp;lt;ref&amp;gt;[https://old.reddit.com/r/emulation/comments/16ethk2/i_think_ive_reached_the_limits_of_what_dolphin/k00l1d8/ GBE+ Dev Shonumi&#039;s comment about GCN&amp;lt;-&amp;gt;GBA connection].&amp;lt;/ref&amp;gt; Some GameCube games lets the player(s) use the Game Boy Advance as a controller.&lt;br /&gt;
&lt;br /&gt;
Dolphin includes a GBA core based on [[mGBA]] that is tied to GameCube emulation, allowing for a very stable connection that works with features such as save states and netplay. Dolphin can also connect to standalone versions of mGBA or [[VisualBoyAdvance-M]]; this is necessary for some less commonly used features or cases where the GBA has to be disconnected from the GameCube. Both can be enabled by going into the controller settings and assigning the GBA to one or more ports. The general config menu also allows you to specify a GBA ROM to be used if using the built-in GBA core.&lt;br /&gt;
&lt;br /&gt;
Nintendont includes support for the GBA link cable hardware, but only through the GC controller ports on the original Wii (model RVL-001). It is currently &#039;&#039;&#039;not&#039;&#039;&#039; supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Bongos===&lt;br /&gt;
This special controller is used with &#039;&#039;Donkey Konga&#039;&#039; and other &#039;&#039;Donkey Kong&#039;&#039; games released for the GameCube.&lt;br /&gt;
&lt;br /&gt;
Dolphin supports this controller via the GameCube controller adapter.&lt;br /&gt;
&lt;br /&gt;
Nintendont is known to support this controller through the GC controller ports on the original Wii (model RVL-001). It is &#039;&#039;&#039;currently unclear&#039;&#039;&#039; whether the controller is supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Player===&lt;br /&gt;
This add-on plugged into the bottom of the GameCube and allowed it to play Game Boy / Game Boy Advance games on a standard television; it had provisions against [[Wikipedia:Game Boy Advance Video|Game Boy Advance Video]] cartridges by returning an error after booting them. The launcher even supported the GBA-GCN link cable, where the Game Boy Advance would serve as the controller. Some GBA games like &#039;&#039;Super Mario Advance 4&#039;&#039; and &#039;&#039;Mario &amp;amp; Luigi: Superstar Saga&#039;&#039; took advantage of the add-on by adding rumble support. The hardware is essentially a peripheral containing Game Boy Advance hardware, which means that recreating it would require simultaneous emulation of a GameCube and a GBA, including BIOS files for both.&lt;br /&gt;
&lt;br /&gt;
After years of anticipation,&amp;lt;ref&amp;gt;https://dolphin-emu.org/blog/2021/07/21/integrated-gba/#conclusion&amp;lt;/ref&amp;gt; Dolphin now officially supports Game Boy Player hardware and its associated features. This integration was made possible via [https://github.com/dolphin-emu/dolphin/pull/14535 Pull Request #14535].&lt;br /&gt;
&lt;br /&gt;
==Hardware variants==&lt;br /&gt;
===Triforce===&lt;br /&gt;
[[File:Triforce hardware.jpg|thumb|Triforce hardware system (side-rear view)]]&lt;br /&gt;
The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an [[:Category:Arcade|arcade system board]] developed jointly by [[wikipedia:Namco|Namco]], [[wikipedia:Sega|Sega]], and Nintendo, with the first games appearing in 2002. The system hardware consists of a retail GameCube motherboard, with custom devices interfacing with the EXI, SI and DI, and a custom IPL. As of 2026, the Dolphin emulator supports the Triforce.&amp;lt;ref&amp;gt;[https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/ &amp;quot;Rise of the Triforce&amp;quot;]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://dolphin-emu.org/blog/2026/03/12/dolphin-progress-report-release-2603/#2512-395-core-add-triforce-support-by-crediar Add Triforce Support]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;You have two options for Triforce emulation&lt;br /&gt;
&#039;&#039;&#039;1. Main Dolphin builds (recommended):&#039;&#039;&#039;&lt;br /&gt;
Triforce support has been part of Dolphin since [https://dolphin-emu.org/download/dev/master/2512-395/ 2512-395.] A setup guide is in the Dolphin announcement, linked [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#setting-up-dolphin-for-triforce-emulation here.] Multiplayer support is present, though a guide is still being written for the Dolphin wiki. Though it is in a mostly working state, [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#triforce-emulation-roadmap there are still some issues being worked on,] such as the Key of Avalon games still being unplayable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Wii:&#039;&#039;&#039;&lt;br /&gt;
Triforce games can also be run on a Wii using [https://github.com/FIX94/Nintendont Nintendont.] Triforce support is somewhat incomplete, and lacks features such as LAN connectivity, internal saving (for things such as high scores or F-Zero AX time attack ghosts), and GameCube memory card reading. Mario Cards and F-Zero License Cards can be emulated for the Mario Kart Arcade GP games and F-Zero AX respectively, but linking F-Zero AX to an F-Zero GX save is impossible.&lt;br /&gt;
&lt;br /&gt;
====Game-specific features====&lt;br /&gt;
{{outdated|section|Dolphin received Triforce support following 2512-395, this section needs a LOT of updates}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Card reader types&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |IC card reader&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;[https://archive.org/download/i-img1200x900-1626435528akfibj23/i-img1200x900-1626435528akfibj23.jpg Gekitō Pro Yakyū&#039;]&#039;&#039; and &#039;&#039;Virtua Striker 4&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Magnetic card reader/writer&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;F-Zero AX&#039;&#039; and &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |OWABI card&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Force feedback&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Input&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Touchscreen&lt;br /&gt;
|{{WIP-Box}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Memory card slot&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;F-Zero AX&#039;&#039; lets players play as their custom machines from &#039;&#039;F-Zero GX&#039;&#039; to the arcade version, and unlocks bonus content in &#039;&#039;F-Zero GX&#039;&#039;. They can also be unlocked through story mode.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |NamCam&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;A camera manufactured by Namco. Used in &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Networking&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Ethernet&lt;br /&gt;
|Link&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Can be used to connect up to 4 &#039;&#039;F-Zero AX&#039;&#039; or 2 &#039;&#039;Virtua Striker 2002&#039;&#039; cabinets. &#039;&#039;Mario Kart Arcade GP 1&#039;&#039; supports 2 and &#039;&#039;Mario Kart Arcade GP 2&#039;&#039; supports at least 2 cabinets.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Online&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Virtua Striker 4&#039;&#039; used [[Early online services#ALL.Net|ALL.Net]]. &#039;&#039;Virtua Striker 4 Ver. 2006&#039;&#039; lets you send your player data to VS.Net, other players will play against your &amp;quot;ghost&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Satellite terminal&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |RC-232C&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Output&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Lamps and LED lights&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio|Pokémon Battrio]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Memory_Keys|Memory keys]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Pucks|Pucks]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Upgradable RAM&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panasonic Q===&lt;br /&gt;
[[File:Panasonic Q.png|210px|thumb|left|The Panasonic Q GameCube console.]]&lt;br /&gt;
The Panasonic Q  (sometimes referred to as GameQ by GameCube fans) is a hybrid version of the GameCube with a DVD player manufactured by Panasonic in cooperation with Nintendo. The system was officially released only in Japan. A feature of its main competitors, the Xbox and the PlayStation 2, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical discs format for games and the correspondingly small disc tray.&lt;br /&gt;
Initially, the Panasonic Q could only play games and DVDs from Japan; however, a modified version, which could play American games and DVDs, began to be sold from Import shops, making it a popular console to import from Japan. The unit was priced at around ¥41,000 JPY, and the modified version was priced at ¥46,000 JPY.&lt;br /&gt;
The Panasonic Q is capable of using almost all the GameCube hardware upgrades. A special version of the Game Boy Player was designed for the Q because the Player was designed to fit onto the bottom of the GameCube, and the Q&#039;s different bottom form factor kept the Player from being installed. Other features of the Panasonic Q include a backlit information LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 and DTS, a separate subwoofer jack, DVD remote control, and a stainless steel chassis. These high-end features, as well as the aforementioned multimedia playback capabilities, have made the Panasonic Q a popular console to collect.&lt;br /&gt;
&lt;br /&gt;
The Q system was licensed by Nintendo, released on December 13, 2001, and was discontinued on December 18, 2003, due to low sales.&lt;br /&gt;
&lt;br /&gt;
*Dolphin has no support for this variation.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
For more information about Nintendo GameCube hardware and its reverse engineering;&lt;br /&gt;
* MVG: {{YouTubeVideo|Uxjl_kD3imQ|How the Nintendo GameCube Security was defeated}}, {{YouTubeVideo|up6Rm1Sw1ps|The Nintendo GameCube is still awesome - Games, Homebrew, Modding and More}}, {{YouTubeVideo|HJHb3ZJXJfw|Dolphin has been ported to the Xbox}}&lt;br /&gt;
* Dolphin: [https://dolphin-emu.org/blog/ Blog], [https://discord.gg/ZGbGN2mC Discord]&lt;br /&gt;
* [https://gamecube.dev/ Awesome GameCube Development]&lt;br /&gt;
* [https://www.copetti.org/writings/consoles/gamecube/ Rodrigo Colpetti&#039;s GameCube practical analysis]&lt;br /&gt;
* [https://www.gc-forever.com/wiki/index.php?title=Main_Page GC-Forever]&lt;br /&gt;
* [https://consolemods.org/wiki/GameCube:GameCube_Mods_Wiki ConsoleMods - GameCube]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://wiki.dolphin-emu.org/index.php?title=Main_Page Dolphin Wiki] - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo GameCube| ]]&lt;br /&gt;
&lt;br /&gt;
{{#seo:&lt;br /&gt;
|keywords=video games,emulation,emulator,emu,wiki,download,recommended,guide,list,nintendo,ngc,gcn,game,cube,gamecube,dolphin&lt;br /&gt;
|description=Information and recommendations for the best {{PAGENAME}} and where to download them.&lt;br /&gt;
|published_time={{#time:c|{{REVISIONTIMESTAMP}}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=User_talk:Gorilli09&amp;diff=139092</id>
		<title>User talk:Gorilli09</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=User_talk:Gorilli09&amp;diff=139092"/>
		<updated>2026-02-25T22:07:09Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: /* How is the Microvision article not a stub? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mii Editor vs Mii Maker==&lt;br /&gt;
&lt;br /&gt;
Hey there! I noticed on [[Nintendo Switch emulators]] you changed back the name of the feature from Mii Editor to Mii Maker after I had changed it from Mii Maker to Mii Editor so I figured I&#039;d drop by and talk about it since to be honest I&#039;m not 100% sure what the official name is for the Mii creator on the Switch. Do you have a source for the name Mii Maker that&#039;s not referring to the one on Wii U? The only thing I found that supports the name Mii Editor is when [https://twitter.com/RyujinxEmu/status/1409591251792535555 the Ryujinx Twitter account referred to it when they announced they were implementing the feature] so I don&#039;t have solid ground to stand on either. But nowhere on [https://en-americas-support.nintendo.com/app/answers/detail/a_id/22378/~/how-to-create-a-mii-on-nintendo-switch official Nintendo stuff for the Switch] do I see the name Mii Maker used. In fact, fans of Mii Maker specifically want that app to come to Switch: https://www.youtube.com/shorts/5vrLizwtwvs&lt;br /&gt;
&lt;br /&gt;
Here you can see one of Nintendo&#039;s pages on Mii Maker for the Wii U where they even tell you that you have to use the Mii Channel for the Wii:&lt;br /&gt;
https://en-americas-support.nintendo.com/app/answers/detail/a_id/2462/~/mii-maker-overview-%28wii-u%29&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks for reading! :)&lt;br /&gt;
[[User:Karasuhebi|Karasuhebi]] ([[User talk:Karasuhebi|talk]]) 18:28, 14 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infobox system ==&lt;br /&gt;
&lt;br /&gt;
Can you revert the infobox system changes, it&#039;s increasing the infobox size to an insane degree. Most of the info it covers can be covered in the article as normal text. It is bleeding into the emulator section of pages. This level of detail should be moved to [[gametech:|Game Tech Wiki]] if kept at all. Remember this is a &#039;&#039;&#039;Emulator&#039;&#039;&#039; wiki not a console wiki. [[Special:Contributions/172.70.242.166|172.70.242.166]] 21:08, 1 December 2024 (UTC)&lt;br /&gt;
:i think &amp;quot;expand and collapse&amp;quot; is the potential solution to that.[[User:Ahayri|Ahayri]] ([[User talk:Ahayri|talk]]) 21:23, 01 December 2024 (UTC)&lt;br /&gt;
:I commented out the not-important sections, but I didn&#039;t delete them because just in case for future use. [[User:Gorilli09|Gorilli09]] ([[User talk:Gorilli09|talk]]) 00:32, 2 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing categories ==&lt;br /&gt;
&lt;br /&gt;
Please stop removing categories on pages, like you have done on [[WonderSwan emulators]] [[Special:Contributions/172.71.118.226|172.71.118.226]] 20:44, 4 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Musical hardware for consoles ==&lt;br /&gt;
&lt;br /&gt;
Hi. I noticed you actively edit hardware features and peripherals tables in console articles.&lt;br /&gt;
&lt;br /&gt;
I went to [[Xbox emulators]] and [[GameCube emulators]] and noticed some discrepancy: Only these 2 articles feature Dance mat controllers in the tables. But not for PS1, Dreamcast, Wii (it supports GameCube controllers) and any other platforms where Dance Dance Revolution games were also released.&lt;br /&gt;
&lt;br /&gt;
To be fair, I&#039;m not familiar with Dance Dance Revolution series (and any musical games beyound Rock Band and Guitar Hero at all), to be honest, I have no slightest idea how they work, do they recognize a dance mat as a separate controller on its own or it&#039;s treated not any differently from a generic gamepad (other than having to step on buttons with your leg instead of pressing with your finger, ofc), I never had to deal with DDR games.&lt;br /&gt;
&lt;br /&gt;
Maybe this inconsistency is the way it&#039;s supposed to be because only Xbox and GameCube DDR games treat dancing mats as separate controllers and other console versions don&#039;t. Or maybe it&#039;s just an oversight. I don&#039;t really know, so I decided not to edit the tables myself but to attract your attention instead (since you&#039;re more familiar with the topic of console accessories).&lt;br /&gt;
&lt;br /&gt;
Additionally, some consoles (I don&#039;t know the full list but I know PS2 and Dreamcast can do it) can interact with MIDI instruments and use them for some software.&lt;br /&gt;
&lt;br /&gt;
PS2 uses MIDI inputs [https://github.com/PCSX2/pcsx2/issues/8093 for a Rock Band series game] and [https://segaretro.org/Dreamcast_MIDI_Interface_Cable Dreamcast] uses it for its [https://segaretro.org/O.to.i.Re:_Dreamcast_Sequencer O.to.i.RE music creator tool]). Shouldn&#039;t MIDI inputs support be counted as a separate hardware feature in emulators (or fall under &amp;quot;controllers&amp;quot; section)? Thanks for your attention. [[User:Ilyagredasov|Ilyagredasov]] ([[User talk:Ilyagredasov|talk]]) 17:45, 3 August 2025 (UTC)&lt;br /&gt;
:Done. Sorry that I haven&#039;t thought up of that. Also, newer Wii models omit GameCube slots and backward compatibility. [[User:Gorilli09|Gorilli09]] ([[User talk:Gorilli09|talk]]) 18:27, 3 August 2025 (UTC)&lt;br /&gt;
:: Thanks for looking it up. There were also other dancing games with their own brand pad accessories: In the Groove [https://www.lukiegames.com/In-the-Groove-Sony-Playstation-2-PS2-Game.html?srsltid=AfmBOorvJAVQLllUYWK3KVYQYI6GlsogJZ1vxJ95QxOka-CvlH62ZnqR for PS2] with its RedOctane dancing pad + Pump it Up dancing games with their own pads for [https://gameovervideogames.com/products/ps2-pump-it-up-exceed-dancepad-only-used?srsltid=AfmBOorjz5yRvpXD-XVvqFJ-_WUERi8dKy-yXLPrwqngVKrOvfxuvtcX PS2] and for [https://www.amazon.com/Pump-Up-Exceed-Dance-Bundle-Xbox/dp/B000B7JRB0 OG Xbox]. I don&#039;t know if all the dancing games and mats work with each other or if pads have any proprietary vendor lock-in (i.e. DDR pads working with DDR series games only but not with Pump it Up games, etc.) + some weird [https://www.youtube.com/watch?v=eOmkoHcoOz8 N64 DDR dancing mat] (Reddit says unlike on other platforms, the N64 DDR didn&#039;t ship with it and it was being sold separately). Xbox 360 and PS3 also seem to have mats. This all seems rather confusing to me. [[User:Ilyagredasov|Ilyagredasov]] ([[User talk:Ilyagredasov|talk]]) 01:09, 4 August 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Broken NES and N64 emulator pages==&lt;br /&gt;
&lt;br /&gt;
Hey, when I checked the NES emulator page, it was completely broken. Along with the N64 page, in which it is kinda in reverse. Can you please fix this? [[User:Redman_1989|Redman_1989]] ([[User talk:Redman_1989|talk]]) 15:43, 13 October 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:What do you mean “broken”!? They were fine! [[User:Gorilli09|Gorilli09]] ([[User talk:Gorilli09|talk]]) 12:59, 13 October 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How is the Microvision article not a stub? ==&lt;br /&gt;
&lt;br /&gt;
I noticed you reverted [https://emulation.gametechwiki.com/index.php?title=MicroVision&amp;amp;oldid=138724 this]. I wanted to ask why. [[User:Sundayfunday|Sundayfunday]] ([[User talk:Sundayfunday|talk]]) 22:07, 25 February 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=MicroVision&amp;diff=138638</id>
		<title>MicroVision</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=MicroVision&amp;diff=138638"/>
		<updated>2026-02-23T02:20:14Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox console&lt;br /&gt;
|title = &lt;br /&gt;
|logo = MicroVision.jpg&lt;br /&gt;
|logowidth = 310px&lt;br /&gt;
|developer = Milton Bradley&lt;br /&gt;
|type = [[:Category:Handheld consoles|Handheld game console]]&lt;br /&gt;
|generation = [[:Category:Second-generation consoles|Second generation]]&lt;br /&gt;
|release = 1979&lt;br /&gt;
|discontinued = 1981&lt;br /&gt;
|games released = 12&lt;br /&gt;
|introductory price = {{Inflation|USD|49.99|1979}}&lt;br /&gt;
|how much = {{Inflation|USD|15.97|1977}}&lt;br /&gt;
|emulated = {{✓}}&lt;br /&gt;
}}&lt;br /&gt;
The MicroVision is a second-generation handheld console.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Latest Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|&amp;lt;abbr title=&amp;quot;Latest development version&amp;quot;&amp;gt;git artifacts&amp;lt;/abbr&amp;gt;&amp;lt;ref group=N&amp;gt;[https://nightly.link/mamedev/mame/workflows/ci-windows/master CI-Windows] [https://nightly.link/mamedev/mame/workflows/ci-linux/master CI-Linux] [https://nightly.link/mamedev/mame/workflows/ci-macos/master CI-Macos]&amp;lt;/ref&amp;gt;&amp;lt;/br&amp;gt;[http://www.mamedev.org/release.html {{MAMEVer}}]&amp;lt;br/&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=N&amp;gt;As 0.251, 0.139 (2010), 0.78 (2003), 0.37b5 (2000)&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|MVEM&lt;br /&gt;
|align=left|{{Icon|Windows|macOS}}&lt;br /&gt;
|Official Website &amp;lt;ref group=N&amp;gt;[https://nightly.link/mamedev/mame/workflows/ci-windows/master Paul Robson Blog (Developer)]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; Repository &amp;lt;ref group=N&amp;gt;[https://nightly.link/mamedev/mame/workflows/ci-windows/master GitHub Repository]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N/&amp;gt;&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Handheld consoles]]&lt;br /&gt;
[[Category:Second-generation consoles]]&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Lazuli&amp;diff=138637</id>
		<title>Lazuli</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Lazuli&amp;diff=138637"/>
		<updated>2026-02-23T02:11:30Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: mac support was added recently&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase title}}&lt;br /&gt;
{{Infobox emulator&lt;br /&gt;
|title = lazuli&lt;br /&gt;
|logo = Lazuli-logo.png&lt;br /&gt;
|logowidth = 120&lt;br /&gt;
|screenshot = &lt;br /&gt;
|screenshotcaption = &lt;br /&gt;
|last-version = {{Version|lazuli}}&lt;br /&gt;
|active = Yes&lt;br /&gt;
|platform = [[Emulators on Windows|Windows]]&amp;lt;br/&amp;gt;[[Emulators on Linux|Linux]]&amp;lt;br/&amp;gt;[[Emulators on macOS|macOS]]&lt;br /&gt;
|target = [[GameCube emulators|GameCube]]&lt;br /&gt;
|developer = [https://github.com/vxpm/ vxpm]&lt;br /&gt;
|website = [https://github.com/vxpm/lazuli]&lt;br /&gt;
|compatibility = &lt;br /&gt;
|prog-lang = {{Proglang|Rust}}&lt;br /&gt;
|license = {{License|GPLv3}}&lt;br /&gt;
|source = [https://github.com/vxpm/lazuli GitHub]&lt;br /&gt;
|bios = &lt;br /&gt;
|support = &lt;br /&gt;
|issuetracker = [https://github.com/vxpm/lazuli/issues GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lazuli&#039;&#039;&#039; is an early-in-development [[GameCube emulators|GameCube]] emulator written in Rust. It&#039;s already been tested &#039;&#039;Super Mario Sunshine&#039;&#039;, &#039;&#039;Luigi&#039;s Mansion&#039;&#039;, &#039;&#039;The Legend of Zelda: The Wind Waker&#039;&#039;, &#039;&#039;Crash Bandicoot: The Wrath of Cortex&#039;&#039;, &#039;&#039;WarioWare, Inc.: Mega Party Game$!&#039;&#039;; it also works with several games and homebrews. Although Wii emulation has yet to be supported, it&#039;s a long-term goal, same as a JIT recompiler. Controllers and keyboards are supported (controller is used automatically upon detection), but inputs are currently fixed and can&#039;t be mapped yet. It also offers a simple interface for debugging.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win-big|Linux-big|Mac-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://github.com/vxpm/lazuli/releases/tag/nightly-260214 Nightly releases]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:GameCube emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:Active emulation software]]&lt;br /&gt;
[[Category:macOS emulation software]]&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Orbital&amp;diff=138636</id>
		<title>Orbital</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Orbital&amp;diff=138636"/>
		<updated>2026-02-23T01:34:48Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: i fail to see how the article is outdated? this emulator hasn&amp;#039;t had updates in over 5 years. feel free to revert and we can discuss on the talk page if there is something that needs updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title = Orbital&lt;br /&gt;
|logo = Orbital.jpeg&lt;br /&gt;
|logowidth = 120&lt;br /&gt;
|version = N/A&lt;br /&gt;
|active = No&lt;br /&gt;
|platform = [[Emulators on Windows|Windows]]&amp;lt;br/&amp;gt;[[Emulators on Linux|Linux]]&lt;br /&gt;
|target = [[PlayStation 4 emulators|PlayStation 4]]&lt;br /&gt;
|architecture = x86_64&lt;br /&gt;
|developer = AlexAltea &amp;amp; Orbital community&lt;br /&gt;
|website = [https://phi.nz/orbital/ phi.nz/Orbital]&lt;br /&gt;
|support = [https://www.patreon.com/AlexAltea Patreon]&amp;lt;br/&amp;gt;[https://github.com/sponsors/AlexAltea GitHub Sponsor]&lt;br /&gt;
|prog-lang = {{Proglang|C}}, {{Proglang|C++}}&lt;br /&gt;
|source = [https://github.com/AlexAltea/orbital GitHub]&lt;br /&gt;
|license = {{license|MIT}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Orbital&#039;&#039;&#039; is a free and open-source, virtualization-based [[PlayStation 4 emulators|PlayStation 4 emulator]] for [[Emulators on PC|Windows]] and Linux. It can only boot the firmware. Do not expect to play commercial games with it. It is a [[High/Low level emulation|low-level]] emulator. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The lead developer,  by Alexandro Sanchez (AKA &#039;AlexAltea&#039;, {{YouTubeVideoTime|4joCMfTPP4M|30|who is also one of the developers}} of the [[RPCS3]] and [[Nucleus]] projects), [https://twitter.com/AlexAltea/status/1107923051621044225 started working] on the Orbital program the day he launched it publicly on GitHub on [https://github.com/AlexAltea/orbital/commit/064abb20f9e410f9ac1110ccedc7287820421253 October 29, 2017]. On [https://twitter.com/AlexAltea/status/1107865782472634368 18 March, 2019], AlexAltea revealed on Twitter that Orbital was able to boot into Safe Mode from PS4 5.xx kernels on PC, with graphical output.&lt;br /&gt;
&lt;br /&gt;
According to AlexAltea, Orbital relies on &amp;quot;[https://twitter.com/AlexAltea/status/1108700030192549889 hardware-accelerated virtualization, not emulation, so it yields near-native performance]. If anything, there could be bottlenecks in GPU rendering, e.g. due to UMA, but [he had been] working on ways to reduce overhead there.&amp;quot; Orbital uses SPIR-V for hardware-accelerated virtualization - it is a low-level shader language used in the Vulkan graphics API. The program is driving graphical output by fully emulating the AMD GPU via the Vulkan backend and recompiling GCN bytecode to SPIR-V.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://discord.me/orbitalemu Official Discord channel for Orbital]&lt;br /&gt;
* [https://twitter.com/AlexAltea Twitter] (Lead programmer AlexAltea)&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation 4 emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:Inactive emulation software]]&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=138182</id>
		<title>Nintendo GameCube emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=138182"/>
		<updated>2026-02-20T11:09:44Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: these are unnecessary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox computing device/Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
{{for|emulators that run on the Nintendo GameCube|Emulators on Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Nintendo GameCube|GameCube]]&#039;&#039;&#039; (&#039;&#039;&#039;GCN&#039;&#039;&#039;/&#039;&#039;&#039;NGC&#039;&#039;&#039;) is a 32-bit, sixth-generation console released by [[wikipedia:Nintendo|Nintendo]] on November 18, 2001, for {{inflation|USD|199|2001}}. It has an IBM PowerPC Gekko CPU at 486 MHz with 24 MB of RAM and an ATI Flipper GPU at 162 MHz. Nintendo, Namco, and Sega later designed the &#039;&#039;&#039;[https://wiki.dolphin-emu.org/index.php?title=Triforce Triforce]&#039;&#039;&#039; arcade board based on the GameCube, releasing titles for it the following year. Unlike [[PlayStation_2_emulators#Hardware_Features_and_Accessories|PlayStation 2]] or [[Xbox_emulators#Hardware_features_and_peripherals|Xbox]] DVD playback support, the GameCube didn&#039;t have playback support for [https://forum.blu-ray.com/showthread.php?t=249677 mini-DVD movies]. However, a special version of the GameCube that could play DVD-Video, audio CDs and VCDs was released by Nintendo and Panasonic, called the [[#Hardware_variants|Panasonic Q]].&lt;br /&gt;
&lt;br /&gt;
Nintendo released the successor, the [[Wii emulators|Wii]], in 2006, which was revealed to have very similar (albeit more powerful) hardware and compatible interfaces. This meant the Wii could run GameCube games natively rather than via emulation. While this was removed in later revisions, as well as the vWii mode in the Wii U, the hardware is still similar enough that GameCube games can be run via certain homebrew programs, with [[Nintendont]] being the most popular and easy to use.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+Before editing, review the [[Getting involved]] and [[Recommended emulators|Recommended]] pages. See [[Computer_specifications#Recommended_Specifications|system requirements]] page for performance demand of the emulators.&amp;lt;br/&amp;gt;See tables for &amp;lt;span style=&amp;quot;font-weight: bold; color: #CC0000; border: 1px solid #CC0000; padding: 2px;&amp;quot;&amp;gt;[[#Hardware variants|hardware variants]], [[#Enhancements|enhancements]], [[#Hardware_features_and_peripherals|hardware features and peripherals]].&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;For more details such as [[licensing]], [[Source_code#Language_levels|programming language]], [[High_and_low-level_emulation|emulation method]], visit each emulator’s dedicated page.&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|x86&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS|FreeBSD}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br/&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=N&amp;gt;The last Dolphin release to support Windows 10 versions 1703 to 1809 is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/eb84b0fb9b3cd21400987a1c10c4a38d4861b9a9/ 2503-148].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#windows-10-minimum-version-bumped-to-1903], The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;[https://buildbot.libretro.com/nightly/ &#039;&#039;libretro core&#039;&#039;]&amp;lt;ref group=N name=DolphinRA&amp;gt;Dolphin libretro core has been [https://github.com/libretro/dolphin/pull/352 updated and refactored to align with upstream Dolphin], but it may still contain some bugs not present in the standalone Dolphin version. As with the PPSSPP, Citra, and melonDS libretro cores, the standalone version of Dolphin is recommended over the libretro core.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishiiruka-Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version 2020-08-23]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✗}} ||{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[lazuli]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/vxpm/lazuli/releases/ nightly]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/emu-russia/pureikyubu pureikyubu]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/emu-russia/pureikyubu/releases {{PureikyubuVer}}]&lt;br /&gt;
|? ||{{Green}} {{License|CC0}} 1.0 ({{License|PDEQ}}) ||{{~}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|Gekko&lt;br /&gt;
| align=left|{{Icon|Win}}&lt;br /&gt;
| [https://github.com/shonumi/gekko-gc-emu git]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin (Nintendo)|Dolphin &amp;lt;small&amp;gt;(Nintendo)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
| align=left|{{Icon|Windows}}&lt;br /&gt;
| [http://www.emuparadise.me/sdk/Installers/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]&lt;br /&gt;
|? ||{{Red}} {{License|Proprietary}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|ARM&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Android|LiA|macOS|WoA}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br/&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=N&amp;gt;The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=N name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://dolphinios.oatmealdome.me/ DolphiniOS]&lt;br /&gt;
| align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
| [https://dolphinios.oatmealdome.me Release]&amp;lt;br/&amp;gt;[https://dolphinios.oatmealdome.me/beta Beta]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin MMJR|Dolphin MMJR]]&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| &amp;lt;strike&amp;gt;[https://github.com/Bankaimaster999/Dolphin-MMJR git]&amp;lt;/strike&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Provenance]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]&amp;lt;/br&amp;gt;[https://github.com/Provenance-Emu/Provenance/releases git]&lt;br /&gt;
|{{?}} ||{{?}} ||{{✓}} ||{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://provenance.itch.io/icube iCube]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS|tvOS}}&lt;br /&gt;
|[https://provenance.itch.io/icube {{iCubeVer}}]&amp;lt;/br&amp;gt;[https://github.com/Provenance-Emu/iCube/releases git]&lt;br /&gt;
|{{?}} ||{{?}} ||{{✓}} ||{{?}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo Switch Online|Nintendo Classics]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(unknown codename)&amp;lt;small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Switch2}}&lt;br /&gt;
| N/A&lt;br /&gt;
|&amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt; ||{{Red}} {{License|Proprietary}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Hagi&lt;br /&gt;
| align=left|{{Icon|NX}}&lt;br /&gt;
| Patch-based&lt;br /&gt;
|&amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt; ||{{Red}} {{License|Proprietary}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Dolphin&lt;br /&gt;
| align=left|{{Icon|XB1|XboxSXS}}&lt;br /&gt;
| [https://github.com/SirMangler/dolphin/releases 1.1.6]&amp;lt;ref group=N&amp;gt;Use these builds until [https://github.com/dolphin-emu/dolphin/pull/11339 this PR merge].&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;[https://buildbot.libretro.com/stable/1.14.0/windows-msvc2019-uwp/x64/ libretro core]&amp;lt;ref group=N name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Compatibility layers [[Compatibility layers|(...)]]==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest Version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendont]]&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&amp;lt;ref group=N&amp;gt;Works on Wii U via its [[Wii_emulators#Native|Wii Mode]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [https://github.com/FIX94/Nintendont git]&lt;br /&gt;
|{{Emulator compatibility|link=https://wiki.gbatemp.net/wiki/Nintendont_Compatibility_List|1020|1024}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Devolution&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&lt;br /&gt;
| [https://gbatemp.net/threads/devolution-public-release.330554/ r206]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{X}} ||{{X}}&lt;br /&gt;
|-&lt;br /&gt;
| DIOS MIOS (Lite)&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| [https://code.google.com/archive/p/diosmios/ 2.11]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) ||{{✗}} ||{{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Native==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii_emulators#Hardware_features_and_peripherals|Wii Backwards Compatibility]]&amp;lt;ref group=N&amp;gt;Some games have patches applied to make them work on the Wii: (source: [https://www.reddit.com/r/Games/comments/rly3ln/games_that_developed_bugs_and_glitches_or_became/hpjkwio/ 1], [https://wiibrew.org/wiki/MIOS 2]). The disc drive has a 1 MiB read ahead cache, that&#039;s not impacted by streaming audio being enabled. So e.g. Metroid Prime 1 loads faster. Previously it was 512 KiB and streaming audio subtracted from it. (source: Extrems)&amp;lt;/ref&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| v6&lt;br /&gt;
| No documented issues&lt;br /&gt;
| {{Red}} {{License|Proprietary}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
;Emulators&lt;br /&gt;
:;[[Dolphin]]: The emulator of choice for the GameCube and the first Wii emulator. It is updated on a near-daily basis and has great emulation of almost every game, though some games have known bugs on their issue trackers. It is the first emulator to [https://dolphin-emu.org/blog/2016/09/06/booting-the-final-gc-game/ boot the full game catalog of a sixth-generation home console] (Before any emulator for the same generation rivals like the Dreamcast, PlayStation 2, and Xbox) and did so in September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game.&lt;br /&gt;
&lt;br /&gt;
:;[[Ishiiruka-Dolphin]]: A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process.&lt;br /&gt;
&lt;br /&gt;
:;Pureikyubu: An open-source Nintendo GameCube emulator which initially started development under the name Dolwin in 2004; it could boot and run some commercial games and demos. Nowadays, Pureikyubu is designed to be a research emulator for developers, with accuracy being a priority.&lt;br /&gt;
&lt;br /&gt;
:;[[Dolphin (Nintendo)]]: Nintendo made an emulator for Windows that was also called Dolphin. This official program doesn&#039;t run commercial games and has no connection to the open-source project.&lt;br /&gt;
&lt;br /&gt;
:;Hagi: An [[Official emulators|official]] GameCube/Wii emulator developed by Nintendo European Research &amp;amp; Development (NERD). Hagi has been used primarily for re-releases [[Emulators on Nintendo Switch|on the Switch]], such as &#039;&#039;Super Mario Sunshine&#039;&#039;, &#039;&#039;Super Mario Galaxy&#039;&#039;, &#039;&#039;Pikmin&#039;&#039;, and &#039;&#039;Pikmin 2&#039;&#039;. It uses automatic button remapping based on memory.&lt;br /&gt;
&lt;br /&gt;
:;[[Nintendo Switch Online|Nintendo Classics]]: Another official emulator. Released exclusively for the [[Nintendo Switch 2 emulators|Nintendo Switch 2]] and available for the members of Nintendo Switch Online Expansion Pack. Supports local and online play (up to four players), and includes a CRT filter and in-app button remapping. Users are limited to the selection of games Nintendo chooses to make available on the service. Accuracy is high, though input lag, analog stick emulation, and single frame drops every 16-17 seconds remain issues.&lt;br /&gt;
&lt;br /&gt;
;Compatibility layers&lt;br /&gt;
:;[[Nintendont]]: While not technically an emulator, Nintendont is a [[compatibility layers|compatibility layer]] that allows you to play GameCube games on the Wii and even the Wii U. It&#039;s compatible with nearly all GameCube titles (and Triforce games, too) and supports extra features such as memory card emulation along with support for additional controller input options such as the USB GameCube controller adapter, Classic Controller Pro, Wii U Pro Controller, and even the Wii U GamePad.&lt;br /&gt;
&lt;br /&gt;
:;DIOS MIOS (Lite): Another [[compatibility layers|compatibility layer]] for the Wii (but NOT Wii U) that allows you to play GameCube games. The main version allows users to load games off of a USB device, while the &amp;quot;Lite&amp;quot; version loads games from an SD card. Nintendont serves as a direct successor to this project, making DIOS MIOS entirely obsolete.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=2 style=&amp;quot;width:50%&amp;quot; | Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
!Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Controls&lt;br /&gt;
|Disguise peripheral support through passthrough&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected &#039;nearly the same internally&#039; controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-270-disguise-rock-band-playstation-usb-devices-as-wii-equivalents-by-josjuice]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Input_lag|Input lag-mitigating technique]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Controllers#Mouse_Injectors_for_Emulators|Mouse injector compatible]]&lt;br /&gt;
|{{Ya}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Real peripheral support (passthrough)&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough][https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Graphics&lt;br /&gt;
| Better [[texture filtering]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Enhancement option for providing better texture filtering methods comparing the original hardware had.&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Dolphin&#039;s anisotropic filtering &#039;&#039;&#039;enhancement&#039;&#039;&#039; is not emulation of the consoles&#039; anisotropic filtering. In fact, Dolphin completely ignored all anisotropic filtering requests from the game entirely! Dolphin&#039;s enhancement was everything or nothing, and there was no way to only enable anisotropic filtering just for the textures that would have used it on console. As such, it was impossible to get console-matching texture output - without the enhancement some textures would be too soft, and with the enhancement some textures would be too sharp. It was never quite right. &#039;&#039;&#039;This has been changed recently though!&#039;&#039;&#039;[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-122-use-game-requested-anisotropic-filtering-by-pokechu22-and-billiard] If Dolphin&#039;s texture filtering is set to &#039;Default&#039; and a game requests anisotropic filtering, Dolphin will now listen to the game&#039;s request and apply the specific anisotropic filtering it asked for (this way it will be emulation of the hardware feature, not enhancement).&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pre-rendering anti-aliasing&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(MSAA, SSAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Ray tracing&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;However you can try &amp;quot;[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]&amp;quot; shader using ReShade. See {{YouTubeVideo|9IlqfrJwKr4|here}} and [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#35113 here]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Resolution|Resizable internal resolution]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc.[https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/]&amp;lt;br /&amp;gt;On top of that you can use ReShade.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Super-resolution techniques&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Requires access to the depth buffer and temporal data like motion-vectors so it&#039;s quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;Besides, any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Texture packs]]&lt;br /&gt;
| {{✓}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;Dolphin lets you dump game textures and also replace game textures with new custom ones.{{Main|Texture packs#GameCube/Wii}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:24-bit_color#True_color_(24-bit)|True color]] rendering&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. [https://dolphin-emu.org/blog/2024/02/10/dolphin-progress-report-november-and-december-2023-january-2024/#50-20849-videocommon-apply-force-24-bit-color-to-efb-copies-by-flacs Read this] for more information. It is useful especially on non-CRT [[displays]], producing nicer looking gradients.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Widescreen_hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;To get full native widescreen, try [[Homebrew and ROM hacks|Swiss]].&amp;lt;br /&amp;gt;This can even run on a real GameCube/Wii if you wish.&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Performance&lt;br /&gt;
|[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-FG] and [https://nvidia.custhelp.com/app/answers/detail/a_id/5621/~/enabling-smooth-motion-in-nvidia-app SM], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation XeSS-FG], [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF] and [https://gpuopen.com/fidelityfx-super-resolution-3/#:~:text=Features-,Frame%20Generation,-Insert%20interpolated%20frames FSR FG])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;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&#039;s recommended to use &#039;&#039;&#039;after applying the &amp;quot;Internal Framerate Hack&amp;quot; and &amp;quot;skip presenting duplicate frames option&amp;quot;&#039;&#039;&#039;.&amp;lt;br /&amp;gt;While &#039;&#039;&#039;{{YouTubeVideo|5mbUTfCRIF0|AFMF}}&#039;&#039;&#039; or &#039;&#039;&#039;LSFG&#039;&#039;&#039; can be used with Dolphin, please be aware that some visual glitches and artifacts may occur at this time.&lt;br /&gt;
|-&lt;br /&gt;
| [[30/60_FPS_cheat_codes#GameCube.2FWii|Internal frame rate hack]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Overclocking|Overclock]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement &#039;&#039;&#039;might&#039;&#039;&#039; offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.&amp;lt;br /&amp;gt;Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✗}}[https://bugs.dolphin-emu.org/issues/11876 *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Rendering latency reduction technologies&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag&#039;&#039;&#039;+&#039;&#039;&#039;])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn&#039;t currently feasible. This is &#039;&#039;&#039;likely&#039;&#039;&#039; doesn&#039;t offer enough benefit to justify the development effort.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Post-processing&lt;br /&gt;
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shaders_and_filters|Filters]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]&lt;br /&gt;
| {{✓}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#hdr-enhancements-50-19931-add-autohdr-post-process-shader-by-filoppi-and-50-21232-add-hdr-to-metal-perceptual-hdr-by-samb *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(FXAA, TXAA and MLAA/SMAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shader_Presets|Shader chain]]&lt;br /&gt;
| [https://github.com/dolphin-emu/dolphin/pull/10362 WIP]&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;Dolphin had a [https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?pid=497374#pid497374 DolphinFX] project for OpenGL backend, but it&#039;s now obsolete.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; |Quality of life&lt;br /&gt;
|Automatic emulated controller connect/disconnect&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{n}}&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic updater&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic region switching&lt;br /&gt;
| {{?}}&lt;br /&gt;
| {{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has WIP]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|cheat manager]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 custom resolution/CRTSwitchRes]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].&amp;lt;br /&amp;gt;Another option is using EDID editor tool such as &amp;quot;Custom Resolution Utility&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro core] at the moment.&amp;lt;br /&amp;gt;Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]&lt;br /&gt;
| {{~}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;There is a pull request for adding [https://github.com/dolphin-emu/dolphin/pull/12280 graphics mod editor/manager] to Dolphin. In the meantime, you can use [https://wiki.dolphin-emu.org/index.php?title=Graphics_Mods Graphics Mods]; an exciting new feature introduced in 5.0-16763 that allows users to modify games through a method of defining targets and then applying actions to those targets.  Currently, Dolphin supports three actions: Skip, Move, and Scale. These are modifications to the target groups. In addition to this, Dolphin has some built-in Graphics Mods that apply to certain target groups. These include &amp;quot;Native Bloom&amp;quot; - scaling the &amp;quot;Bloom&amp;quot; target group down to the correct resolution, &amp;quot;No Bloom&amp;quot; - skipping any texture labeled in the &amp;quot;Bloom&amp;quot; target group, and &amp;quot;No HUD&amp;quot; - skipping any textures under the target group of &amp;quot;HUD&amp;quot;. You can define these or your own Target Groups in any game through using Dolphin&#039;s Texture Dumping tool or EFB dumping tools.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|patch manager]]&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Save_converters|Built-in save manager]]&lt;br /&gt;
| {{?}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;You can always use [[#Main_Menu|Main Menu emulation]] capability of the emulator to manage your game saves.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Command-line options&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://emulation.gametechwiki.com/index.php/High_and_low-level_emulation#Modern_Dependencies.2C_Advancements_and_Optimization_Strategies:~:text=Index%20databases%20or%20compatibility%20databases Index/Compatibility databases]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Many modern emulators incorporate database-driven per-game overrides to apply targeted fixes or tweaks for quality-of-life (QoL) improvement without requiring users to manually edit global config files for each title. This approach allows quick, centralized application of workarounds for specific games, such as graphics fixes, timing adjustments, or compatibility flags, while keeping the emulator&#039;s default settings intact. This auto fix feature shouldn&#039;t be confused with &amp;quot;Per-game profiles&amp;quot; enhancement feature.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| On-screen display&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Pause/Resume emulation&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Per-game profiles&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer_specifications#Operating_System|prerequisites and dependencies]] for your operating system if it is not statically linked.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Save_disk_space_for_ISOs#GameCube_.2F_Wii|Streamable compression format]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]&lt;br /&gt;
| {{✗}}[https://forums.dolphin-emu.org/Thread-question-about-gsync-vrr *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |[https://tasvideos.org/Emulatorresources/Features TAS features]&lt;br /&gt;
|Fast forward/Turbo speed&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://tasvideos.org/Movies Movie recording/playback]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Frame step&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(forwards and backwards)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Rewind&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Save states&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; | Misc.&lt;br /&gt;
|[[Sound and audio#Ambient_sounds_simulation|Ambient sounds simulation]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched &amp;quot;coil whine&amp;quot; that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Debugging|Debug features]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |  Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&lt;br /&gt;
|-&lt;br /&gt;
| File viewer&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Lets the user look at the ROM&#039;s files.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Free Look&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Free Look is an enhancement feature that allows manipulation of the in-game camera.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}[https://wiki.dolphin-emu.org/index.php?title=Free_Look *]&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Netplay#GameCube_.2F_Wii|Netplay]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;This shouldn&#039;t be confused with Broadband Adapter emulation, see [[#Hardware features and peripherals|hardware features and peripherals]].&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}[https://dolphin-emu.org/docs/guides/netplay-guide/ *]&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RetroAchievements]]&lt;br /&gt;
| {{✓}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;GameCube support for RetroAchievements became available on [https://dolphin-emu.org/blog/2024/07/15/unlocked-retroachievements-come-dolphin/ July 15, 2024] for Dolphin on Windows, Linux, and macOS, and on [https://retroachievements.org/forums/topic/33323 November 22, 2025] for Dolphin on Android. The libretro core version of Dolphin does not support achievements.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Rich Presence (RPC)&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you&#039;re playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/6983]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Screen translator&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; |You can use [https://docs.libretro.com/guides/ai-service/ RetroArch&#039;s AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin&#039;s Interpreter].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N2/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware features and peripherals==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
!Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Hardware features&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Controller rumble&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.mobygames.com/attributes/attribute/206/ Dolby Surround as Dolby Pro Logic II]&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/5235 *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#GameCube Game Disc|Game Disc]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Progressive scan&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Main_Menu|System BIOS]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot; |Peripherals&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware Calendar Card]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Connectivity&lt;br /&gt;
|[[Early_online_services#Broadband_Adapter_.28Gamecube.29|Broadband adapter]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Early_online_services#The_GameCube_Modem_Adapter_.28Gamecube.29|Modem adapter]]||{{Ya}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#50-21253-implement-modem-adapter-by-fuzziqersoftware *]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Controllers&lt;br /&gt;
|[[List_of_games_with_keyboard_and_mouse_support#Nintendo_GameCube|ASCII Keyboard]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.lucklessheaven.com/nintendo-gamecube-hardware &#039;&#039;Dance Dance Revolution&#039;&#039; Dance Mat]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[#Bongos|DK Bongos]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[#GC/GBA Cable|Game Boy Advance cable]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Racing wheel&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Game Boy Player|Game Boy Player]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Inrou-Kun pedometer &amp;amp; Botan-San walking pad&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[List_of_games_that_support_microphone|Microphone]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware SD Card Adapter]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Misc.&lt;br /&gt;
|colspan= &amp;quot;2&amp;quot;|[https://shonumi.github.io/dandocs.html#jcc_gcn Joy Carry Cartridge Game Boy Advance connectivity]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://newqualitipedia.telepedia.net/wiki/Disc_scratch Disc scratch]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Similarly to cartridge tilting on cartridge-based systems, people intentionally scratch their discs to make a particular glitch work more reliably.&amp;lt;/small&amp;gt;[https://old.reddit.com/r/emulation/comments/y1jdda/possibility_of_disc_scratch_emulation/]&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;No emulator currently includes built-in disc scratch simulation, as it would require [[High_and_low-level_emulation|low-level emulation]] of optical drive error correction, which is not implemented. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor (RTCV)] tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of a scratched disc (e.g., visual/audio artifacts or crashes). However, it is not a true &amp;quot;disc scratch&amp;quot; simulator, as it works on live memory rather than simulating physical disc read errors.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N3/&amp;gt;&lt;br /&gt;
===Main Menu===&lt;br /&gt;
:[https://tcrf.net/GameCube#Revisional_Differences tcrf: GameCube Revisional Differences]&lt;br /&gt;
[[File:Gamecube IPL.gif|thumb|298px|Gamecube Main Menu emulation using Dolphin emulator]]&lt;br /&gt;
Initial Program Loader (IPL) of the GameCube and its top level interface, allowing the player to load discs, change settings, and manage up to two memory cards at once.&lt;br /&gt;
&lt;br /&gt;
:To boot the GameCube&#039;s BIOS and IPL, you need a dump from real hardware. Dolphin doesn&#039;t require it to load games but can be set to use it if desired. Current development builds have introduced a feature allowing users to load the BIOS directly from the interface in the Tools list without needing to load a game. If you&#039;re on the current stable release, use XFB Virtual and disable &amp;quot;Skip BIOS&amp;quot; in the GameCube options. You don&#039;t have to load a GameCube title for the startup animation begins, boot directly to the menu by using Load GameCube Main Menu under Tools.[https://wiki.dolphin-emu.org/index.php?title=GameCube_Main_Menu] If you insert the disc/disc image before booting the main menu, like on the original console, you hold the first controller&#039;s A-button down and the system will send you to the main menu instead of booting the game. You can then switch to another game with Change Disc, or you can explore the BIOS.&lt;br /&gt;
&lt;br /&gt;
===GameCube Game Disc===&lt;br /&gt;
The GameCube Game Disc (DOL-006) is the game medium for the GameCube, created by Matsushita/Panasonic, one of the ten founders of the DVD Forum, and later extended for use in the first Wii model backward compatibility mode. The GameCube is Nintendo&#039;s first optical disc console, after mainly ROM cartridge-based platforms. The GameCube Game Disc is a 1.46 GB, 8 cm miniDVD-based technology that reads at a constant angular velocity (CAV). It was chosen by Nintendo to prevent copyright infringement of its games, to reduce manufacturing costs compared to Nintendo 64 Game Paks, and to avoid licensing fees to the DVD Forum. GameCube Game Discs don&#039;t use the Content Scramble System found on normal DVD-Video discs, as Nintendo wasn&#039;t satisfied with its level of security.&lt;br /&gt;
&lt;br /&gt;
The GameCube is unable to be used as a general DVD player, except for the [[#Panasonic_Q|Panasonic Q]] which is a uniquely customized GameCube with DVD capability that was released only in Japan.[[Wikipedia:Nintendo_optical_discs#GameCube_Game_Disc GameCube Game Disc]]&lt;br /&gt;
&lt;br /&gt;
*Dolphin has support for GameCube Game Disc dumps/[[Save_disk_space_for_ISOs#GameCube_.2F_Wii|images]]. Most regular optical drives for PCs are unable to read GameCube &amp;amp; Wii discs. However, you can use some out-of-print models of DVD drives that may read GC and Wii discs but they are rare and primarily used for dumping the game data into an disc image file, and you need a compatible software tool to dump it. There is no passthrough support.  See [[Ripping_games]] page for more information.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
*See [https://emulation.gametechwiki.com/index.php/Copy_protection#:~:text=Emulation%20of%20the%20Disc%20Drive &amp;quot;Emulation of the Disc Drive&amp;quot; section] in [[Copy protection]] page.&lt;br /&gt;
&lt;br /&gt;
===GC/GBA Cable===&lt;br /&gt;
Nintendo produced a [[Wikipedia:Nintendo GameCube – Game Boy Advance link cable|special cable]] (&amp;lt;code&amp;gt;DOL-011&amp;lt;/code&amp;gt;) that allowed connectivity with the [[Game Boy Advance emulators|Game Boy Advance]] in [https://nintendo.fandom.com/wiki/Game_Boy_Advance_to_Nintendo_GameCube_Link_Cable#List_of_Supported_Games &#039;&#039;&#039;specific games&#039;&#039;&#039;]. Up to four ports could be taken up for the game. While the third-generation Pokémon games are the prime example of it being used in conjunction with Colosseum, XD, or Pokémon Box, they aren&#039;t the only games to do so.&amp;lt;ref&amp;gt;[https://old.reddit.com/r/emulation/comments/16ethk2/i_think_ive_reached_the_limits_of_what_dolphin/k00l1d8/ GBE+ Dev Shonumi&#039;s comment about GCN&amp;lt;-&amp;gt;GBA connection].&amp;lt;/ref&amp;gt; Some GameCube games lets the player(s) use the Game Boy Advance as a controller.&lt;br /&gt;
&lt;br /&gt;
Dolphin includes a GBA core based on [[mGBA]] that is tied to GameCube emulation, allowing for a very stable connection that works with features such as save states and netplay. Dolphin can also connect to standalone versions of mGBA or [[VisualBoyAdvance-M]]; this is necessary for some less commonly used features or cases where the GBA has to be disconnected from the GameCube. Both can be enabled by going into the controller settings and assigning the GBA to one or more ports. The general config menu also allows you to specify a GBA ROM to be used if using the built-in GBA core.&lt;br /&gt;
&lt;br /&gt;
Nintendont includes support for the GBA link cable hardware, but only through the GC controller ports on the original Wii (model RVL-001). It is currently &#039;&#039;&#039;not&#039;&#039;&#039; supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Bongos===&lt;br /&gt;
This special controller is used with &#039;&#039;Donkey Konga&#039;&#039; and other &#039;&#039;Donkey Kong&#039;&#039; games released for the GameCube.&lt;br /&gt;
&lt;br /&gt;
Dolphin supports this controller via the GameCube controller adapter.&lt;br /&gt;
&lt;br /&gt;
Nintendont is known to support this controller through the GC controller ports on the original Wii (model RVL-001). It is &#039;&#039;&#039;currently unclear&#039;&#039;&#039; whether the controller is supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Player===&lt;br /&gt;
This add-on plugged into the bottom of the GameCube and allowed it to play Game Boy / Game Boy Advance games on a standard television; it had provisions against [[Wikipedia:Game Boy Advance Video|Game Boy Advance Video]] cartridges by returning an error after booting them. The launcher even supported the GBA-GCN link cable, where the Game Boy Advance would serve as the controller. Some GBA games like &#039;&#039;Super Mario Advance 4&#039;&#039; and &#039;&#039;Mario &amp;amp; Luigi: Superstar Saga&#039;&#039; took advantage of the add-on by adding rumble support. The hardware is essentially a peripheral containing Game Boy Advance hardware, which means that recreating it would require simultaneous emulation of a GameCube and a GBA, including BIOS files for both.&lt;br /&gt;
&lt;br /&gt;
No emulator currently supports the Game Boy Player hardware and its features. The Dolphin developers have hinted at adding support for it in the future, made possible by the aforementioned mGBA integration (see the previous section of this page).&amp;lt;ref&amp;gt;https://dolphin-emu.org/blog/2021/07/21/integrated-gba/#conclusion&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware variants==&lt;br /&gt;
===Triforce===&lt;br /&gt;
The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an [[:Category:Arcade|arcade system board]] developed jointly by [[wikipedia:Namco|Namco]], [[wikipedia:Sega|Sega]], and Nintendo, with the first games appearing in 2002. The system hardware consists of a retail GameCube motherboard, with custom devices interfacing with the EXI, SI and DI, and a custom IPL. As of 2026, the Dolphin emulator supports the Triforce.&amp;lt;ref&amp;gt;[https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/ &amp;quot;Rise of the Triforce&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;You have two options for Triforce emulation&lt;br /&gt;
&#039;&#039;&#039;1. Main Dolphin builds (recommended):&#039;&#039;&#039;&lt;br /&gt;
Triforce support has been part of Dolphin since [https://dolphin-emu.org/download/dev/master/2512-395/ 2512-395.] A setup guide is in the Dolphin announcement, linked [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#setting-up-dolphin-for-triforce-emulation here.] Multiplayer support is present, though a guide is still being written for the Dolphin wiki. Though it is in a mostly working state, [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#triforce-emulation-roadmap there are still some issues being worked on,] such as the Key of Avalon games still being unplayable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Wii:&#039;&#039;&#039;&lt;br /&gt;
Triforce games can also be run on a Wii using [https://github.com/FIX94/Nintendont Nintendont.] Triforce support is somewhat incomplete, and lacks features such as LAN connectivity, internal saving (for things such as high scores or F-Zero AX time attack ghosts), and GameCube memory card reading. Mario Cards and F-Zero License Cards can be emulated for the Mario Kart Arcade GP games and F-Zero AX respectively, but linking F-Zero AX to an F-Zero GX save is impossible.&lt;br /&gt;
&lt;br /&gt;
====Game-specific features====&lt;br /&gt;
{{outdated|section|Dolphin received Triforce support following 2512-395, this section needs a LOT of updates}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Card reader types&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |IC card reader&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;[https://archive.org/download/i-img1200x900-1626435528akfibj23/i-img1200x900-1626435528akfibj23.jpg Gekitō Pro Yakyū&#039;]&#039;&#039; and &#039;&#039;Virtua Striker 4&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Magnetic card reader/writer&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;F-Zero AX&#039;&#039; and &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Input&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Touchscreen&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Force feedback&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Memory card slot&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;F-Zero AX&#039;&#039; lets players play as their custom machines from &#039;&#039;F-Zero GX&#039;&#039; to the arcade version, and unlocks bonus content in &#039;&#039;F-Zero GX&#039;&#039;. They can also be unlocked through story mode.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |NamCam&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;A camera manufactured by Namco. Used in &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Networking&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Ethernet&lt;br /&gt;
|Link&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Can be used to connect up to 4 &#039;&#039;F-Zero AX&#039;&#039; or 2 &#039;&#039;Virtua Striker 2002&#039;&#039; cabinets. &#039;&#039;Mario Kart Arcade GP 1&#039;&#039; supports 2 and &#039;&#039;Mario Kart Arcade GP 2&#039;&#039; supports at least 2 cabinets.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Online&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Virtua Striker 4&#039;&#039; used [[Early online services#ALL.Net|ALL.Net]]. &#039;&#039;Virtua Striker 4 Ver. 2006&#039;&#039; lets you send your player data to VS.Net, other players will play against your &amp;quot;ghost&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Satellite terminal&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |RC-232C&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Output&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Lamps and LED lights&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio|Pokémon Battrio]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Memory_Keys|Memory keys]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Pucks|Pucks]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Upgradable RAM&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panasonic Q===&lt;br /&gt;
[[File:Panasonic Q.png|210px|thumb|left|The Panasonic Q GameCube console.]]&lt;br /&gt;
The Panasonic Q  (sometimes referred to as GameQ by GameCube fans) is a hybrid version of the GameCube with a DVD player manufactured by Panasonic in cooperation with Nintendo. The system was officially released only in Japan. A feature of its main competitors, the Xbox and the PlayStation 2, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical discs format for games and the correspondingly small disc tray.&lt;br /&gt;
Initially, the Panasonic Q could only play games and DVDs from Japan; however, a modified version, which could play American games and DVDs, began to be sold from Import shops, making it a popular console to import from Japan. The unit was priced at around ¥41,000 JPY, and the modified version was priced at ¥46,000 JPY.&lt;br /&gt;
The Panasonic Q is capable of using almost all the GameCube hardware upgrades. A special version of the Game Boy Player was designed for the Q because the Player was designed to fit onto the bottom of the GameCube, and the Q&#039;s different bottom form factor kept the Player from being installed. Other features of the Panasonic Q include a backlit information LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 and DTS, a separate subwoofer jack, DVD remote control, and a stainless steel chassis. These high-end features, as well as the aforementioned multimedia playback capabilities, have made the Panasonic Q a popular console to collect.&lt;br /&gt;
&lt;br /&gt;
The Q system was licensed by Nintendo, released on December 13, 2001, and was discontinued on December 18, 2003, due to low sales.&lt;br /&gt;
&lt;br /&gt;
*Dolphin has no support for this variation.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
For more information about Nintendo GameCube hardware and its reverse engineering;&lt;br /&gt;
* MVG: {{YouTubeVideo|Uxjl_kD3imQ|How the Nintendo GameCube Security was defeated}}, {{YouTubeVideo|up6Rm1Sw1ps|The Nintendo GameCube is still awesome - Games, Homebrew, Modding and More}}, {{YouTubeVideo|HJHb3ZJXJfw|Dolphin has been ported to the Xbox}}&lt;br /&gt;
* Dolphin: [https://dolphin-emu.org/blog/ Blog], [https://discord.gg/ZGbGN2mC Discord]&lt;br /&gt;
* [https://gamecube.dev/ Awesome GameCube Development]&lt;br /&gt;
* [https://www.copetti.org/writings/consoles/gamecube/ Rodrigo Colpetti&#039;s GameCube practical analysis]&lt;br /&gt;
* [https://www.gc-forever.com/wiki/index.php?title=Main_Page GC-Forever]&lt;br /&gt;
* [https://consolemods.org/wiki/GameCube:GameCube_Mods_Wiki ConsoleMods - GameCube]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://wiki.dolphin-emu.org/index.php?title=Main_Page Dolphin Wiki] - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo GameCube| ]]&lt;br /&gt;
&lt;br /&gt;
{{#seo:&lt;br /&gt;
|keywords=video games,emulation,emulator,emu,wiki,download,recommended,guide,list,nintendo,ngc,gcn,game,cube,gamecube,dolphin&lt;br /&gt;
|description=Information and recommendations for the best {{PAGENAME}} and where to download them.&lt;br /&gt;
|published_time={{#time:c|{{REVISIONTIMESTAMP}}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=138181</id>
		<title>Nintendo GameCube emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=138181"/>
		<updated>2026-02-20T11:07:46Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: links and small formatting edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox computing device/Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
{{for|emulators that run on the Nintendo GameCube|Emulators on Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Nintendo GameCube|GameCube]]&#039;&#039;&#039; (&#039;&#039;&#039;GCN&#039;&#039;&#039;/&#039;&#039;&#039;NGC&#039;&#039;&#039;) is a 32-bit, sixth-generation console released by [[wikipedia:Nintendo|Nintendo]] on November 18, 2001, for {{inflation|USD|199|2001}}. It has an IBM PowerPC Gekko CPU at 486 MHz with 24 MB of RAM and an ATI Flipper GPU at 162 MHz. Nintendo, Namco, and Sega later designed the &#039;&#039;&#039;[https://wiki.dolphin-emu.org/index.php?title=Triforce Triforce]&#039;&#039;&#039; arcade board based on the GameCube, releasing titles for it the following year. Unlike [[PlayStation_2_emulators#Hardware_Features_and_Accessories|PlayStation 2]] or [[Xbox_emulators#Hardware_features_and_peripherals|Xbox]] DVD playback support, the GameCube didn&#039;t have playback support for [https://forum.blu-ray.com/showthread.php?t=249677 mini-DVD movies]. However, a special version of the GameCube that could play DVD-Video, audio CDs and VCDs was released by Nintendo and Panasonic, called the [[#Hardware_variants|Panasonic Q]].&lt;br /&gt;
&lt;br /&gt;
Nintendo released the successor, the [[Wii emulators|Wii]], in 2006, which was revealed to have very similar (albeit more powerful) hardware and compatible interfaces. This meant the Wii could run GameCube games natively rather than via emulation. While this was removed in later revisions, as well as the vWii mode in the Wii U, the hardware is still similar enough that GameCube games can be run via certain homebrew programs, with [[Nintendont]] being the most popular and easy to use.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+Before editing, review the [[Getting involved]] and [[Recommended emulators|Recommended]] pages. See [[Computer_specifications#Recommended_Specifications|system requirements]] page for performance demand of the emulators.&amp;lt;br/&amp;gt;See tables for &amp;lt;span style=&amp;quot;font-weight: bold; color: #CC0000; border: 1px solid #CC0000; padding: 2px;&amp;quot;&amp;gt;[[#Hardware variants|hardware variants]], [[#Enhancements|enhancements]], [[#Hardware_features_and_peripherals|hardware features and peripherals]].&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;For more details such as [[licensing]], [[Source_code#Language_levels|programming language]], [[High_and_low-level_emulation|emulation method]], visit each emulator’s dedicated page.&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|x86&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS|FreeBSD}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br/&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=N&amp;gt;The last Dolphin release to support Windows 10 versions 1703 to 1809 is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/eb84b0fb9b3cd21400987a1c10c4a38d4861b9a9/ 2503-148].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#windows-10-minimum-version-bumped-to-1903], The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;[https://buildbot.libretro.com/nightly/ &#039;&#039;libretro core&#039;&#039;]&amp;lt;ref group=N name=DolphinRA&amp;gt;Dolphin libretro core has been [https://github.com/libretro/dolphin/pull/352 updated and refactored to align with upstream Dolphin], but it may still contain some bugs not present in the standalone Dolphin version. As with the PPSSPP, Citra, and melonDS libretro cores, the standalone version of Dolphin is recommended over the libretro core.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishiiruka-Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version 2020-08-23]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✗}} ||{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[lazuli]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/vxpm/lazuli/releases/ nightly]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/emu-russia/pureikyubu pureikyubu]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/emu-russia/pureikyubu/releases {{PureikyubuVer}}]&lt;br /&gt;
|? ||{{Green}} {{License|CC0}} 1.0 ({{License|PDEQ}}) ||{{~}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|Gekko&lt;br /&gt;
| align=left|{{Icon|Win}}&lt;br /&gt;
| [https://github.com/shonumi/gekko-gc-emu git]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin (Nintendo)|Dolphin &amp;lt;small&amp;gt;(Nintendo)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
| align=left|{{Icon|Windows}}&lt;br /&gt;
| [http://www.emuparadise.me/sdk/Installers/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]&lt;br /&gt;
|? ||{{Red}} {{License|Proprietary}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|ARM&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Android|LiA|macOS|WoA}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br/&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=N&amp;gt;The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=N name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://dolphinios.oatmealdome.me/ DolphiniOS]&lt;br /&gt;
| align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
| [https://dolphinios.oatmealdome.me Release]&amp;lt;br/&amp;gt;[https://dolphinios.oatmealdome.me/beta Beta]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin MMJR|Dolphin MMJR]]&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| &amp;lt;strike&amp;gt;[https://github.com/Bankaimaster999/Dolphin-MMJR git]&amp;lt;/strike&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Provenance]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]&amp;lt;/br&amp;gt;[https://github.com/Provenance-Emu/Provenance/releases git]&lt;br /&gt;
|{{?}} ||{{?}} ||{{✓}} ||{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://provenance.itch.io/icube iCube]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS|tvOS}}&lt;br /&gt;
|[https://provenance.itch.io/icube {{iCubeVer}}]&amp;lt;/br&amp;gt;[https://github.com/Provenance-Emu/iCube/releases git]&lt;br /&gt;
|{{?}} ||{{?}} ||{{✓}} ||{{?}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo Switch Online|Nintendo Classics]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(unknown codename)&amp;lt;small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Switch2}}&lt;br /&gt;
| N/A&lt;br /&gt;
|&amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt; ||{{Red}} {{License|Proprietary}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Hagi&lt;br /&gt;
| align=left|{{Icon|NX}}&lt;br /&gt;
| Patch-based&lt;br /&gt;
|&amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt; ||{{Red}} {{License|Proprietary}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Dolphin&lt;br /&gt;
| align=left|{{Icon|XB1|XboxSXS}}&lt;br /&gt;
| [https://github.com/SirMangler/dolphin/releases 1.1.6]&amp;lt;ref group=N&amp;gt;Use these builds until [https://github.com/dolphin-emu/dolphin/pull/11339 this PR merge].&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;[https://buildbot.libretro.com/stable/1.14.0/windows-msvc2019-uwp/x64/ libretro core]&amp;lt;ref group=N name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Compatibility layers [[Compatibility layers|(...)]]==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest Version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendont]] (任天堂NT)&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&amp;lt;ref group=N&amp;gt;Works on Wii U via its [[Wii_emulators#Native|Wii Mode]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [https://github.com/FIX94/Nintendont git]&lt;br /&gt;
|{{Emulator compatibility|link=https://wiki.gbatemp.net/wiki/Nintendont_Compatibility_List|1020|1024}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Devolution&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&lt;br /&gt;
| [https://gbatemp.net/threads/devolution-public-release.330554/ r206]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{X}} ||{{X}}&lt;br /&gt;
|-&lt;br /&gt;
| DIOS MIOS (Lite)&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| [https://code.google.com/archive/p/diosmios/ 2.11]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) ||{{✗}} ||{{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Native==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii_emulators#Hardware_features_and_peripherals|Wii Backwards Compatibility]]&amp;lt;ref group=N&amp;gt;Some games have patches applied to make them work on the Wii: (source: [https://www.reddit.com/r/Games/comments/rly3ln/games_that_developed_bugs_and_glitches_or_became/hpjkwio/ 1], [https://wiibrew.org/wiki/MIOS 2]). The disc drive has a 1 MiB read ahead cache, that&#039;s not impacted by streaming audio being enabled. So e.g. Metroid Prime 1 loads faster. Previously it was 512 KiB and streaming audio subtracted from it. (source: Extrems)&amp;lt;/ref&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| v6&lt;br /&gt;
| No documented issues&lt;br /&gt;
| {{Red}} {{License|Proprietary}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
;Emulators&lt;br /&gt;
:;[[Dolphin]]: The emulator of choice for the GameCube and the first Wii emulator. It is updated on a near-daily basis and has great emulation of almost every game, though some games have known bugs on their issue trackers. It is the first emulator to [https://dolphin-emu.org/blog/2016/09/06/booting-the-final-gc-game/ boot the full game catalog of a sixth-generation home console] (Before any emulator for the same generation rivals like the Dreamcast, PlayStation 2, and Xbox) and did so in September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game.&lt;br /&gt;
&lt;br /&gt;
:;[[Ishiiruka-Dolphin]]: A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process.&lt;br /&gt;
&lt;br /&gt;
:;Pureikyubu: An open-source Nintendo GameCube emulator which initially started development under the name Dolwin in 2004; it could boot and run some commercial games and demos. Nowadays, Pureikyubu is designed to be a research emulator for developers, with accuracy being a priority.&lt;br /&gt;
&lt;br /&gt;
:;[[Dolphin (Nintendo)]]: Nintendo made an emulator for Windows that was also called Dolphin. This official program doesn&#039;t run commercial games and has no connection to the open-source project.&lt;br /&gt;
&lt;br /&gt;
:;Hagi: An [[Official emulators|official]] GameCube/Wii emulator developed by Nintendo European Research &amp;amp; Development (NERD). Hagi has been used primarily for re-releases [[Emulators on Nintendo Switch|on the Switch]], such as &#039;&#039;Super Mario Sunshine&#039;&#039;, &#039;&#039;Super Mario Galaxy&#039;&#039;, &#039;&#039;Pikmin&#039;&#039;, and &#039;&#039;Pikmin 2&#039;&#039;. It uses automatic button remapping based on memory.&lt;br /&gt;
&lt;br /&gt;
:;[[Nintendo Switch Online|Nintendo Classics]]: Another official emulator. Released exclusively for the [[Nintendo Switch 2 emulators|Nintendo Switch 2]] and available for the members of Nintendo Switch Online Expansion Pack. Supports local and online play (up to four players), and includes a CRT filter and in-app button remapping. Users are limited to the selection of games Nintendo chooses to make available on the service. Accuracy is high, though input lag, analog stick emulation, and single frame drops every 16-17 seconds remain issues.&lt;br /&gt;
&lt;br /&gt;
;Compatibility layers&lt;br /&gt;
:;[[Nintendont]]: While not technically an emulator, Nintendont is a [[compatibility layers|compatibility layer]] that allows you to play GameCube games on the Wii and even the Wii U. It&#039;s compatible with nearly all GameCube titles (and Triforce games, too) and supports extra features such as memory card emulation along with support for additional controller input options such as the USB GameCube controller adapter, Classic Controller Pro, Wii U Pro Controller, and even the Wii U GamePad.&lt;br /&gt;
&lt;br /&gt;
:;DIOS MIOS (Lite): Another [[compatibility layers|compatibility layer]] for the Wii (but NOT Wii U) that allows you to play GameCube games. The main version allows users to load games off of a USB device, while the &amp;quot;Lite&amp;quot; version loads games from an SD card. Nintendont serves as a direct successor to this project, making DIOS MIOS entirely obsolete.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=2 style=&amp;quot;width:50%&amp;quot; | Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
!Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Controls&lt;br /&gt;
|Disguise peripheral support through passthrough&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected &#039;nearly the same internally&#039; controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-270-disguise-rock-band-playstation-usb-devices-as-wii-equivalents-by-josjuice]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Input_lag|Input lag-mitigating technique]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Controllers#Mouse_Injectors_for_Emulators|Mouse injector compatible]]&lt;br /&gt;
|{{Ya}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Real peripheral support (passthrough)&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough][https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Graphics&lt;br /&gt;
| Better [[texture filtering]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Enhancement option for providing better texture filtering methods comparing the original hardware had.&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Dolphin&#039;s anisotropic filtering &#039;&#039;&#039;enhancement&#039;&#039;&#039; is not emulation of the consoles&#039; anisotropic filtering. In fact, Dolphin completely ignored all anisotropic filtering requests from the game entirely! Dolphin&#039;s enhancement was everything or nothing, and there was no way to only enable anisotropic filtering just for the textures that would have used it on console. As such, it was impossible to get console-matching texture output - without the enhancement some textures would be too soft, and with the enhancement some textures would be too sharp. It was never quite right. &#039;&#039;&#039;This has been changed recently though!&#039;&#039;&#039;[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-122-use-game-requested-anisotropic-filtering-by-pokechu22-and-billiard] If Dolphin&#039;s texture filtering is set to &#039;Default&#039; and a game requests anisotropic filtering, Dolphin will now listen to the game&#039;s request and apply the specific anisotropic filtering it asked for (this way it will be emulation of the hardware feature, not enhancement).&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pre-rendering anti-aliasing&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(MSAA, SSAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Ray tracing&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;However you can try &amp;quot;[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]&amp;quot; shader using ReShade. See {{YouTubeVideo|9IlqfrJwKr4|here}} and [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#35113 here]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Resolution|Resizable internal resolution]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc.[https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/]&amp;lt;br /&amp;gt;On top of that you can use ReShade.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Super-resolution techniques&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Requires access to the depth buffer and temporal data like motion-vectors so it&#039;s quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;Besides, any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Texture packs]]&lt;br /&gt;
| {{✓}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;Dolphin lets you dump game textures and also replace game textures with new custom ones.{{Main|Texture packs#GameCube/Wii}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:24-bit_color#True_color_(24-bit)|True color]] rendering&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. [https://dolphin-emu.org/blog/2024/02/10/dolphin-progress-report-november-and-december-2023-january-2024/#50-20849-videocommon-apply-force-24-bit-color-to-efb-copies-by-flacs Read this] for more information. It is useful especially on non-CRT [[displays]], producing nicer looking gradients.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Widescreen_hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;To get full native widescreen, try [[Homebrew and ROM hacks|Swiss]].&amp;lt;br /&amp;gt;This can even run on a real GameCube/Wii if you wish.&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Performance&lt;br /&gt;
|[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-FG] and [https://nvidia.custhelp.com/app/answers/detail/a_id/5621/~/enabling-smooth-motion-in-nvidia-app SM], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation XeSS-FG], [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF] and [https://gpuopen.com/fidelityfx-super-resolution-3/#:~:text=Features-,Frame%20Generation,-Insert%20interpolated%20frames FSR FG])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;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&#039;s recommended to use &#039;&#039;&#039;after applying the &amp;quot;Internal Framerate Hack&amp;quot; and &amp;quot;skip presenting duplicate frames option&amp;quot;&#039;&#039;&#039;.&amp;lt;br /&amp;gt;While &#039;&#039;&#039;{{YouTubeVideo|5mbUTfCRIF0|AFMF}}&#039;&#039;&#039; or &#039;&#039;&#039;LSFG&#039;&#039;&#039; can be used with Dolphin, please be aware that some visual glitches and artifacts may occur at this time.&lt;br /&gt;
|-&lt;br /&gt;
| [[30/60_FPS_cheat_codes#GameCube.2FWii|Internal frame rate hack]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Overclocking|Overclock]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement &#039;&#039;&#039;might&#039;&#039;&#039; offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.&amp;lt;br /&amp;gt;Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✗}}[https://bugs.dolphin-emu.org/issues/11876 *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Rendering latency reduction technologies&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag&#039;&#039;&#039;+&#039;&#039;&#039;])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn&#039;t currently feasible. This is &#039;&#039;&#039;likely&#039;&#039;&#039; doesn&#039;t offer enough benefit to justify the development effort.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Post-processing&lt;br /&gt;
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shaders_and_filters|Filters]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]&lt;br /&gt;
| {{✓}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#hdr-enhancements-50-19931-add-autohdr-post-process-shader-by-filoppi-and-50-21232-add-hdr-to-metal-perceptual-hdr-by-samb *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(FXAA, TXAA and MLAA/SMAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shader_Presets|Shader chain]]&lt;br /&gt;
| [https://github.com/dolphin-emu/dolphin/pull/10362 WIP]&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;Dolphin had a [https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?pid=497374#pid497374 DolphinFX] project for OpenGL backend, but it&#039;s now obsolete.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; |Quality of life&lt;br /&gt;
|Automatic emulated controller connect/disconnect&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{n}}&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic updater&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic region switching&lt;br /&gt;
| {{?}}&lt;br /&gt;
| {{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has WIP]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|cheat manager]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 custom resolution/CRTSwitchRes]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].&amp;lt;br /&amp;gt;Another option is using EDID editor tool such as &amp;quot;Custom Resolution Utility&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro core] at the moment.&amp;lt;br /&amp;gt;Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]&lt;br /&gt;
| {{~}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;There is a pull request for adding [https://github.com/dolphin-emu/dolphin/pull/12280 graphics mod editor/manager] to Dolphin. In the meantime, you can use [https://wiki.dolphin-emu.org/index.php?title=Graphics_Mods Graphics Mods]; an exciting new feature introduced in 5.0-16763 that allows users to modify games through a method of defining targets and then applying actions to those targets.  Currently, Dolphin supports three actions: Skip, Move, and Scale. These are modifications to the target groups. In addition to this, Dolphin has some built-in Graphics Mods that apply to certain target groups. These include &amp;quot;Native Bloom&amp;quot; - scaling the &amp;quot;Bloom&amp;quot; target group down to the correct resolution, &amp;quot;No Bloom&amp;quot; - skipping any texture labeled in the &amp;quot;Bloom&amp;quot; target group, and &amp;quot;No HUD&amp;quot; - skipping any textures under the target group of &amp;quot;HUD&amp;quot;. You can define these or your own Target Groups in any game through using Dolphin&#039;s Texture Dumping tool or EFB dumping tools.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|patch manager]]&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Save_converters|Built-in save manager]]&lt;br /&gt;
| {{?}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;You can always use [[#Main_Menu|Main Menu emulation]] capability of the emulator to manage your game saves.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Command-line options&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://emulation.gametechwiki.com/index.php/High_and_low-level_emulation#Modern_Dependencies.2C_Advancements_and_Optimization_Strategies:~:text=Index%20databases%20or%20compatibility%20databases Index/Compatibility databases]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Many modern emulators incorporate database-driven per-game overrides to apply targeted fixes or tweaks for quality-of-life (QoL) improvement without requiring users to manually edit global config files for each title. This approach allows quick, centralized application of workarounds for specific games, such as graphics fixes, timing adjustments, or compatibility flags, while keeping the emulator&#039;s default settings intact. This auto fix feature shouldn&#039;t be confused with &amp;quot;Per-game profiles&amp;quot; enhancement feature.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| On-screen display&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Pause/Resume emulation&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Per-game profiles&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer_specifications#Operating_System|prerequisites and dependencies]] for your operating system if it is not statically linked.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Save_disk_space_for_ISOs#GameCube_.2F_Wii|Streamable compression format]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]&lt;br /&gt;
| {{✗}}[https://forums.dolphin-emu.org/Thread-question-about-gsync-vrr *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |[https://tasvideos.org/Emulatorresources/Features TAS features]&lt;br /&gt;
|Fast forward/Turbo speed&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://tasvideos.org/Movies Movie recording/playback]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Frame step&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(forwards and backwards)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Rewind&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Save states&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; | Misc.&lt;br /&gt;
|[[Sound and audio#Ambient_sounds_simulation|Ambient sounds simulation]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched &amp;quot;coil whine&amp;quot; that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Debugging|Debug features]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |  Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&lt;br /&gt;
|-&lt;br /&gt;
| File viewer&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Lets the user look at the ROM&#039;s files.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Free Look&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Free Look is an enhancement feature that allows manipulation of the in-game camera.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}[https://wiki.dolphin-emu.org/index.php?title=Free_Look *]&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Netplay#GameCube_.2F_Wii|Netplay]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;This shouldn&#039;t be confused with Broadband Adapter emulation, see [[#Hardware features and peripherals|hardware features and peripherals]].&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}[https://dolphin-emu.org/docs/guides/netplay-guide/ *]&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RetroAchievements]]&lt;br /&gt;
| {{✓}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;GameCube support for RetroAchievements became available on [https://dolphin-emu.org/blog/2024/07/15/unlocked-retroachievements-come-dolphin/ July 15, 2024] for Dolphin on Windows, Linux, and macOS, and on [https://retroachievements.org/forums/topic/33323 November 22, 2025] for Dolphin on Android. The libretro core version of Dolphin does not support achievements.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Rich Presence (RPC)&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you&#039;re playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/6983]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Screen translator&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; |You can use [https://docs.libretro.com/guides/ai-service/ RetroArch&#039;s AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin&#039;s Interpreter].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N2/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware features and peripherals==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
!Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Hardware features&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Controller rumble&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.mobygames.com/attributes/attribute/206/ Dolby Surround as Dolby Pro Logic II]&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/5235 *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#GameCube Game Disc|Game Disc]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Progressive scan&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Main_Menu|System BIOS]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot; |Peripherals&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware Calendar Card]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Connectivity&lt;br /&gt;
|[[Early_online_services#Broadband_Adapter_.28Gamecube.29|Broadband adapter]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Early_online_services#The_GameCube_Modem_Adapter_.28Gamecube.29|Modem adapter]]||{{Ya}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#50-21253-implement-modem-adapter-by-fuzziqersoftware *]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Controllers&lt;br /&gt;
|[[List_of_games_with_keyboard_and_mouse_support#Nintendo_GameCube|ASCII Keyboard]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.lucklessheaven.com/nintendo-gamecube-hardware &#039;&#039;Dance Dance Revolution&#039;&#039; Dance Mat]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[#Bongos|DK Bongos]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[#GC/GBA Cable|Game Boy Advance cable]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Racing wheel&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Game Boy Player|Game Boy Player]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Inrou-Kun pedometer &amp;amp; Botan-San walking pad&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[List_of_games_that_support_microphone|Microphone]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware SD Card Adapter]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Misc.&lt;br /&gt;
|colspan= &amp;quot;2&amp;quot;|[https://shonumi.github.io/dandocs.html#jcc_gcn Joy Carry Cartridge Game Boy Advance connectivity]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://newqualitipedia.telepedia.net/wiki/Disc_scratch Disc scratch]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Similarly to cartridge tilting on cartridge-based systems, people intentionally scratch their discs to make a particular glitch work more reliably.&amp;lt;/small&amp;gt;[https://old.reddit.com/r/emulation/comments/y1jdda/possibility_of_disc_scratch_emulation/]&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;No emulator currently includes built-in disc scratch simulation, as it would require [[High_and_low-level_emulation|low-level emulation]] of optical drive error correction, which is not implemented. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor (RTCV)] tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of a scratched disc (e.g., visual/audio artifacts or crashes). However, it is not a true &amp;quot;disc scratch&amp;quot; simulator, as it works on live memory rather than simulating physical disc read errors.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N3/&amp;gt;&lt;br /&gt;
===Main Menu===&lt;br /&gt;
:[https://tcrf.net/GameCube#Revisional_Differences tcrf: GameCube Revisional Differences]&lt;br /&gt;
[[File:Gamecube IPL.gif|thumb|298px|Gamecube Main Menu emulation using Dolphin emulator]]&lt;br /&gt;
Initial Program Loader (IPL) of the GameCube and its top level interface, allowing the player to load discs, change settings, and manage up to two memory cards at once.&lt;br /&gt;
&lt;br /&gt;
:To boot the GameCube&#039;s BIOS and IPL, you need a dump from real hardware. Dolphin doesn&#039;t require it to load games but can be set to use it if desired. Current development builds have introduced a feature allowing users to load the BIOS directly from the interface in the Tools list without needing to load a game. If you&#039;re on the current stable release, use XFB Virtual and disable &amp;quot;Skip BIOS&amp;quot; in the GameCube options. You don&#039;t have to load a GameCube title for the startup animation begins, boot directly to the menu by using Load GameCube Main Menu under Tools.[https://wiki.dolphin-emu.org/index.php?title=GameCube_Main_Menu] If you insert the disc/disc image before booting the main menu, like on the original console, you hold the first controller&#039;s A-button down and the system will send you to the main menu instead of booting the game. You can then switch to another game with Change Disc, or you can explore the BIOS.&lt;br /&gt;
&lt;br /&gt;
===GameCube Game Disc===&lt;br /&gt;
The GameCube Game Disc (DOL-006) is the game medium for the GameCube, created by Matsushita/Panasonic, one of the ten founders of the DVD Forum, and later extended for use in the first Wii model backward compatibility mode. The GameCube is Nintendo&#039;s first optical disc console, after mainly ROM cartridge-based platforms. The GameCube Game Disc is a 1.46 GB, 8 cm miniDVD-based technology that reads at a constant angular velocity (CAV). It was chosen by Nintendo to prevent copyright infringement of its games, to reduce manufacturing costs compared to Nintendo 64 Game Paks, and to avoid licensing fees to the DVD Forum. GameCube Game Discs don&#039;t use the Content Scramble System found on normal DVD-Video discs, as Nintendo wasn&#039;t satisfied with its level of security.&lt;br /&gt;
&lt;br /&gt;
The GameCube is unable to be used as a general DVD player, except for the [[#Panasonic_Q|Panasonic Q]] which is a uniquely customized GameCube with DVD capability that was released only in Japan.[[Wikipedia:Nintendo_optical_discs#GameCube_Game_Disc GameCube Game Disc]]&lt;br /&gt;
&lt;br /&gt;
*Dolphin has support for GameCube Game Disc dumps/[[Save_disk_space_for_ISOs#GameCube_.2F_Wii|images]]. Most regular optical drives for PCs are unable to read GameCube &amp;amp; Wii discs. However, you can use some out-of-print models of DVD drives that may read GC and Wii discs but they are rare and primarily used for dumping the game data into an disc image file, and you need a compatible software tool to dump it. There is no passthrough support.  See [[Ripping_games]] page for more information.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
*See [https://emulation.gametechwiki.com/index.php/Copy_protection#:~:text=Emulation%20of%20the%20Disc%20Drive &amp;quot;Emulation of the Disc Drive&amp;quot; section] in [[Copy protection]] page.&lt;br /&gt;
&lt;br /&gt;
===GC/GBA Cable===&lt;br /&gt;
Nintendo produced a [[Wikipedia:Nintendo GameCube – Game Boy Advance link cable|special cable]] (&amp;lt;code&amp;gt;DOL-011&amp;lt;/code&amp;gt;) that allowed connectivity with the [[Game Boy Advance emulators|Game Boy Advance]] in [https://nintendo.fandom.com/wiki/Game_Boy_Advance_to_Nintendo_GameCube_Link_Cable#List_of_Supported_Games &#039;&#039;&#039;specific games&#039;&#039;&#039;]. Up to four ports could be taken up for the game. While the third-generation Pokémon games are the prime example of it being used in conjunction with Colosseum, XD, or Pokémon Box, they aren&#039;t the only games to do so.&amp;lt;ref&amp;gt;[https://old.reddit.com/r/emulation/comments/16ethk2/i_think_ive_reached_the_limits_of_what_dolphin/k00l1d8/ GBE+ Dev Shonumi&#039;s comment about GCN&amp;lt;-&amp;gt;GBA connection].&amp;lt;/ref&amp;gt; Some GameCube games lets the player(s) use the Game Boy Advance as a controller.&lt;br /&gt;
&lt;br /&gt;
Dolphin includes a GBA core based on [[mGBA]] that is tied to GameCube emulation, allowing for a very stable connection that works with features such as save states and netplay. Dolphin can also connect to standalone versions of mGBA or [[VisualBoyAdvance-M]]; this is necessary for some less commonly used features or cases where the GBA has to be disconnected from the GameCube. Both can be enabled by going into the controller settings and assigning the GBA to one or more ports. The general config menu also allows you to specify a GBA ROM to be used if using the built-in GBA core.&lt;br /&gt;
&lt;br /&gt;
Nintendont includes support for the GBA link cable hardware, but only through the GC controller ports on the original Wii (model RVL-001). It is currently &#039;&#039;&#039;not&#039;&#039;&#039; supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Bongos===&lt;br /&gt;
This special controller is used with &#039;&#039;Donkey Konga&#039;&#039; and other &#039;&#039;Donkey Kong&#039;&#039; games released for the GameCube.&lt;br /&gt;
&lt;br /&gt;
Dolphin supports this controller via the GameCube controller adapter.&lt;br /&gt;
&lt;br /&gt;
Nintendont is known to support this controller through the GC controller ports on the original Wii (model RVL-001). It is &#039;&#039;&#039;currently unclear&#039;&#039;&#039; whether the controller is supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Player===&lt;br /&gt;
This add-on plugged into the bottom of the GameCube and allowed it to play Game Boy / Game Boy Advance games on a standard television; it had provisions against [[Wikipedia:Game Boy Advance Video|Game Boy Advance Video]] cartridges by returning an error after booting them. The launcher even supported the GBA-GCN link cable, where the Game Boy Advance would serve as the controller. Some GBA games like &#039;&#039;Super Mario Advance 4&#039;&#039; and &#039;&#039;Mario &amp;amp; Luigi: Superstar Saga&#039;&#039; took advantage of the add-on by adding rumble support. The hardware is essentially a peripheral containing Game Boy Advance hardware, which means that recreating it would require simultaneous emulation of a GameCube and a GBA, including BIOS files for both.&lt;br /&gt;
&lt;br /&gt;
No emulator currently supports the Game Boy Player hardware and its features. The Dolphin developers have hinted at adding support for it in the future, made possible by the aforementioned mGBA integration (see the previous section of this page).&amp;lt;ref&amp;gt;https://dolphin-emu.org/blog/2021/07/21/integrated-gba/#conclusion&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware variants==&lt;br /&gt;
===Triforce===&lt;br /&gt;
The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an [[:Category:Arcade|arcade system board]] developed jointly by [[wikipedia:Namco|Namco]], [[wikipedia:Sega|Sega]], and Nintendo, with the first games appearing in 2002. The system hardware consists of a retail GameCube motherboard, with custom devices interfacing with the EXI, SI and DI, and a custom IPL. As of 2026, the Dolphin emulator supports the Triforce.&amp;lt;ref&amp;gt;[https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/ &amp;quot;Rise of the Triforce&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;You have two options for Triforce emulation&lt;br /&gt;
&#039;&#039;&#039;1. Main Dolphin builds (recommended):&#039;&#039;&#039;&lt;br /&gt;
Triforce support has been part of Dolphin since [https://dolphin-emu.org/download/dev/master/2512-395/ 2512-395.] A setup guide is in the Dolphin announcement, linked [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#setting-up-dolphin-for-triforce-emulation here.] Multiplayer support is present, though a guide is still being written for the Dolphin wiki. Though it is in a mostly working state, [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#triforce-emulation-roadmap there are still some issues being worked on,] such as the Key of Avalon games still being unplayable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Wii:&#039;&#039;&#039;&lt;br /&gt;
Triforce games can also be run on a Wii using [https://github.com/FIX94/Nintendont Nintendont.] Triforce support is somewhat incomplete, and lacks features such as LAN connectivity, internal saving (for things such as high scores or F-Zero AX time attack ghosts), and GameCube memory card reading. Mario Cards and F-Zero License Cards can be emulated for the Mario Kart Arcade GP games and F-Zero AX respectively, but linking F-Zero AX to an F-Zero GX save is impossible.&lt;br /&gt;
&lt;br /&gt;
====Game-specific features====&lt;br /&gt;
{{outdated|section|Dolphin received Triforce support following 2512-395, this section needs a LOT of updates}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Card reader types&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |IC card reader&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;[https://archive.org/download/i-img1200x900-1626435528akfibj23/i-img1200x900-1626435528akfibj23.jpg Gekitō Pro Yakyū&#039;]&#039;&#039; and &#039;&#039;Virtua Striker 4&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Magnetic card reader/writer&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;F-Zero AX&#039;&#039; and &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Input&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Touchscreen&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Force feedback&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Memory card slot&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;F-Zero AX&#039;&#039; lets players play as their custom machines from &#039;&#039;F-Zero GX&#039;&#039; to the arcade version, and unlocks bonus content in &#039;&#039;F-Zero GX&#039;&#039;. They can also be unlocked through story mode.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |NamCam&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;A camera manufactured by Namco. Used in &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Networking&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Ethernet&lt;br /&gt;
|Link&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Can be used to connect up to 4 &#039;&#039;F-Zero AX&#039;&#039; or 2 &#039;&#039;Virtua Striker 2002&#039;&#039; cabinets. &#039;&#039;Mario Kart Arcade GP 1&#039;&#039; supports 2 and &#039;&#039;Mario Kart Arcade GP 2&#039;&#039; supports at least 2 cabinets.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Online&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Virtua Striker 4&#039;&#039; used [[Early online services#ALL.Net|ALL.Net]]. &#039;&#039;Virtua Striker 4 Ver. 2006&#039;&#039; lets you send your player data to VS.Net, other players will play against your &amp;quot;ghost&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Satellite terminal&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |RC-232C&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Output&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Lamps and LED lights&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio|Pokémon Battrio]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Memory_Keys|Memory keys]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Pucks|Pucks]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Upgradable RAM&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panasonic Q===&lt;br /&gt;
[[File:Panasonic Q.png|210px|thumb|left|The Panasonic Q GameCube console.]]&lt;br /&gt;
The Panasonic Q  (sometimes referred to as GameQ by GameCube fans) is a hybrid version of the GameCube with a DVD player manufactured by Panasonic in cooperation with Nintendo. The system was officially released only in Japan. A feature of its main competitors, the Xbox and the PlayStation 2, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical discs format for games and the correspondingly small disc tray.&lt;br /&gt;
Initially, the Panasonic Q could only play games and DVDs from Japan; however, a modified version, which could play American games and DVDs, began to be sold from Import shops, making it a popular console to import from Japan. The unit was priced at around ¥41,000 JPY, and the modified version was priced at ¥46,000 JPY.&lt;br /&gt;
The Panasonic Q is capable of using almost all the GameCube hardware upgrades. A special version of the Game Boy Player was designed for the Q because the Player was designed to fit onto the bottom of the GameCube, and the Q&#039;s different bottom form factor kept the Player from being installed. Other features of the Panasonic Q include a backlit information LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 and DTS, a separate subwoofer jack, DVD remote control, and a stainless steel chassis. These high-end features, as well as the aforementioned multimedia playback capabilities, have made the Panasonic Q a popular console to collect.&lt;br /&gt;
&lt;br /&gt;
The Q system was licensed by Nintendo, released on December 13, 2001, and was discontinued on December 18, 2003, due to low sales.&lt;br /&gt;
&lt;br /&gt;
*Dolphin has no support for this variation.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
For more information about Nintendo GameCube hardware and its reverse engineering;&lt;br /&gt;
* MVG: {{YouTubeVideo|Uxjl_kD3imQ|How the Nintendo GameCube Security was defeated}}, {{YouTubeVideo|up6Rm1Sw1ps|The Nintendo GameCube is still awesome - Games, Homebrew, Modding and More}}, {{YouTubeVideo|HJHb3ZJXJfw|Dolphin has been ported to the Xbox}}&lt;br /&gt;
* Dolphin: [https://dolphin-emu.org/blog/ Blog], [https://discord.gg/ZGbGN2mC Discord]&lt;br /&gt;
* [https://gamecube.dev/ Awesome GameCube Development]&lt;br /&gt;
* [https://www.copetti.org/writings/consoles/gamecube/ Rodrigo Colpetti&#039;s GameCube practical analysis]&lt;br /&gt;
* [https://www.gc-forever.com/wiki/index.php?title=Main_Page GC-Forever]&lt;br /&gt;
* [https://consolemods.org/wiki/GameCube:GameCube_Mods_Wiki ConsoleMods - GameCube]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://wiki.dolphin-emu.org/index.php?title=Main_Page Dolphin Wiki] - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo GameCube| ]]&lt;br /&gt;
&lt;br /&gt;
{{#seo:&lt;br /&gt;
|keywords=video games,emulation,emulator,emu,wiki,download,recommended,guide,list,nintendo,ngc,gcn,game,cube,gamecube,dolphin&lt;br /&gt;
|description=Information and recommendations for the best {{PAGENAME}} and where to download them.&lt;br /&gt;
|published_time={{#time:c|{{REVISIONTIMESTAMP}}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=138103</id>
		<title>Nintendo GameCube emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=138103"/>
		<updated>2026-02-19T16:28:50Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: major cleanup and update. the gecko codes i removed links for may still be useful? though we don&amp;#039;t need to link these outdated builds anymore. a historical write-up could be nice as a future idea here, though the rise of the triforce articles good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox computing device/Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
{{for|emulators that run on the Nintendo GameCube|Emulators on Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Nintendo GameCube|GameCube]]&#039;&#039;&#039; (&#039;&#039;&#039;GCN&#039;&#039;&#039;/&#039;&#039;&#039;NGC&#039;&#039;&#039;) is a 32-bit, sixth-generation console released by [[wikipedia:Nintendo|Nintendo]] on November 18, 2001, for {{inflation|USD|199|2001}}. It has an IBM PowerPC Gekko CPU at 486 MHz with 24 MB of RAM and an ATI Flipper GPU at 162 MHz. Nintendo, Namco, and Sega later designed the &#039;&#039;&#039;[https://wiki.dolphin-emu.org/index.php?title=Triforce Triforce]&#039;&#039;&#039; arcade board based on the GameCube, releasing titles for it the following year. Unlike [[PlayStation_2_emulators#Hardware_Features_and_Accessories|PlayStation 2]] or [[Xbox_emulators#Hardware_features_and_peripherals|Xbox]] DVD playback support, the GameCube didn&#039;t have playback support for [https://forum.blu-ray.com/showthread.php?t=249677 mini-DVD movies]. However, a special version of the GameCube that could play DVD-Video, audio CDs and VCDs was released by Nintendo and Panasonic, called the [[#Hardware_variants|Panasonic Q]].&lt;br /&gt;
&lt;br /&gt;
Nintendo released the successor, the [[Wii emulators|Wii]], in 2006, which was revealed to have very similar (albeit more powerful) hardware and compatible interfaces. This meant the Wii could run GameCube games natively rather than via emulation. While this was removed in later revisions, as well as the vWii mode in the Wii U, the hardware is still similar enough that GameCube games can be run via certain homebrew programs, with [[Nintendont]] being the most popular and easy to use.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+Before editing, review the [[Getting involved]] and [[Recommended emulators|Recommended]] pages. See [[Computer_specifications#Recommended_Specifications|system requirements]] page for performance demand of the emulators.&amp;lt;br/&amp;gt;See tables for &amp;lt;span style=&amp;quot;font-weight: bold; color: #CC0000; border: 1px solid #CC0000; padding: 2px;&amp;quot;&amp;gt;[[#Hardware variants|hardware variants]], [[#Enhancements|enhancements]], [[#Hardware_features_and_peripherals|hardware features and peripherals]].&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;For more details such as [[licensing]], [[Source_code#Language_levels|programming language]], [[High_and_low-level_emulation|emulation method]], visit each emulator’s dedicated page.&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|x86&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS|FreeBSD}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br/&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=N&amp;gt;The last Dolphin release to support Windows 10 versions 1703 to 1809 is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/eb84b0fb9b3cd21400987a1c10c4a38d4861b9a9/ 2503-148].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#windows-10-minimum-version-bumped-to-1903], The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;[https://buildbot.libretro.com/nightly/ &#039;&#039;libretro core&#039;&#039;]&amp;lt;ref group=N name=DolphinRA&amp;gt;Dolphin libretro core has been [https://github.com/libretro/dolphin/pull/352 updated and refactored to align with upstream Dolphin], but it may still contain some bugs not present in the standalone Dolphin version. As with the PPSSPP, Citra, and melonDS libretro cores, the standalone version of Dolphin is recommended over the libretro core.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishiiruka-Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version 2020-08-23]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✗}} ||{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[lazuli]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/vxpm/lazuli/releases/ nightly]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/emu-russia/pureikyubu pureikyubu]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/emu-russia/pureikyubu/releases {{PureikyubuVer}}]&lt;br /&gt;
|? ||{{Green}} {{License|CC0}} 1.0 ({{License|PDEQ}}) ||{{~}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|Gekko&lt;br /&gt;
| align=left|{{Icon|Win}}&lt;br /&gt;
| [https://github.com/shonumi/gekko-gc-emu git]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin (Nintendo)|Dolphin &amp;lt;small&amp;gt;(Nintendo)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
| align=left|{{Icon|Windows}}&lt;br /&gt;
| [http://www.emuparadise.me/sdk/Installers/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]&lt;br /&gt;
|? ||{{Red}} {{License|Proprietary}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|ARM&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Android|LiA|macOS|WoA}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br/&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=N&amp;gt;The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=N name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|DolphiniOS&lt;br /&gt;
| align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
| [https://dolphinios.oatmealdome.me Release]&amp;lt;br/&amp;gt;[https://dolphinios.oatmealdome.me/beta Beta]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin MMJR|Dolphin MMJR]]&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| &amp;lt;strike&amp;gt;[https://github.com/Bankaimaster999/Dolphin-MMJR git]&amp;lt;/strike&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Provenance]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]&amp;lt;/br&amp;gt;[https://github.com/Provenance-Emu/Provenance/releases git]&lt;br /&gt;
|{{?}} ||{{?}} ||{{✓}} ||{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[iCube]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS|tvOS}}&lt;br /&gt;
|[https://provenance.itch.io/icube {{iCubeVer}}]&amp;lt;/br&amp;gt;[https://github.com/Provenance-Emu/iCube/releases git]&lt;br /&gt;
|{{?}} ||{{?}} ||{{✓}} ||{{?}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo Switch Online|Nintendo Classics]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(unknown codename)&amp;lt;small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Switch2}}&lt;br /&gt;
| N/A&lt;br /&gt;
|&amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt; ||{{Red}} {{License|Proprietary}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Hagi&lt;br /&gt;
| align=left|{{Icon|NX}}&lt;br /&gt;
| Patch-based&lt;br /&gt;
|&amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt; ||{{Red}} {{License|Proprietary}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin&lt;br /&gt;
| align=left|{{Icon|XB1|XboxSXS}}&lt;br /&gt;
| [https://github.com/SirMangler/dolphin/releases 1.1.6]&amp;lt;ref group=N&amp;gt;Use these builds until [https://github.com/dolphin-emu/dolphin/pull/11339 this PR merge].&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;[https://buildbot.libretro.com/stable/1.14.0/windows-msvc2019-uwp/x64/ libretro core]&amp;lt;ref group=N name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Compatibility layers [[Compatibility layers|(...)]]==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest Version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendont]] (任天堂NT)&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&amp;lt;ref group=N&amp;gt;Works on Wii U via its [[Wii_emulators#Native|Wii Mode]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [https://github.com/FIX94/Nintendont git]&lt;br /&gt;
|{{Emulator compatibility|link=https://wiki.gbatemp.net/wiki/Nintendont_Compatibility_List|1020|1024}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Devolution&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&lt;br /&gt;
| [https://gbatemp.net/threads/devolution-public-release.330554/ r206]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{X}} ||{{X}}&lt;br /&gt;
|-&lt;br /&gt;
| DIOS MIOS (Lite)&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| [https://code.google.com/archive/p/diosmios/ 2.11]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) ||{{✗}} ||{{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Native==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii_emulators#Hardware_features_and_peripherals|Wii Backwards Compatibility]]&amp;lt;ref group=N&amp;gt;Some games have patches applied to make them work on the Wii: (source: [https://www.reddit.com/r/Games/comments/rly3ln/games_that_developed_bugs_and_glitches_or_became/hpjkwio/ 1], [https://wiibrew.org/wiki/MIOS 2]). The disc drive has a 1 MiB read ahead cache, that&#039;s not impacted by streaming audio being enabled. So e.g. Metroid Prime 1 loads faster. Previously it was 512 KiB and streaming audio subtracted from it. (source: Extrems)&amp;lt;/ref&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| v6&lt;br /&gt;
| No documented issues&lt;br /&gt;
| {{Red}} {{License|Proprietary}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
;Emulators&lt;br /&gt;
:;[[Dolphin]]: The emulator of choice for the GameCube and the first Wii emulator. It is updated on a near-daily basis and has great emulation of almost every game, though some games have known bugs on their issue trackers. It is the first emulator to [https://dolphin-emu.org/blog/2016/09/06/booting-the-final-gc-game/ boot the full game catalog of a sixth-generation home console] (Before any emulator for the same generation rivals like the Dreamcast, PlayStation 2, and Xbox) and did so in September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game.&lt;br /&gt;
&lt;br /&gt;
:;[[Ishiiruka-Dolphin]]: A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process.&lt;br /&gt;
&lt;br /&gt;
:;Pureikyubu: An open-source Nintendo GameCube emulator which initially started development under the name Dolwin in 2004; it could boot and run some commercial games and demos. Nowadays, Pureikyubu is designed to be a research emulator for developers, with accuracy being a priority.&lt;br /&gt;
&lt;br /&gt;
:;[[Dolphin (Nintendo)]]: Nintendo made an emulator for Windows that was also called Dolphin. This official program doesn&#039;t run commercial games and has no connection to the open-source project.&lt;br /&gt;
&lt;br /&gt;
:;Hagi: An [[Official emulators|official]] GameCube/Wii emulator developed by Nintendo European Research &amp;amp; Development (NERD). Hagi has been used primarily for re-releases [[Emulators on Nintendo Switch|on the Switch]], such as &#039;&#039;Super Mario Sunshine&#039;&#039;, &#039;&#039;Super Mario Galaxy&#039;&#039;, &#039;&#039;Pikmin&#039;&#039;, and &#039;&#039;Pikmin 2&#039;&#039;. It uses automatic button remapping based on memory.&lt;br /&gt;
&lt;br /&gt;
:;[[Nintendo Switch Online|Nintendo Classics]]: Another official emulator. Released exclusively for the [[Nintendo Switch 2 emulators|Nintendo Switch 2]] and available for the members of Nintendo Switch Online Expansion Pack. Supports local and online play (up to four players), and includes a CRT filter and in-app button remapping. Users are limited to the selection of games Nintendo chooses to make available on the service. Accuracy is high, though input lag, analog stick emulation, and single frame drops every 16-17 seconds remain issues.&lt;br /&gt;
&lt;br /&gt;
;Compatibility layers&lt;br /&gt;
:;[[Nintendont]]: While not technically an emulator, Nintendont is a [[compatibility layers|compatibility layer]] that allows you to play GameCube games on the Wii and even the Wii U. It&#039;s compatible with nearly all GameCube titles (and Triforce games, too) and supports extra features such as memory card emulation along with support for additional controller input options such as the USB GameCube controller adapter, Classic Controller Pro, Wii U Pro Controller, and even the Wii U GamePad.&lt;br /&gt;
&lt;br /&gt;
:;DIOS MIOS (Lite): Another [[compatibility layers|compatibility layer]] for the Wii (but NOT Wii U) that allows you to play GameCube games. The main version allows users to load games off of a USB device, while the &amp;quot;Lite&amp;quot; version loads games from an SD card. Nintendont serves as a direct successor to this project, making DIOS MIOS entirely obsolete.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=2 style=&amp;quot;width:50%&amp;quot; | Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
!Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Controls&lt;br /&gt;
|Disguise peripheral support through passthrough&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected &#039;nearly the same internally&#039; controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-270-disguise-rock-band-playstation-usb-devices-as-wii-equivalents-by-josjuice]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Input_lag|Input lag-mitigating technique]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Controllers#Mouse_Injectors_for_Emulators|Mouse injector compatible]]&lt;br /&gt;
|{{Ya}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Real peripheral support (passthrough)&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough][https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Graphics&lt;br /&gt;
| Better [[texture filtering]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Enhancement option for providing better texture filtering methods comparing the original hardware had.&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Dolphin&#039;s anisotropic filtering &#039;&#039;&#039;enhancement&#039;&#039;&#039; is not emulation of the consoles&#039; anisotropic filtering. In fact, Dolphin completely ignored all anisotropic filtering requests from the game entirely! Dolphin&#039;s enhancement was everything or nothing, and there was no way to only enable anisotropic filtering just for the textures that would have used it on console. As such, it was impossible to get console-matching texture output - without the enhancement some textures would be too soft, and with the enhancement some textures would be too sharp. It was never quite right. &#039;&#039;&#039;This has been changed recently though!&#039;&#039;&#039;[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-122-use-game-requested-anisotropic-filtering-by-pokechu22-and-billiard] If Dolphin&#039;s texture filtering is set to &#039;Default&#039; and a game requests anisotropic filtering, Dolphin will now listen to the game&#039;s request and apply the specific anisotropic filtering it asked for (this way it will be emulation of the hardware feature, not enhancement).&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pre-rendering anti-aliasing&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(MSAA, SSAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Ray tracing&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;However you can try &amp;quot;[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]&amp;quot; shader using ReShade. See {{YouTubeVideo|9IlqfrJwKr4|here}} and [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#35113 here]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Resolution|Resizable internal resolution]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc.[https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/]&amp;lt;br /&amp;gt;On top of that you can use ReShade.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Super-resolution techniques&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Requires access to the depth buffer and temporal data like motion-vectors so it&#039;s quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;Besides, any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Texture packs]]&lt;br /&gt;
| {{✓}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;Dolphin lets you dump game textures and also replace game textures with new custom ones.{{Main|Texture packs#GameCube/Wii}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:24-bit_color#True_color_(24-bit)|True color]] rendering&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. [https://dolphin-emu.org/blog/2024/02/10/dolphin-progress-report-november-and-december-2023-january-2024/#50-20849-videocommon-apply-force-24-bit-color-to-efb-copies-by-flacs Read this] for more information. It is useful especially on non-CRT [[displays]], producing nicer looking gradients.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Widescreen_hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;To get full native widescreen, try [[Homebrew and ROM hacks|Swiss]].&amp;lt;br /&amp;gt;This can even run on a real GameCube/Wii if you wish.&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Performance&lt;br /&gt;
|[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-FG] and [https://nvidia.custhelp.com/app/answers/detail/a_id/5621/~/enabling-smooth-motion-in-nvidia-app SM], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation XeSS-FG], [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF] and [https://gpuopen.com/fidelityfx-super-resolution-3/#:~:text=Features-,Frame%20Generation,-Insert%20interpolated%20frames FSR FG])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;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&#039;s recommended to use &#039;&#039;&#039;after applying the &amp;quot;Internal Framerate Hack&amp;quot; and &amp;quot;skip presenting duplicate frames option&amp;quot;&#039;&#039;&#039;.&amp;lt;br /&amp;gt;While &#039;&#039;&#039;{{YouTubeVideo|5mbUTfCRIF0|AFMF}}&#039;&#039;&#039; or &#039;&#039;&#039;LSFG&#039;&#039;&#039; can be used with Dolphin, please be aware that some visual glitches and artifacts may occur at this time.&lt;br /&gt;
|-&lt;br /&gt;
| [[30/60_FPS_cheat_codes#GameCube.2FWii|Internal frame rate hack]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Overclocking|Overclock]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement &#039;&#039;&#039;might&#039;&#039;&#039; offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.&amp;lt;br /&amp;gt;Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✗}}[https://bugs.dolphin-emu.org/issues/11876 *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Rendering latency reduction technologies&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag&#039;&#039;&#039;+&#039;&#039;&#039;])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn&#039;t currently feasible. This is &#039;&#039;&#039;likely&#039;&#039;&#039; doesn&#039;t offer enough benefit to justify the development effort.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Post-processing&lt;br /&gt;
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shaders_and_filters|Filters]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]&lt;br /&gt;
| {{✓}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#hdr-enhancements-50-19931-add-autohdr-post-process-shader-by-filoppi-and-50-21232-add-hdr-to-metal-perceptual-hdr-by-samb *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(FXAA, TXAA and MLAA/SMAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shader_Presets|Shader chain]]&lt;br /&gt;
| [https://github.com/dolphin-emu/dolphin/pull/10362 WIP]&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;Dolphin had a [https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?pid=497374#pid497374 DolphinFX] project for OpenGL backend, but it&#039;s now obsolete.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; |Quality of life&lt;br /&gt;
|Automatic emulated controller connect/disconnect&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{n}}&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic updater&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic region switching&lt;br /&gt;
| {{?}}&lt;br /&gt;
| {{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has WIP]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|cheat manager]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 custom resolution/CRTSwitchRes]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].&amp;lt;br /&amp;gt;Another option is using EDID editor tool such as &amp;quot;Custom Resolution Utility&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro core] at the moment.&amp;lt;br /&amp;gt;Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]&lt;br /&gt;
| {{~}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;There is a pull request for adding [https://github.com/dolphin-emu/dolphin/pull/12280 graphics mod editor/manager] to Dolphin. In the meantime, you can use [https://wiki.dolphin-emu.org/index.php?title=Graphics_Mods Graphics Mods]; an exciting new feature introduced in 5.0-16763 that allows users to modify games through a method of defining targets and then applying actions to those targets.  Currently, Dolphin supports three actions: Skip, Move, and Scale. These are modifications to the target groups. In addition to this, Dolphin has some built-in Graphics Mods that apply to certain target groups. These include &amp;quot;Native Bloom&amp;quot; - scaling the &amp;quot;Bloom&amp;quot; target group down to the correct resolution, &amp;quot;No Bloom&amp;quot; - skipping any texture labeled in the &amp;quot;Bloom&amp;quot; target group, and &amp;quot;No HUD&amp;quot; - skipping any textures under the target group of &amp;quot;HUD&amp;quot;. You can define these or your own Target Groups in any game through using Dolphin&#039;s Texture Dumping tool or EFB dumping tools.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|patch manager]]&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Save_converters|Built-in save manager]]&lt;br /&gt;
| {{?}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;You can always use [[#Main_Menu|Main Menu emulation]] capability of the emulator to manage your game saves.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Command-line options&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://emulation.gametechwiki.com/index.php/High_and_low-level_emulation#Modern_Dependencies.2C_Advancements_and_Optimization_Strategies:~:text=Index%20databases%20or%20compatibility%20databases Index/Compatibility databases]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Many modern emulators incorporate database-driven per-game overrides to apply targeted fixes or tweaks for quality-of-life (QoL) improvement without requiring users to manually edit global config files for each title. This approach allows quick, centralized application of workarounds for specific games, such as graphics fixes, timing adjustments, or compatibility flags, while keeping the emulator&#039;s default settings intact. This auto fix feature shouldn&#039;t be confused with &amp;quot;Per-game profiles&amp;quot; enhancement feature.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| On-screen display&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Pause/Resume emulation&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Per-game profiles&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer_specifications#Operating_System|prerequisites and dependencies]] for your operating system if it is not statically linked.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Save_disk_space_for_ISOs#GameCube_.2F_Wii|Streamable compression format]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]&lt;br /&gt;
| {{✗}}[https://forums.dolphin-emu.org/Thread-question-about-gsync-vrr *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |[https://tasvideos.org/Emulatorresources/Features TAS features]&lt;br /&gt;
|Fast forward/Turbo speed&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://tasvideos.org/Movies Movie recording/playback]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Frame step&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(forwards and backwards)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Rewind&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Save states&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; | Misc.&lt;br /&gt;
|[[Sound and audio#Ambient_sounds_simulation|Ambient sounds simulation]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched &amp;quot;coil whine&amp;quot; that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Debugging|Debug features]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |  Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&lt;br /&gt;
|-&lt;br /&gt;
| File viewer&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Lets the user look at the ROM&#039;s files.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Free Look&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Free Look is an enhancement feature that allows manipulation of the in-game camera.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}[https://wiki.dolphin-emu.org/index.php?title=Free_Look *]&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Netplay#GameCube_.2F_Wii|Netplay]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;This shouldn&#039;t be confused with Broadband Adapter emulation, see [[#Hardware features and peripherals|hardware features and peripherals]].&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}[https://dolphin-emu.org/docs/guides/netplay-guide/ *]&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RetroAchievements]]&lt;br /&gt;
| {{✓}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;GameCube support for RetroAchievements became available on [https://dolphin-emu.org/blog/2024/07/15/unlocked-retroachievements-come-dolphin/ July 15, 2024] for Dolphin on Windows, Linux, and macOS, and on [https://retroachievements.org/forums/topic/33323 November 22, 2025] for Dolphin on Android. The libretro core version of Dolphin does not support achievements.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Rich Presence (RPC)&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you&#039;re playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/6983]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Screen translator&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; |You can use [https://docs.libretro.com/guides/ai-service/ RetroArch&#039;s AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin&#039;s Interpreter].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N2/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware features and peripherals==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
!Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Hardware features&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Controller rumble&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.mobygames.com/attributes/attribute/206/ Dolby Surround as Dolby Pro Logic II]&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/5235 *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#GameCube Game Disc|Game Disc]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Progressive scan&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Main_Menu|System BIOS]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot; |Peripherals&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware Calendar Card]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Connectivity&lt;br /&gt;
|[[Early_online_services#Broadband_Adapter_.28Gamecube.29|Broadband adapter]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Early_online_services#The_GameCube_Modem_Adapter_.28Gamecube.29|Modem adapter]]||{{Ya}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#50-21253-implement-modem-adapter-by-fuzziqersoftware *]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Controllers&lt;br /&gt;
|[[List_of_games_with_keyboard_and_mouse_support#Nintendo_GameCube|ASCII Keyboard]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.lucklessheaven.com/nintendo-gamecube-hardware &#039;&#039;Dance Dance Revolution&#039;&#039; Dance Mat]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[#Bongos|DK Bongos]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[#GC/GBA Cable|Game Boy Advance cable]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Racing wheel&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Game Boy Player|Game Boy Player]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Inrou-Kun pedometer &amp;amp; Botan-San walking pad&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[List_of_games_that_support_microphone|Microphone]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware SD Card Adapter]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Misc.&lt;br /&gt;
|colspan= &amp;quot;2&amp;quot;|[https://shonumi.github.io/dandocs.html#jcc_gcn Joy Carry Cartridge Game Boy Advance connectivity]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://newqualitipedia.telepedia.net/wiki/Disc_scratch Disc scratch]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Similarly to cartridge tilting on cartridge-based systems, people intentionally scratch their discs to make a particular glitch work more reliably.&amp;lt;/small&amp;gt;[https://old.reddit.com/r/emulation/comments/y1jdda/possibility_of_disc_scratch_emulation/]&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;No emulator currently includes built-in disc scratch simulation, as it would require [[High_and_low-level_emulation|low-level emulation]] of optical drive error correction, which is not implemented. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor (RTCV)] tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of a scratched disc (e.g., visual/audio artifacts or crashes). However, it is not a true &amp;quot;disc scratch&amp;quot; simulator, as it works on live memory rather than simulating physical disc read errors.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N3/&amp;gt;&lt;br /&gt;
===Main Menu===&lt;br /&gt;
:[https://tcrf.net/GameCube#Revisional_Differences tcrf: GameCube Revisional Differences]&lt;br /&gt;
[[File:Gamecube IPL.gif|thumb|298px|Gamecube Main Menu emulation using Dolphin emulator]]&lt;br /&gt;
Initial Program Loader (IPL) of the GameCube and its top level interface, allowing the player to load discs, change settings, and manage up to two memory cards at once.&lt;br /&gt;
&lt;br /&gt;
:To boot the GameCube&#039;s BIOS and IPL, you need a dump from real hardware. Dolphin doesn&#039;t require it to load games but can be set to use it if desired. Current development builds have introduced a feature allowing users to load the BIOS directly from the interface in the Tools list without needing to load a game. If you&#039;re on the current stable release, use XFB Virtual and disable &amp;quot;Skip BIOS&amp;quot; in the GameCube options. You don&#039;t have to load a GameCube title for the startup animation begins, boot directly to the menu by using Load GameCube Main Menu under Tools.[https://wiki.dolphin-emu.org/index.php?title=GameCube_Main_Menu] If you insert the disc/disc image before booting the main menu, like on the original console, you hold the first controller&#039;s A-button down and the system will send you to the main menu instead of booting the game. You can then switch to another game with Change Disc, or you can explore the BIOS.&lt;br /&gt;
&lt;br /&gt;
===GameCube Game Disc===&lt;br /&gt;
The GameCube Game Disc (DOL-006) is the game medium for the GameCube, created by Matsushita/Panasonic, one of the ten founders of the DVD Forum, and later extended for use in the first Wii model backward compatibility mode. The GameCube is Nintendo&#039;s first optical disc console, after mainly ROM cartridge-based platforms. The GameCube Game Disc is a 1.46 GB, 8 cm miniDVD-based technology that reads at a constant angular velocity (CAV). It was chosen by Nintendo to prevent copyright infringement of its games, to reduce manufacturing costs compared to Nintendo 64 Game Paks, and to avoid licensing fees to the DVD Forum. GameCube Game Discs don&#039;t use the Content Scramble System found on normal DVD-Video discs, as Nintendo wasn&#039;t satisfied with its level of security.&lt;br /&gt;
&lt;br /&gt;
The GameCube is unable to be used as a general DVD player, except for the [[#Panasonic_Q|Panasonic Q]] which is a uniquely customized GameCube with DVD capability that was released only in Japan.[[Wikipedia:Nintendo_optical_discs#GameCube_Game_Disc GameCube Game Disc]]&lt;br /&gt;
&lt;br /&gt;
*Dolphin has support for GameCube Game Disc dumps/[[Save_disk_space_for_ISOs#GameCube_.2F_Wii|images]]. Most regular optical drives for PCs are unable to read GameCube &amp;amp; Wii discs. However, you can use some out-of-print models of DVD drives that may read GC and Wii discs but they are rare and primarily used for dumping the game data into an disc image file, and you need a compatible software tool to dump it. There is no passthrough support.  See [[Ripping_games]] page for more information.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
*See [https://emulation.gametechwiki.com/index.php/Copy_protection#:~:text=Emulation%20of%20the%20Disc%20Drive &amp;quot;Emulation of the Disc Drive&amp;quot; section] in [[Copy protection]] page.&lt;br /&gt;
&lt;br /&gt;
===GC/GBA Cable===&lt;br /&gt;
Nintendo produced a [[Wikipedia:Nintendo GameCube – Game Boy Advance link cable|special cable]] (&amp;lt;code&amp;gt;DOL-011&amp;lt;/code&amp;gt;) that allowed connectivity with the [[Game Boy Advance emulators|Game Boy Advance]] in [https://nintendo.fandom.com/wiki/Game_Boy_Advance_to_Nintendo_GameCube_Link_Cable#List_of_Supported_Games &#039;&#039;&#039;specific games&#039;&#039;&#039;]. Up to four ports could be taken up for the game. While the third-generation Pokémon games are the prime example of it being used in conjunction with Colosseum, XD, or Pokémon Box, they aren&#039;t the only games to do so.&amp;lt;ref&amp;gt;[https://old.reddit.com/r/emulation/comments/16ethk2/i_think_ive_reached_the_limits_of_what_dolphin/k00l1d8/ GBE+ Dev Shonumi&#039;s comment about GCN&amp;lt;-&amp;gt;GBA connection].&amp;lt;/ref&amp;gt; Some GameCube games lets the player(s) use the Game Boy Advance as a controller.&lt;br /&gt;
&lt;br /&gt;
Dolphin includes a GBA core based on [[mGBA]] that is tied to GameCube emulation, allowing for a very stable connection that works with features such as save states and netplay. Dolphin can also connect to standalone versions of mGBA or [[VisualBoyAdvance-M]]; this is necessary for some less commonly used features or cases where the GBA has to be disconnected from the GameCube. Both can be enabled by going into the controller settings and assigning the GBA to one or more ports. The general config menu also allows you to specify a GBA ROM to be used if using the built-in GBA core.&lt;br /&gt;
&lt;br /&gt;
Nintendont includes support for the GBA link cable hardware, but only through the GC controller ports on the original Wii (model RVL-001). It is currently &#039;&#039;&#039;not&#039;&#039;&#039; supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Bongos===&lt;br /&gt;
This special controller is used with &#039;&#039;Donkey Konga&#039;&#039; and other &#039;&#039;Donkey Kong&#039;&#039; games released for the GameCube.&lt;br /&gt;
&lt;br /&gt;
Dolphin supports this controller via the GameCube controller adapter.&lt;br /&gt;
&lt;br /&gt;
Nintendont is known to support this controller through the GC controller ports on the original Wii (model RVL-001). It is &#039;&#039;&#039;currently unclear&#039;&#039;&#039; whether the controller is supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Player===&lt;br /&gt;
This add-on plugged into the bottom of the GameCube and allowed it to play Game Boy / Game Boy Advance games on a standard television; it had provisions against [[Wikipedia:Game Boy Advance Video|Game Boy Advance Video]] cartridges by returning an error after booting them. The launcher even supported the GBA-GCN link cable, where the Game Boy Advance would serve as the controller. Some GBA games like &#039;&#039;Super Mario Advance 4&#039;&#039; and &#039;&#039;Mario &amp;amp; Luigi: Superstar Saga&#039;&#039; took advantage of the add-on by adding rumble support. The hardware is essentially a peripheral containing Game Boy Advance hardware, which means that recreating it would require simultaneous emulation of a GameCube and a GBA, including BIOS files for both.&lt;br /&gt;
&lt;br /&gt;
No emulator currently supports the Game Boy Player hardware and its features. The Dolphin developers have hinted at adding support for it in the future, made possible by the aforementioned mGBA integration (see the previous section of this page).&amp;lt;ref&amp;gt;https://dolphin-emu.org/blog/2021/07/21/integrated-gba/#conclusion&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware variants==&lt;br /&gt;
===Triforce===&lt;br /&gt;
The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an [[:Category:Arcade|arcade system board]] developed jointly by [[wikipedia:Namco|Namco]], [[wikipedia:Sega|Sega]], and Nintendo, with the first games appearing in 2002. The system hardware consists of a retail GameCube motherboard, with custom devices interfacing with the EXI, SI and DI, and a custom IPL. As of 2026, the Dolphin emulator supports the Triforce.&amp;lt;ref&amp;gt;[https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/ &amp;quot;Rise of the Triforce&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;You have two options for Triforce emulation&lt;br /&gt;
&#039;&#039;&#039;1. Main Dolphin builds (recommended):&#039;&#039;&#039;&lt;br /&gt;
Triforce support has been part of Dolphin since [https://dolphin-emu.org/download/dev/master/2512-395/ 2512-395.] A setup guide is in the Dolphin announcement, linked [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#setting-up-dolphin-for-triforce-emulation here.] Multiplayer support is present, though a guide is still being written for the Dolphin wiki. Though it is in a mostly working state, [https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#triforce-emulation-roadmap there are still some issues being worked on,] such as the Key of Avalon games still being unplayable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Wii:&#039;&#039;&#039;&lt;br /&gt;
Triforce games can also be run on a Wii using [https://github.com/FIX94/Nintendont Nintendont.] Triforce support is somewhat incomplete, and lacks features such as LAN connectivity, internal saving (for things such as high scores or F-Zero AX time attack ghosts), and GameCube memory card reading. Mario Cards and F-Zero License Cards can be emulated for the Mario Kart Arcade GP games and F-Zero AX respectively, but linking F-Zero AX to an F-Zero GX save is impossible.&lt;br /&gt;
&lt;br /&gt;
====Game-specific features====&lt;br /&gt;
{{outdated|section|Dolphin received Triforce support following 2512-395, this section needs a LOT of updates}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Card reader types&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |IC card reader&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;[https://archive.org/download/i-img1200x900-1626435528akfibj23/i-img1200x900-1626435528akfibj23.jpg Gekitō Pro Yakyū&#039;]&#039;&#039; and &#039;&#039;Virtua Striker 4&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Magnetic card reader/writer&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;F-Zero AX&#039;&#039; and &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Input&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Touchscreen&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Force feedback&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Memory card slot&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;F-Zero AX&#039;&#039; lets players play as their custom machines from &#039;&#039;F-Zero GX&#039;&#039; to the arcade version, and unlocks bonus content in &#039;&#039;F-Zero GX&#039;&#039;. They can also be unlocked through story mode.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |NamCam&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;A camera manufactured by Namco. Used in &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Networking&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Ethernet&lt;br /&gt;
|Link&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Can be used to connect up to 4 &#039;&#039;F-Zero AX&#039;&#039; or 2 &#039;&#039;Virtua Striker 2002&#039;&#039; cabinets. &#039;&#039;Mario Kart Arcade GP 1&#039;&#039; supports 2 and &#039;&#039;Mario Kart Arcade GP 2&#039;&#039; supports at least 2 cabinets.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Online&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Virtua Striker 4&#039;&#039; used [[Early online services#ALL.Net|ALL.Net]]. &#039;&#039;Virtua Striker 4 Ver. 2006&#039;&#039; lets you send your player data to VS.Net, other players will play against your &amp;quot;ghost&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Satellite terminal&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |RC-232C&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Output&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Lamps and LED lights&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio|Pokémon Battrio]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Memory_Keys|Memory keys]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Pucks|Pucks]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Upgradable RAM&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panasonic Q===&lt;br /&gt;
[[File:Panasonic Q.png|210px|thumb|left|The Panasonic Q GameCube console.]]&lt;br /&gt;
The Panasonic Q  (sometimes referred to as GameQ by GameCube fans) is a hybrid version of the GameCube with a DVD player manufactured by Panasonic in cooperation with Nintendo. The system was officially released only in Japan. A feature of its main competitors, the Xbox and the PlayStation 2, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical discs format for games and the correspondingly small disc tray.&lt;br /&gt;
Initially, the Panasonic Q could only play games and DVDs from Japan; however, a modified version, which could play American games and DVDs, began to be sold from Import shops, making it a popular console to import from Japan. The unit was priced at around ¥41,000 JPY, and the modified version was priced at ¥46,000 JPY.&lt;br /&gt;
The Panasonic Q is capable of using almost all the GameCube hardware upgrades. A special version of the Game Boy Player was designed for the Q because the Player was designed to fit onto the bottom of the GameCube, and the Q&#039;s different bottom form factor kept the Player from being installed. Other features of the Panasonic Q include a backlit information LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 and DTS, a separate subwoofer jack, DVD remote control, and a stainless steel chassis. These high-end features, as well as the aforementioned multimedia playback capabilities, have made the Panasonic Q a popular console to collect.&lt;br /&gt;
&lt;br /&gt;
The Q system was licensed by Nintendo, released on December 13, 2001, and was discontinued on December 18, 2003, due to low sales.&lt;br /&gt;
&lt;br /&gt;
*Dolphin has no support for this variation.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
For more information about Nintendo GameCube hardware and its reverse engineering;&lt;br /&gt;
* MVG: {{YouTubeVideo|Uxjl_kD3imQ|How the Nintendo GameCube Security was defeated}}, {{YouTubeVideo|up6Rm1Sw1ps|The Nintendo GameCube is still awesome - Games, Homebrew, Modding and More}}, {{YouTubeVideo|HJHb3ZJXJfw|Dolphin has been ported to the Xbox}}&lt;br /&gt;
* Dolphin: [https://dolphin-emu.org/blog/ Blog], [https://discord.gg/ZGbGN2mC Discord]&lt;br /&gt;
* [https://gamecube.dev/ Awesome GameCube Development]&lt;br /&gt;
* [https://www.copetti.org/writings/consoles/gamecube/ Rodrigo Colpetti&#039;s GameCube practical analysis]&lt;br /&gt;
* [https://www.gc-forever.com/wiki/index.php?title=Main_Page GC-Forever]&lt;br /&gt;
* [https://consolemods.org/wiki/GameCube:GameCube_Mods_Wiki ConsoleMods - GameCube]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://wiki.dolphin-emu.org/index.php?title=Main_Page Dolphin Wiki] - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo GameCube| ]]&lt;br /&gt;
&lt;br /&gt;
{{#seo:&lt;br /&gt;
|keywords=video games,emulation,emulator,emu,wiki,download,recommended,guide,list,nintendo,ngc,gcn,game,cube,gamecube,dolphin&lt;br /&gt;
|description=Information and recommendations for the best {{PAGENAME}} and where to download them.&lt;br /&gt;
|published_time={{#time:c|{{REVISIONTIMESTAMP}}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=138099</id>
		<title>Nintendo GameCube emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Nintendo_GameCube_emulators&amp;diff=138099"/>
		<updated>2026-02-19T16:05:26Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: re-ordered the list, bit of copy-edits and formatting to be a little cleaner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox computing device/Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
{{for|emulators that run on the Nintendo GameCube|Emulators on Nintendo GameCube}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Nintendo GameCube|GameCube]]&#039;&#039;&#039; (&#039;&#039;&#039;GCN&#039;&#039;&#039;/&#039;&#039;&#039;NGC&#039;&#039;&#039;) is a 32-bit, sixth-generation console released by [[wikipedia:Nintendo|Nintendo]] on November 18, 2001, for {{inflation|USD|199|2001}}. It has an IBM PowerPC Gekko CPU at 486 MHz with 24 MB of RAM and an ATI Flipper GPU at 162 MHz. Nintendo, Namco, and Sega later designed the &#039;&#039;&#039;[https://wiki.dolphin-emu.org/index.php?title=Triforce Triforce]&#039;&#039;&#039; arcade board based on the GameCube, releasing titles for it the following year. Unlike [[PlayStation_2_emulators#Hardware_Features_and_Accessories|PlayStation 2]] or [[Xbox_emulators#Hardware_features_and_peripherals|Xbox]] DVD playback support, the GameCube didn&#039;t have playback support for [https://forum.blu-ray.com/showthread.php?t=249677 mini-DVD movies]. However, a special version of the GameCube that could play DVD-Video, audio CDs and VCDs was released by Nintendo and Panasonic, called the [[#Hardware_variants|Panasonic Q]].&lt;br /&gt;
&lt;br /&gt;
Nintendo released the successor, the [[Wii emulators|Wii]], in 2006, which was revealed to have very similar (albeit more powerful) hardware and compatible interfaces. This meant the Wii could run GameCube games natively rather than via emulation. While this was removed in later revisions, as well as the vWii mode in the Wii U, the hardware is still similar enough that GameCube games can be run via certain homebrew programs, with [[Nintendont]] being the most popular and easy to use.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+Before editing, review the [[Getting involved]] and [[Recommended emulators|Recommended]] pages. See [[Computer_specifications#Recommended_Specifications|system requirements]] page for performance demand of the emulators.&amp;lt;br/&amp;gt;See tables for &amp;lt;span style=&amp;quot;font-weight: bold; color: #CC0000; border: 1px solid #CC0000; padding: 2px;&amp;quot;&amp;gt;[[#Hardware variants|hardware variants]], [[#Enhancements|enhancements]], [[#Hardware_features_and_peripherals|hardware features and peripherals]].&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;For more details such as [[licensing]], [[Source_code#Language_levels|programming language]], [[High_and_low-level_emulation|emulation method]], visit each emulator’s dedicated page.&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|x86&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS|FreeBSD}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br/&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=N&amp;gt;The last Dolphin release to support Windows 10 versions 1703 to 1809 is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/eb84b0fb9b3cd21400987a1c10c4a38d4861b9a9/ 2503-148].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#windows-10-minimum-version-bumped-to-1903], The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;[https://buildbot.libretro.com/nightly/ &#039;&#039;libretro core&#039;&#039;]&amp;lt;ref group=N name=DolphinRA&amp;gt;Dolphin libretro core has been [https://github.com/libretro/dolphin/pull/352 updated and refactored to align with upstream Dolphin], but it may still contain some bugs not present in the standalone Dolphin version. As with the PPSSPP, Citra, and melonDS libretro cores, the standalone version of Dolphin is recommended over the libretro core.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishiiruka-Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux|macOS}}&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version 2020-08-23]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✗}} ||{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[lazuli]]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/vxpm/lazuli/releases/ nightly]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/emu-russia/pureikyubu pureikyubu]&lt;br /&gt;
| align=left|{{Icon|Win|Linux}}&lt;br /&gt;
| [https://github.com/emu-russia/pureikyubu/releases {{PureikyubuVer}}]&lt;br /&gt;
|? ||{{Green}} {{License|CC0}} 1.0 ({{License|PDEQ}}) ||{{~}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|Gekko&lt;br /&gt;
| align=left|{{Icon|Win}}&lt;br /&gt;
| [https://github.com/shonumi/gekko-gc-emu git]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin (Nintendo)|Dolphin &amp;lt;small&amp;gt;(Nintendo)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
| align=left|{{Icon|Windows}}&lt;br /&gt;
| [http://www.emuparadise.me/sdk/Installers/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]&lt;br /&gt;
|? ||{{Red}} {{License|Proprietary}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|ARM&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin]]&lt;br /&gt;
| align=left|{{Icon|Android|LiA|macOS|WoA}}&lt;br /&gt;
| [https://dolphin-emu.org/download/#download-dev Dev]&amp;lt;br/&amp;gt;[https://dolphin-emu.org/download/ {{DolphinVer}}]&amp;lt;ref group=N&amp;gt;The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], and the last development build is [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270].[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;[https://buildbot.libretro.com/nightly/ libretro core]&amp;lt;ref group=N name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|DolphiniOS&lt;br /&gt;
| align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
| [https://dolphinios.oatmealdome.me Release]&amp;lt;br/&amp;gt;[https://dolphinios.oatmealdome.me/beta Beta]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolphin MMJR|Dolphin MMJR]]&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| &amp;lt;strike&amp;gt;[https://github.com/Bankaimaster999/Dolphin-MMJR git]&amp;lt;/strike&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;Dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Provenance]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]&amp;lt;/br&amp;gt;[https://github.com/Provenance-Emu/Provenance/releases git]&lt;br /&gt;
|{{?}} ||{{?}} ||{{✓}} ||{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[iCube]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS|tvOS}}&lt;br /&gt;
|[https://provenance.itch.io/icube {{iCubeVer}}]&amp;lt;/br&amp;gt;[https://github.com/Provenance-Emu/iCube/releases git]&lt;br /&gt;
|{{?}} ||{{?}} ||{{✓}} ||{{?}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo Switch Online|Nintendo Classics]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(unknown codename)&amp;lt;small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Switch2}}&lt;br /&gt;
| N/A&lt;br /&gt;
|&amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt; ||{{Red}} {{License|Proprietary}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Hagi&lt;br /&gt;
| align=left|{{Icon|NX}}&lt;br /&gt;
| Patch-based&lt;br /&gt;
|&amp;lt;small&amp;gt;[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]&amp;lt;/small&amp;gt; ||{{Red}} {{License|Proprietary}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin&lt;br /&gt;
| align=left|{{Icon|XB1|XboxSXS}}&lt;br /&gt;
| [https://github.com/SirMangler/dolphin/releases 1.1.6]&amp;lt;ref group=N&amp;gt;Use these builds until [https://github.com/dolphin-emu/dolphin/pull/11339 this PR merge].&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;[https://buildbot.libretro.com/stable/1.14.0/windows-msvc2019-uwp/x64/ libretro core]&amp;lt;ref group=N name=DolphinRA&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[https://dolphin-emu.org/compat/ 97%] ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Compatibility layers [[Compatibility layers|(...)]]==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest Version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendont]] (任天堂NT)&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&amp;lt;ref group=N&amp;gt;Works on Wii U via its [[Wii_emulators#Native|Wii Mode]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [https://github.com/FIX94/Nintendont git]&lt;br /&gt;
|{{Emulator compatibility|link=https://wiki.gbatemp.net/wiki/Nintendont_Compatibility_List|1020|1024}} ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Devolution&lt;br /&gt;
| align=left|{{Icon|WiiU|Wii}}&lt;br /&gt;
| [https://gbatemp.net/threads/devolution-public-release.330554/ r206]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) ||{{X}} ||{{X}}&lt;br /&gt;
|-&lt;br /&gt;
| DIOS MIOS (Lite)&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| [https://code.google.com/archive/p/diosmios/ 2.11]&lt;br /&gt;
|? ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) ||{{✗}} ||{{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Native==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Compatibility&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Active&lt;br /&gt;
![[Recommended emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii_emulators#Hardware_features_and_peripherals|Wii Backwards Compatibility]]&amp;lt;ref group=N&amp;gt;Some games have patches applied to make them work on the Wii: (source: [https://www.reddit.com/r/Games/comments/rly3ln/games_that_developed_bugs_and_glitches_or_became/hpjkwio/ 1], [https://wiibrew.org/wiki/MIOS 2]). The disc drive has a 1 MiB read ahead cache, that&#039;s not impacted by streaming audio being enabled. So e.g. Metroid Prime 1 loads faster. Previously it was 512 KiB and streaming audio subtracted from it. (source: Extrems)&amp;lt;/ref&amp;gt;&lt;br /&gt;
| align=left|{{Icon|Wii}}&lt;br /&gt;
| v6&lt;br /&gt;
| No documented issues&lt;br /&gt;
| {{Red}} {{License|Proprietary}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
;Emulators&lt;br /&gt;
:;[[Dolphin]]: The emulator of choice for the GameCube and the first Wii emulator. It is updated on a near-daily basis and has great emulation of almost every game, though some games have known bugs on their issue trackers. It is the first emulator to [https://dolphin-emu.org/blog/2016/09/06/booting-the-final-gc-game/ boot the full game catalog of a sixth-generation home console] (Before any emulator for the same generation rivals like the Dreamcast, PlayStation 2, and Xbox) and did so in September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game.&lt;br /&gt;
&lt;br /&gt;
:;[[Ishiiruka-Dolphin]]: A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process.&lt;br /&gt;
&lt;br /&gt;
:;Pureikyubu: An open-source Nintendo GameCube emulator which initially started development under the name Dolwin in 2004; it could boot and run some commercial games and demos. Nowadays, Pureikyubu is designed to be a research emulator for developers, with accuracy being a priority.&lt;br /&gt;
&lt;br /&gt;
:;[[Dolphin (Nintendo)]]: Nintendo made an emulator for Windows that was also called Dolphin. This official program doesn&#039;t run commercial games and has no connection to the open-source project.&lt;br /&gt;
&lt;br /&gt;
:;Hagi: An [[Official emulators|official]] GameCube/Wii emulator developed by Nintendo European Research &amp;amp; Development (NERD). Hagi has been used primarily for re-releases [[Emulators on Nintendo Switch|on the Switch]], such as &#039;&#039;Super Mario Sunshine&#039;&#039;, &#039;&#039;Super Mario Galaxy&#039;&#039;, &#039;&#039;Pikmin&#039;&#039;, and &#039;&#039;Pikmin 2&#039;&#039;. It uses automatic button remapping based on memory.&lt;br /&gt;
&lt;br /&gt;
:;[[Nintendo Switch Online|Nintendo Classics]]: Another official emulator. Released exclusively for the [[Nintendo Switch 2 emulators|Nintendo Switch 2]] and available for the members of Nintendo Switch Online Expansion Pack. Supports local and online play (up to four players), and includes a CRT filter and in-app button remapping. Users are limited to the selection of games Nintendo chooses to make available on the service. Accuracy is high, though input lag, analog stick emulation, and single frame drops every 16-17 seconds remain issues.&lt;br /&gt;
&lt;br /&gt;
;Compatibility layers&lt;br /&gt;
:;[[Nintendont]]: While not technically an emulator, Nintendont is a [[compatibility layers|compatibility layer]] that allows you to play GameCube games on the Wii and even the Wii U. It&#039;s compatible with nearly all GameCube titles (and Triforce games, too) and supports extra features such as memory card emulation along with support for additional controller input options such as the USB GameCube controller adapter, Classic Controller Pro, Wii U Pro Controller, and even the Wii U GamePad.&lt;br /&gt;
&lt;br /&gt;
:;DIOS MIOS (Lite): Another [[compatibility layers|compatibility layer]] for the Wii (but NOT Wii U) that allows you to play GameCube games. The main version allows users to load games off of a USB device, while the &amp;quot;Lite&amp;quot; version loads games from an SD card. Nintendont serves as a direct successor to this project, making DIOS MIOS entirely obsolete.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=2 style=&amp;quot;width:50%&amp;quot; | Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
!Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Controls&lt;br /&gt;
|Disguise peripheral support through passthrough&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected &#039;nearly the same internally&#039; controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-270-disguise-rock-band-playstation-usb-devices-as-wii-equivalents-by-josjuice]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Input_lag|Input lag-mitigating technique]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Controllers#Mouse_Injectors_for_Emulators|Mouse injector compatible]]&lt;br /&gt;
|{{Ya}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Real peripheral support (passthrough)&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough][https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Graphics&lt;br /&gt;
| Better [[texture filtering]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Enhancement option for providing better texture filtering methods comparing the original hardware had.&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Dolphin&#039;s anisotropic filtering &#039;&#039;&#039;enhancement&#039;&#039;&#039; is not emulation of the consoles&#039; anisotropic filtering. In fact, Dolphin completely ignored all anisotropic filtering requests from the game entirely! Dolphin&#039;s enhancement was everything or nothing, and there was no way to only enable anisotropic filtering just for the textures that would have used it on console. As such, it was impossible to get console-matching texture output - without the enhancement some textures would be too soft, and with the enhancement some textures would be too sharp. It was never quite right. &#039;&#039;&#039;This has been changed recently though!&#039;&#039;&#039;[https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-122-use-game-requested-anisotropic-filtering-by-pokechu22-and-billiard] If Dolphin&#039;s texture filtering is set to &#039;Default&#039; and a game requests anisotropic filtering, Dolphin will now listen to the game&#039;s request and apply the specific anisotropic filtering it asked for (this way it will be emulation of the hardware feature, not enhancement).&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pre-rendering anti-aliasing&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(MSAA, SSAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Ray tracing&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;However you can try &amp;quot;[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]&amp;quot; shader using ReShade. See {{YouTubeVideo|9IlqfrJwKr4|here}} and [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#35113 here]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Resolution|Resizable internal resolution]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc.[https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/]&amp;lt;br /&amp;gt;On top of that you can use ReShade.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Super-resolution techniques&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;Requires access to the depth buffer and temporal data like motion-vectors so it&#039;s quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;Besides, any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Texture packs]]&lt;br /&gt;
| {{✓}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;Dolphin lets you dump game textures and also replace game textures with new custom ones.{{Main|Texture packs#GameCube/Wii}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:24-bit_color#True_color_(24-bit)|True color]] rendering&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. [https://dolphin-emu.org/blog/2024/02/10/dolphin-progress-report-november-and-december-2023-january-2024/#50-20849-videocommon-apply-force-24-bit-color-to-efb-copies-by-flacs Read this] for more information. It is useful especially on non-CRT [[displays]], producing nicer looking gradients.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Widescreen_hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;To get full native widescreen, try [[Homebrew and ROM hacks|Swiss]].&amp;lt;br /&amp;gt;This can even run on a real GameCube/Wii if you wish.&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Performance&lt;br /&gt;
|[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-FG] and [https://nvidia.custhelp.com/app/answers/detail/a_id/5621/~/enabling-smooth-motion-in-nvidia-app SM], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation XeSS-FG], [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF] and [https://gpuopen.com/fidelityfx-super-resolution-3/#:~:text=Features-,Frame%20Generation,-Insert%20interpolated%20frames FSR FG])&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;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&#039;s recommended to use &#039;&#039;&#039;after applying the &amp;quot;Internal Framerate Hack&amp;quot; and &amp;quot;skip presenting duplicate frames option&amp;quot;&#039;&#039;&#039;.&amp;lt;br /&amp;gt;While &#039;&#039;&#039;{{YouTubeVideo|5mbUTfCRIF0|AFMF}}&#039;&#039;&#039; or &#039;&#039;&#039;LSFG&#039;&#039;&#039; can be used with Dolphin, please be aware that some visual glitches and artifacts may occur at this time.&lt;br /&gt;
|-&lt;br /&gt;
| [[30/60_FPS_cheat_codes#GameCube.2FWii|Internal frame rate hack]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Overclocking|Overclock]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement &#039;&#039;&#039;might&#039;&#039;&#039; offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.&amp;lt;br /&amp;gt;Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✗}}[https://bugs.dolphin-emu.org/issues/11876 *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Rendering latency reduction technologies&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag&#039;&#039;&#039;+&#039;&#039;&#039;])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn&#039;t currently feasible. This is &#039;&#039;&#039;likely&#039;&#039;&#039; doesn&#039;t offer enough benefit to justify the development effort.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Post-processing&lt;br /&gt;
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shaders_and_filters|Filters]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]&lt;br /&gt;
| {{✓}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#hdr-enhancements-50-19931-add-autohdr-post-process-shader-by-filoppi-and-50-21232-add-hdr-to-metal-perceptual-hdr-by-samb *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(FXAA, TXAA and MLAA/SMAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shader_Presets|Shader chain]]&lt;br /&gt;
| [https://github.com/dolphin-emu/dolphin/pull/10362 WIP]&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;Dolphin had a [https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?pid=497374#pid497374 DolphinFX] project for OpenGL backend, but it&#039;s now obsolete.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; |Quality of life&lt;br /&gt;
|Automatic emulated controller connect/disconnect&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{n}}&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic updater&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic region switching&lt;br /&gt;
| {{?}}&lt;br /&gt;
| {{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]&lt;br /&gt;
| [https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has WIP]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|cheat manager]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 custom resolution/CRTSwitchRes]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].&amp;lt;br /&amp;gt;Another option is using EDID editor tool such as &amp;quot;Custom Resolution Utility&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro core] at the moment.&amp;lt;br /&amp;gt;Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]&lt;br /&gt;
| {{~}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;There is a pull request for adding [https://github.com/dolphin-emu/dolphin/pull/12280 graphics mod editor/manager] to Dolphin. In the meantime, you can use [https://wiki.dolphin-emu.org/index.php?title=Graphics_Mods Graphics Mods]; an exciting new feature introduced in 5.0-16763 that allows users to modify games through a method of defining targets and then applying actions to those targets.  Currently, Dolphin supports three actions: Skip, Move, and Scale. These are modifications to the target groups. In addition to this, Dolphin has some built-in Graphics Mods that apply to certain target groups. These include &amp;quot;Native Bloom&amp;quot; - scaling the &amp;quot;Bloom&amp;quot; target group down to the correct resolution, &amp;quot;No Bloom&amp;quot; - skipping any texture labeled in the &amp;quot;Bloom&amp;quot; target group, and &amp;quot;No HUD&amp;quot; - skipping any textures under the target group of &amp;quot;HUD&amp;quot;. You can define these or your own Target Groups in any game through using Dolphin&#039;s Texture Dumping tool or EFB dumping tools.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Built-in [[Cheats_and_patches|patch manager]]&lt;br /&gt;
| {{?}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Save_converters|Built-in save manager]]&lt;br /&gt;
| {{?}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;You can always use [[#Main_Menu|Main Menu emulation]] capability of the emulator to manage your game saves.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Command-line options&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://emulation.gametechwiki.com/index.php/High_and_low-level_emulation#Modern_Dependencies.2C_Advancements_and_Optimization_Strategies:~:text=Index%20databases%20or%20compatibility%20databases Index/Compatibility databases]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Many modern emulators incorporate database-driven per-game overrides to apply targeted fixes or tweaks for quality-of-life (QoL) improvement without requiring users to manually edit global config files for each title. This approach allows quick, centralized application of workarounds for specific games, such as graphics fixes, timing adjustments, or compatibility flags, while keeping the emulator&#039;s default settings intact. This auto fix feature shouldn&#039;t be confused with &amp;quot;Per-game profiles&amp;quot; enhancement feature.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| On-screen display&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Pause/Resume emulation&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Per-game profiles&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer_specifications#Operating_System|prerequisites and dependencies]] for your operating system if it is not statically linked.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Save_disk_space_for_ISOs#GameCube_.2F_Wii|Streamable compression format]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]&lt;br /&gt;
| {{✗}}[https://forums.dolphin-emu.org/Thread-question-about-gsync-vrr *]&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |[https://tasvideos.org/Emulatorresources/Features TAS features]&lt;br /&gt;
|Fast forward/Turbo speed&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://tasvideos.org/Movies Movie recording/playback]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Frame step&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(forwards and backwards)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Rewind&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
|Save states&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; | Misc.&lt;br /&gt;
|[[Sound and audio#Ambient_sounds_simulation|Ambient sounds simulation]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched &amp;quot;coil whine&amp;quot; that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wikipedia:Category:Debugging|Debug features]]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |  Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&lt;br /&gt;
|-&lt;br /&gt;
| File viewer&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Lets the user look at the ROM&#039;s files.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|{{?}}&lt;br /&gt;
|-&lt;br /&gt;
| Free Look&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Free Look is an enhancement feature that allows manipulation of the in-game camera.&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}[https://wiki.dolphin-emu.org/index.php?title=Free_Look *]&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Netplay#GameCube_.2F_Wii|Netplay]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;This shouldn&#039;t be confused with Broadband Adapter emulation, see [[#Hardware features and peripherals|hardware features and peripherals]].&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✓}}[https://dolphin-emu.org/docs/guides/netplay-guide/ *]&lt;br /&gt;
|{{n}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RetroAchievements]]&lt;br /&gt;
| {{✓}}&amp;lt;ref group=&amp;quot;N2&amp;quot;&amp;gt;GameCube support for RetroAchievements became available on [https://dolphin-emu.org/blog/2024/07/15/unlocked-retroachievements-come-dolphin/ July 15, 2024] for Dolphin on Windows, Linux, and macOS, and on [https://retroachievements.org/forums/topic/33323 November 22, 2025] for Dolphin on Android. The libretro core version of Dolphin does not support achievements.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Rich Presence (RPC)&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you&#039;re playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/6983]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Screen translator&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; |You can use [https://docs.libretro.com/guides/ai-service/ RetroArch&#039;s AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin&#039;s Interpreter].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N2/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware features and peripherals==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
!Ishiiruka-Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Hardware features&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Controller rumble&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.mobygames.com/attributes/attribute/206/ Dolby Surround as Dolby Pro Logic II]&lt;br /&gt;
|{{Ya}}[https://github.com/dolphin-emu/dolphin/pull/5235 *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#GameCube Game Disc|Game Disc]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Progressive scan&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Main_Menu|System BIOS]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot; |Peripherals&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware Calendar Card]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Connectivity&lt;br /&gt;
|[[Early_online_services#Broadband_Adapter_.28Gamecube.29|Broadband adapter]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Early_online_services#The_GameCube_Modem_Adapter_.28Gamecube.29|Modem adapter]]||{{Ya}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#50-21253-implement-modem-adapter-by-fuzziqersoftware *]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |Controllers&lt;br /&gt;
|[[List_of_games_with_keyboard_and_mouse_support#Nintendo_GameCube|ASCII Keyboard]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.lucklessheaven.com/nintendo-gamecube-hardware &#039;&#039;Dance Dance Revolution&#039;&#039; Dance Mat]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[#Bongos|DK Bongos]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|[[#GC/GBA Cable|Game Boy Advance cable]]||{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Racing wheel&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[#Game Boy Player|Game Boy Player]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |Inrou-Kun pedometer &amp;amp; Botan-San walking pad&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[[List_of_games_that_support_microphone|Microphone]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://www.lucklessheaven.com/nintendo-gamecube-hardware SD Card Adapter]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Misc.&lt;br /&gt;
|colspan= &amp;quot;2&amp;quot;|[https://shonumi.github.io/dandocs.html#jcc_gcn Joy Carry Cartridge Game Boy Advance connectivity]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |[https://newqualitipedia.telepedia.net/wiki/Disc_scratch Disc scratch]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Similarly to cartridge tilting on cartridge-based systems, people intentionally scratch their discs to make a particular glitch work more reliably.&amp;lt;/small&amp;gt;[https://old.reddit.com/r/emulation/comments/y1jdda/possibility_of_disc_scratch_emulation/]&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | &amp;lt;small&amp;gt;No emulator currently includes built-in disc scratch simulation, as it would require [[High_and_low-level_emulation|low-level emulation]] of optical drive error correction, which is not implemented. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor (RTCV)] tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of a scratched disc (e.g., visual/audio artifacts or crashes). However, it is not a true &amp;quot;disc scratch&amp;quot; simulator, as it works on live memory rather than simulating physical disc read errors.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N3/&amp;gt;&lt;br /&gt;
===Main Menu===&lt;br /&gt;
:[https://tcrf.net/GameCube#Revisional_Differences tcrf: GameCube Revisional Differences]&lt;br /&gt;
[[File:Gamecube IPL.gif|thumb|298px|Gamecube Main Menu emulation using Dolphin emulator]]&lt;br /&gt;
Initial Program Loader (IPL) of the GameCube and its top level interface, allowing the player to load discs, change settings, and manage up to two memory cards at once.&lt;br /&gt;
&lt;br /&gt;
:To boot the GameCube&#039;s BIOS and IPL, you need a dump from real hardware. Dolphin doesn&#039;t require it to load games but can be set to use it if desired. Current development builds have introduced a feature allowing users to load the BIOS directly from the interface in the Tools list without needing to load a game. If you&#039;re on the current stable release, use XFB Virtual and disable &amp;quot;Skip BIOS&amp;quot; in the GameCube options. You don&#039;t have to load a GameCube title for the startup animation begins, boot directly to the menu by using Load GameCube Main Menu under Tools.[https://wiki.dolphin-emu.org/index.php?title=GameCube_Main_Menu] If you insert the disc/disc image before booting the main menu, like on the original console, you hold the first controller&#039;s A-button down and the system will send you to the main menu instead of booting the game. You can then switch to another game with Change Disc, or you can explore the BIOS.&lt;br /&gt;
&lt;br /&gt;
===GameCube Game Disc===&lt;br /&gt;
The GameCube Game Disc (DOL-006) is the game medium for the GameCube, created by Matsushita/Panasonic, one of the ten founders of the DVD Forum, and later extended for use in the first Wii model backward compatibility mode. The GameCube is Nintendo&#039;s first optical disc console, after mainly ROM cartridge-based platforms. The GameCube Game Disc is a 1.46 GB, 8 cm miniDVD-based technology that reads at a constant angular velocity (CAV). It was chosen by Nintendo to prevent copyright infringement of its games, to reduce manufacturing costs compared to Nintendo 64 Game Paks, and to avoid licensing fees to the DVD Forum. GameCube Game Discs don&#039;t use the Content Scramble System found on normal DVD-Video discs, as Nintendo wasn&#039;t satisfied with its level of security.&lt;br /&gt;
&lt;br /&gt;
The GameCube is unable to be used as a general DVD player, except for the [[#Panasonic_Q|Panasonic Q]] which is a uniquely customized GameCube with DVD capability that was released only in Japan.[[Wikipedia:Nintendo_optical_discs#GameCube_Game_Disc GameCube Game Disc]]&lt;br /&gt;
&lt;br /&gt;
*Dolphin has support for GameCube Game Disc dumps/[[Save_disk_space_for_ISOs#GameCube_.2F_Wii|images]]. Most regular optical drives for PCs are unable to read GameCube &amp;amp; Wii discs. However, you can use some out-of-print models of DVD drives that may read GC and Wii discs but they are rare and primarily used for dumping the game data into an disc image file, and you need a compatible software tool to dump it. There is no passthrough support.  See [[Ripping_games]] page for more information.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
*See [https://emulation.gametechwiki.com/index.php/Copy_protection#:~:text=Emulation%20of%20the%20Disc%20Drive &amp;quot;Emulation of the Disc Drive&amp;quot; section] in [[Copy protection]] page.&lt;br /&gt;
&lt;br /&gt;
===GC/GBA Cable===&lt;br /&gt;
Nintendo produced a [[Wikipedia:Nintendo GameCube – Game Boy Advance link cable|special cable]] (&amp;lt;code&amp;gt;DOL-011&amp;lt;/code&amp;gt;) that allowed connectivity with the [[Game Boy Advance emulators|Game Boy Advance]] in [https://nintendo.fandom.com/wiki/Game_Boy_Advance_to_Nintendo_GameCube_Link_Cable#List_of_Supported_Games &#039;&#039;&#039;specific games&#039;&#039;&#039;]. Up to four ports could be taken up for the game. While the third-generation Pokémon games are the prime example of it being used in conjunction with Colosseum, XD, or Pokémon Box, they aren&#039;t the only games to do so.&amp;lt;ref&amp;gt;[https://old.reddit.com/r/emulation/comments/16ethk2/i_think_ive_reached_the_limits_of_what_dolphin/k00l1d8/ GBE+ Dev Shonumi&#039;s comment about GCN&amp;lt;-&amp;gt;GBA connection].&amp;lt;/ref&amp;gt; Some GameCube games lets the player(s) use the Game Boy Advance as a controller.&lt;br /&gt;
&lt;br /&gt;
Dolphin includes a GBA core based on [[mGBA]] that is tied to GameCube emulation, allowing for a very stable connection that works with features such as save states and netplay. Dolphin can also connect to standalone versions of mGBA or [[VisualBoyAdvance-M]]; this is necessary for some less commonly used features or cases where the GBA has to be disconnected from the GameCube. Both can be enabled by going into the controller settings and assigning the GBA to one or more ports. The general config menu also allows you to specify a GBA ROM to be used if using the built-in GBA core.&lt;br /&gt;
&lt;br /&gt;
Nintendont includes support for the GBA link cable hardware, but only through the GC controller ports on the original Wii (model RVL-001). It is currently &#039;&#039;&#039;not&#039;&#039;&#039; supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Bongos===&lt;br /&gt;
This special controller is used with &#039;&#039;Donkey Konga&#039;&#039; and other &#039;&#039;Donkey Kong&#039;&#039; games released for the GameCube.&lt;br /&gt;
&lt;br /&gt;
Dolphin supports this controller via the GameCube controller adapter.&lt;br /&gt;
&lt;br /&gt;
Nintendont is known to support this controller through the GC controller ports on the original Wii (model RVL-001). It is &#039;&#039;&#039;currently unclear&#039;&#039;&#039; whether the controller is supported through any USB adapters.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Player===&lt;br /&gt;
This add-on plugged into the bottom of the GameCube and allowed it to play Game Boy / Game Boy Advance games on a standard television; it had provisions against [[Wikipedia:Game Boy Advance Video|Game Boy Advance Video]] cartridges by returning an error after booting them. The launcher even supported the GBA-GCN link cable, where the Game Boy Advance would serve as the controller. Some GBA games like &#039;&#039;Super Mario Advance 4&#039;&#039; and &#039;&#039;Mario &amp;amp; Luigi: Superstar Saga&#039;&#039; took advantage of the add-on by adding rumble support. The hardware is essentially a peripheral containing Game Boy Advance hardware, which means that recreating it would require simultaneous emulation of a GameCube and a GBA, including BIOS files for both.&lt;br /&gt;
&lt;br /&gt;
No emulator currently supports the Game Boy Player hardware and its features. The Dolphin developers have hinted at adding support for it in the future, made possible by the aforementioned mGBA integration (see the previous section of this page).&amp;lt;ref&amp;gt;https://dolphin-emu.org/blog/2021/07/21/integrated-gba/#conclusion&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware variants==&lt;br /&gt;
===Triforce===&lt;br /&gt;
The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an [[:Category:Arcade|arcade system board]] developed jointly by [[wikipedia:Namco|Namco]], [[wikipedia:Sega|Sega]], and Nintendo, with the first games appearing in 2002. The system hardware consists of a retail GameCube motherboard, with custom devices interfacing with the EXI, SI and DI, and a custom IPL. Dolphin used to have Triforce support. However, it was removed several years ago. There are two pull requests by Zopolis4 to add preliminary support for Triforce back into upstream Dolphin, but the work is ancient and unsupported.&amp;lt;ref&amp;gt;{{cite web |url = https://github.com/dolphin-emu/dolphin/pull/10084 |title = Implement preliminary Triforce support}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url = https://github.com/dolphin-emu/dolphin/pull/10207 |title = Implement preliminary Triforce support Pt.2}}&amp;lt;/ref&amp;gt; Nevertheless, [https://dolphin-emu.org/download/list/Triforce/ a branch] remains and can still be used, albeit with some difficulty and not recommended. Recently, Triforce support added to main branch again.[https://dolphin-emu.org/blog/2026/02/16/rise-of-the-triforce/#setting-up-dolphin-for-triforce-emulation]&lt;br /&gt;
&lt;br /&gt;
;You have three options for Triforce emulation&lt;br /&gt;
&#039;&#039;&#039;1. Main Dolphin builds (recommended):&#039;&#039;&#039;&lt;br /&gt;
Use latest version. placeholder text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Custom Triforce builds (optional):&#039;&#039;&#039;&lt;br /&gt;
Compatibility is patchy, and while all games boot, many require memory patches via gecko codes to progress beyond error screens. This is further compounded by the abundance of patched or modified dumps floating around. Many of which have patched headers for use with Nintendont, or being renamed versions of their GameCube counterparts. This is most prevalent with Mario Kart Arcade GP 1 &amp;amp; 2, with there being no good (public) dumps at all. The site that previously hosted the gecko codes for Triforce games has since shut, and the replacement site doesn&#039;t have codes for Triforce games, requiring codes to be manually downloaded from the Wayback Machine. Furthermore, games have multiple revisions, and codes only work on specific revisions.&lt;br /&gt;
To use these custom Triforce builds, certain settings must be modified:&lt;br /&gt;
* Under Config/GameCube, SP1 and Port 1 need to be assigned to AM-Baseboard.&lt;br /&gt;
* To actually play games, cheats need to be enabled. While the Mario Kart games have patches on their Dolphin Wiki pages, codes for other games should be downloaded from [https://web.archive.org/web/20181024045747/http://www.geckocodes.org/ here].&lt;br /&gt;
&lt;br /&gt;
Thanks to these builds, most games work correctly with a minimal number of patches needed, so these builds are the second most recommended right now for Triforce emulation;&lt;br /&gt;
&lt;br /&gt;
*Modified build of the Dolphin Triforce branch known as [http://www.emuline.org/topic/2728-emu-virtua-striker-4-arcade-triforce-windows-pc-dolphin-emulator/ DolphinTriforce-Brodostar], which can run Virtua Striker 4, Virtua Striker Ver 2006 and F-Zero AX (both games crash or run extremely slow normally). It also has all the Gecko codes/controls preconfigured. You can download it [https://mega.nz/folder/U0tQXYTa#qcVLwmVz3KL9VR_XKMdXCg here].&lt;br /&gt;
*Another suggestion is to use the latest builds by Crediar, found [https://mega.nz/file/kg1REZzC#tRfsBXw5kZv1zLo05MgBJIdWbwCnIT21_k9IyhsjDAE here]. Additional Gecko codes that provide further fixes (performance fix etc.) for this build can be found [https://ia601606.us.archive.org/7/items/dolphin_tri_x64/Gecko%20Codes.txt here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Wii:&#039;&#039;&#039;&lt;br /&gt;
Triforce games can also be run on a Wii using [https://github.com/FIX94/Nintendont Nintendont]. Patches and gecko codes aren&#039;t required. Triforce support is essentially unmaintained and lacks features such as LAN connectivity, internal saving (for things such as high scores or F-Zero AX time attack ghosts), and GameCube memory card reading. Mario Cards and F-Zero License Cards can be emulated for the Mario Kart Arcade GP games and F-Zero AX respectively, but linking F-Zero AX to an F-Zero GX save is impossible. Note that this method can&#039;t be used within Dolphin, as Nintendont uses the Wii&#039;s ARM &amp;quot;Starlet&amp;quot; processor, which Dolphin doesn&#039;t emulate (Starlet only exists to run IOS, which Dolphin reimplements anyway).&lt;br /&gt;
&lt;br /&gt;
====Game-specific features====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Dolphin&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Card reader types&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |IC card reader&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;[https://archive.org/download/i-img1200x900-1626435528akfibj23/i-img1200x900-1626435528akfibj23.jpg Gekitō Pro Yakyū&#039;]&#039;&#039; and &#039;&#039;Virtua Striker 4&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Magnetic card reader/writer&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Used in &#039;&#039;F-Zero AX&#039;&#039; and &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Input&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Touchscreen&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Force feedback&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Memory card slot&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;F-Zero AX&#039;&#039; lets players play as their custom machines from &#039;&#039;F-Zero GX&#039;&#039; to the arcade version, and unlocks bonus content in &#039;&#039;F-Zero GX&#039;&#039;. They can also be unlocked through story mode.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |NamCam&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;A camera manufactured by Namco. Used in &#039;&#039;Mario Kart Arcade GP 1 &amp;amp; 2&#039;&#039;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Networking&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Ethernet&lt;br /&gt;
|Link&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Can be used to connect up to 4 &#039;&#039;F-Zero AX&#039;&#039; or 2 &#039;&#039;Virtua Striker 2002&#039;&#039; cabinets. &#039;&#039;Mario Kart Arcade GP 1&#039;&#039; supports 2 and &#039;&#039;Mario Kart Arcade GP 2&#039;&#039; supports at least 2 cabinets.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Online&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Virtua Striker 4&#039;&#039; used [[Early online services#ALL.Net|ALL.Net]]. &#039;&#039;Virtua Striker 4 Ver. 2006&#039;&#039; lets you send your player data to VS.Net, other players will play against your &amp;quot;ghost&amp;quot;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|-&lt;br /&gt;
|Satellite terminal&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |RC-232C&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Output&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Lamps and LED lights&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio|Pokémon Battrio]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Memory_Keys|Memory keys]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[bulba:Pokémon_Battrio#Pucks|Pucks]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Upgradable RAM&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panasonic Q===&lt;br /&gt;
[[File:Panasonic Q.png|210px|thumb|left|The Panasonic Q GameCube console.]]&lt;br /&gt;
The Panasonic Q  (sometimes referred to as GameQ by GameCube fans) is a hybrid version of the GameCube with a DVD player manufactured by Panasonic in cooperation with Nintendo. The system was officially released only in Japan. A feature of its main competitors, the Xbox and the PlayStation 2, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical discs format for games and the correspondingly small disc tray.&lt;br /&gt;
Initially, the Panasonic Q could only play games and DVDs from Japan; however, a modified version, which could play American games and DVDs, began to be sold from Import shops, making it a popular console to import from Japan. The unit was priced at around ¥41,000 JPY, and the modified version was priced at ¥46,000 JPY.&lt;br /&gt;
The Panasonic Q is capable of using almost all the GameCube hardware upgrades. A special version of the Game Boy Player was designed for the Q because the Player was designed to fit onto the bottom of the GameCube, and the Q&#039;s different bottom form factor kept the Player from being installed. Other features of the Panasonic Q include a backlit information LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 and DTS, a separate subwoofer jack, DVD remote control, and a stainless steel chassis. These high-end features, as well as the aforementioned multimedia playback capabilities, have made the Panasonic Q a popular console to collect.&lt;br /&gt;
&lt;br /&gt;
The Q system was licensed by Nintendo, released on December 13, 2001, and was discontinued on December 18, 2003, due to low sales.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Dolphin has no support for this variation.&lt;br /&gt;
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
For more information about Nintendo GameCube hardware and its reverse engineering;&lt;br /&gt;
* MVG: {{YouTubeVideo|Uxjl_kD3imQ|How the Nintendo GameCube Security was defeated}}, {{YouTubeVideo|up6Rm1Sw1ps|The Nintendo GameCube is still awesome - Games, Homebrew, Modding and More}}, {{YouTubeVideo|HJHb3ZJXJfw|Dolphin has been ported to the Xbox}}&lt;br /&gt;
* Dolphin: [https://dolphin-emu.org/blog/ Blog], [https://discord.gg/ZGbGN2mC Discord]&lt;br /&gt;
* [https://gamecube.dev/ Awesome GameCube Development]&lt;br /&gt;
* [https://www.copetti.org/writings/consoles/gamecube/ Rodrigo Colpetti&#039;s GameCube practical analysis]&lt;br /&gt;
* [https://www.gc-forever.com/wiki/index.php?title=Main_Page GC-Forever]&lt;br /&gt;
* [https://consolemods.org/wiki/GameCube:GameCube_Mods_Wiki ConsoleMods - GameCube]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://wiki.dolphin-emu.org/index.php?title=Main_Page Dolphin Wiki] - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo GameCube| ]]&lt;br /&gt;
&lt;br /&gt;
{{#seo:&lt;br /&gt;
|keywords=video games,emulation,emulator,emu,wiki,download,recommended,guide,list,nintendo,ngc,gcn,game,cube,gamecube,dolphin&lt;br /&gt;
|description=Information and recommendations for the best {{PAGENAME}} and where to download them.&lt;br /&gt;
|published_time={{#time:c|{{REVISIONTIMESTAMP}}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Nintendo_3DS_emulators&amp;diff=138095</id>
		<title>Nintendo 3DS emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Nintendo_3DS_emulators&amp;diff=138095"/>
		<updated>2026-02-19T15:51:55Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: mikage updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox computing device/Nintendo 3DS}}&lt;br /&gt;
&lt;br /&gt;
{{for|emulators that run on the Nintendo 3DS|Emulators on Nintendo 3DS}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[wikipedia:Nintendo 3DS|Nintendo 3DS]]&#039;&#039;&#039; is an eighth-generation handheld game console by Nintendo, released on March 27, 2011, for {{inflation|USD|249|2011}}. The original model and the 2DS had a dual-core ARM11 MPCore at 268 MHz and a single-core ARM9, 128 MB of RAM and 6 MB of VRAM, and a DMP PICA200 GPU at 268 MHz. The New 3DS and New 2DS XL models upgrade this to an 804 MHz quad-core ARM11 and 256 MB of RAM, along with an extra pair of shoulder buttons and a right analog stick.&lt;br /&gt;
&lt;br /&gt;
The most notable feature of this console is the use of [[wikipedia:Autostereoscopy|autostereoscopic]] (glasses-free) 3D, which can be configured using a slider. This was omitted on the cost-reduced 2DS and New 2DS XL models, which were released due to eye health concerns with children ages 6 and under whom Nintendo advised not to use the 3DS&#039; stereoscopic mode (though it is speculated that said advisories were more for liability reasons in case of a health-related lawsuit).&lt;br /&gt;
&lt;br /&gt;
;Remember, [[Wikipedia:Category:New_Nintendo_3DS_games|certain titles are exclusive to the New 3DS, New 3DS XL and New 2DS XL]]. Make sure your chosen emulator supports these variations if you want to play them.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;line-height:1.5;width:74%;font-size:90%;&amp;quot;&lt;br /&gt;
|+Before editing, review the [[Getting involved]] and [[Recommended emulators|Recommended]] pages. See [[Computer_specifications#Recommended_Specifications|system requirements]] page for performance demand of the emulators.&amp;lt;br/&amp;gt;See tables for &amp;lt;span style=&amp;quot;font-weight: bold; color: #CC0000; border: 1px solid #CC0000; padding: 2px;&amp;quot;&amp;gt;[[#Enhancements|enhancements]], [[#Hardware_features_and_peripherals|hardware features and peripherals]].&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;For more details such as [[licensing]], [[Source_code#Language_levels|programming language]], [[High_and_low-level_emulation|emulation method]], visit each emulator’s dedicated page.&lt;br /&gt;
!Name&lt;br /&gt;
!Platform(s)&lt;br /&gt;
!Latest version&lt;br /&gt;
!Active&lt;br /&gt;
![[Licensing|License]]&lt;br /&gt;
!Compatibility&lt;br /&gt;
!New 3DS&lt;br /&gt;
![[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|x86&lt;br /&gt;
|-&lt;br /&gt;
|[[Azahar]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/azahar-emu/azahar/releases/latest {{AzaharVer}}]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})&lt;br /&gt;
|{{Emulator compatibility|link=https://github.com/azahar-emu/compatibility-list/issues|11|12}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Panda3DS]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://panda3ds.com/download.html nightly]&amp;lt;br/&amp;gt;[https://github.com/wheremyfoodat/Panda3DS/releases] &amp;lt;br/&amp;gt; [https://nightly.link/wheremyfoodat/Panda3DS/workflows/Hydra_Build/master/Windows%20Libretro%20core.zip libretro core]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{Emulator compatibility|link=https://github.com/Panda3DS-emu/Panda3DS-Games-List/issues|56|139}} &amp;lt;small&amp;gt;(Most might need retesting/remarking)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Citra]] and forks&amp;lt;small&amp;gt;&amp;lt;br/&amp;gt;[https://docs.libretro.com/library/citra/ citra_libretro]&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[[Citra#Forks|Citra forks]] (recommended)&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;[https://git.libretro.com/libretro/citra libretro core] (obsolete)&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot; name=Citralibretro&amp;gt;Similarly to Dolphin, PPSSPP and melonDS libretro cores, the standalone version (especially Citra forks) is highly recommended over the libretro core as the libretro core version is outdated and can be slow and unstable.&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;[https://citra-emu.org/ Former website] (obsolete)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot; name=&amp;quot;Citraceased&amp;quot;&amp;gt;On March 4th 2024, the [[Yuzu#Lawsuit|lawsuit filed by Nintendo]] against the management of the Yuzu emulator led to the decision to cease official distribution of Yuzu and Citra. Using Citra forks recommended from now on.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Emulator compatibility|link=https://archive.org/web/20240301112349/https://citra-emu.org/game/|327|519}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Tanuki3DS]]&lt;br /&gt;
|align=left|{{Icon|Windows|macOS|Linux}}&lt;br /&gt;
|[https://github.com/burhanr13/Tanuki3DS/releases]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Green}} {{License|GPLv3}}&lt;br /&gt;
|[https://github.com/burhanr13/Tanuki3DS?tab=readme-ov-file#compatibility ?]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[BizHawk]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[https://tasvideos.org/BizHawk/ReleaseHistory]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Green}} {{License|MIT}}&amp;lt;br&amp;gt;{{License|GPL}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mikage]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[https://github.com/mikage-emu/mikage-dev git]&lt;br /&gt;
|{{~}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|{{WIP-Box}}&lt;br /&gt;
|-&lt;br /&gt;
|[[3Beans]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[https://github.com/Hydr8gon/3Beans git]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Green}} {{License|GPLv3}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{WIP-Box}}&lt;br /&gt;
|-&lt;br /&gt;
|VitaminC&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[https://github.com/Jaklyy/VitaminC git]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Corgi3DS&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/PSI-Rockin/Corgi3DS git]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[TronDS]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[http://trondsemu.bhttps://15.com/downloads.html 1.0.0.5]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|[[3dmoo]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[https://github.com/plutooo/3dmoo git]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|LemonLime&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/ItsKaitlyn03/LemonLime/ git]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|VVCTRE&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[https://archive.org/details/vvctre-bestbuild archive]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Red}} {{License|Proprietary}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(unreleased citra-based code)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|ARM&lt;br /&gt;
|-&lt;br /&gt;
|[[Azahar]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/azahar-emu/azahar/releases/latest {{AzaharVer}}]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})&lt;br /&gt;
|{{Emulator compatibility|link=https://github.com/azahar-emu/compatibility-list/issues|11|12}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Panda3DS|Panda3DS]]&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://github.com/wheremyfoodat/Panda3DS/releases]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Citra]] and forks&amp;lt;small&amp;gt;&amp;lt;br/&amp;gt;[https://docs.libretro.com/library/citra/ citra_libretro]&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Android}}{{Icon|iOS|iPadOS}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot;&amp;gt;iOS/iPadOS support only available with rinsuki and [[Folium]] forks.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[[Citra#Forks|Citra forks]] (recommended)&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[https://buildbot.libretro.com/nightly/android/latest/arm64-v8a/ libretro core] (obsolete)&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot; name=Citralibretro&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[https://citra-emu.org/ Former website] (obsolete)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot; name=&amp;quot;Citraceased&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) &lt;br /&gt;
|{{Emulator compatibility|link=https://archive.org/web/20240301112349/https://citra-emu.org/game/|327|519}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mikage]]&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://github.com/mikage-emu/mikage-dev git]&lt;br /&gt;
|{{~}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|{{WIP-Box}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Manic EMU]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
|[https://apps.apple.com/us/app/manic-emu-game-emulator/id6743335790]&amp;lt;/br&amp;gt;[https://github.com/Manic-EMU/ManicEMU/releases git]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Green}} {{License|AGPLv3}} ({{License|Copyleft}})&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Provenance]]&lt;br /&gt;
|align=left|{{Icon|iOS|iPadOS}}&lt;br /&gt;
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]&amp;lt;/br&amp;gt;[https://github.com/Provenance-Emu/Provenance/releases git]||{{Ya}} || &lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}} ||{{Dunno}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references group=&amp;quot;lower-alpha&amp;quot; /&amp;gt;&lt;br /&gt;
===Comparisons===&lt;br /&gt;
;[[Citra]]&lt;br /&gt;
: An open-source Nintendo 3DS emulator made by experienced emulator developers. It supports many [[#Hardware_features and peripherals|hardware features, peripherals]], and [[#Enhancements|enhancements]]. An official Android version was [https://web.archive.org/web/20240229131511/https://citra-emu.org/entry/announcing-citra-android/ released in May 2020]. A VR fork exists by the name of &amp;quot;[[Virtual_reality#Emulators_with_VR_support|CitraVR]]&amp;quot;. On March 4th 2024, the [[Yuzu#Lawsuit|lawsuit filed by Nintendo]] against the management of the Yuzu emulator led to the decision to cease official distribution of Yuzu and Citra. However, the community quickly responded with the creation of mirrors and forks, see the [[Citra#Forks]] section for more information.&lt;br /&gt;
&lt;br /&gt;
;[[Panda3DS]]: An [[High/Low_level_emulation|HLE approach]] 3DS emulator founded by Alber and wheremyfoodat (Peach), and currently developed by an array of developers. It can run many games, even including some Nintendo 3DS applets.&lt;br /&gt;
&lt;br /&gt;
;[[Tanuki3DS]]: HLE 3DS emulator for MacOS and Linux written in C which aims to be simple, fast, and compatible. Currently it can play a handful of games at full speed and supports some nice features.&lt;br /&gt;
&lt;br /&gt;
;[[BizHawk|BizHawk]]: It has a [[BizHawk#Supported_systems|core named &amp;quot;Encore&amp;quot;]], which is based on Citra. &amp;quot;Works out of the box.&amp;quot; Although BizHawk&#039;s 3DS core doesn&#039;t support some hardware features that Citra and its forks do.&lt;br /&gt;
&lt;br /&gt;
;[[Mikage]]: An emulator developed by Tony Wasserka, a.k.a. &#039;&#039;neobrain&#039;&#039;, which focuses on optimization and stability on Android and PC, looking to fill the gap left by Citra. [https://mikage.app/faq/ Mikage is in an early stage of development], though it already supports some [[#Hardware_features and peripherals|hardware features]] and several commercial games. Mikage became open-source in 2025, though still unfinished as a usable emulator.&lt;br /&gt;
&lt;br /&gt;
;3Beans: 3Beans is an experimental [[High/Low_level_emulation|low-level]] 3DS emulator and runs the entire 3DS operating system as if it were executing on real hardware. The emulator is still in early development and can boot the home menu and play some cartridge-based games, though it has numerous issues and limitations. It can run custom FIRMs like GodMode9 using a NAND hacked with boot9strap.&lt;br /&gt;
&lt;br /&gt;
;VitaminC: An experimental [[High/Low_level_emulation|fully LLE]] (new) 3DS research emulator that targets extremely high [[Emulation accuracy|accuracy]].&lt;br /&gt;
&lt;br /&gt;
;Corgi3DS: A unique 3DS emulator designed for macOS systems. Its GitHub activity started on [https://github.com/PSI-Rockin/Corgi3DS/commit/1b81c7e00c9a7a73f2da12d07ec3a9e4bc69c6ac May 5, 2019]. The main programmer is a self-proclaimed dog-lover and has previously created CorgiDS and DobieStation, though the former appears to have been abandoned. Corgi3DS is mainly indigenous, but the preliminary [https://github.com/PSI-Rockin/Corgi3DS/commit/a60b06683495e4e8fd0c170ec4ca8c453ce31609 Wi-Fi code] was ported from [[melonDS]]&#039; code. The main programmer said that they &amp;quot;&#039;&#039;haven&#039;t worked on it in several months, it is basically a hobby project of mine that I touch when I feel the urge&#039;&#039;&amp;quot;. Thus, the project is on an indefinite hiatus.&lt;br /&gt;
&lt;br /&gt;
;[[TronDS]]: A closed-source Nintendo 3DS emulator, presumably made by the iDeaS author. Little is known about it other than that it can run simple homebrew. It can&#039;t be used for playing games.&lt;br /&gt;
&lt;br /&gt;
;[[3dmoo]]: An open-source Nintendo 3DS emulator, made by experienced developers in the DS hacking scene. It was released shortly after Citra and received similar progress for a few months, but was eventually aborted by its authors after a while.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=2 style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Citra forks&lt;br /&gt;
! Panda3DS&lt;br /&gt;
! Tanuki3DS&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |Controls&lt;br /&gt;
|[[Input_lag|Input lag-mitigating technique]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Controllers#Mouse_Injectors_for_Emulators|Mouse injector compatible]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot; |Graphics&lt;br /&gt;
|Pre-rendering anti-aliasing&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(MSAA, SSAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Ray tracing&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |&amp;lt;small&amp;gt;Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.&amp;lt;br /&amp;gt;However, you can try &amp;quot;[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]&amp;quot; shader using ReShade.[https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#34388][https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access?start=60#46417]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Resolution|Resizable internal resolution]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Super-resolution techniques&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |&amp;lt;small&amp;gt;Requires access to the depth buffer and temporal data like motion-vectors, so it is quite challenging and unlikely to be possible soon.&amp;lt;br /&amp;gt;Besides any GPU that can use DLSS can run these emulators at 4k native with ease anyway.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Texture_packs#Nintendo_3DS_.28Citra.29|Texture replacement]]&lt;br /&gt;
|{{~}}[https://web.archive.org/web/20240304211606/https://citra-emu.org/help/feature/custom-textures/ *]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Widescreen_hacks#Nintendo_3DS|Ultra-widescreen hack]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Widescreen already supported on 3DS system.&amp;lt;br /&amp;gt;However, for DS backward compatibility titles, you need to use patches to play in widescreen mode.&amp;lt;br /&amp;gt;There is no support by system for render games in other ratios such as 16:10, 21:9, and 32:9.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |Performance&lt;br /&gt;
|[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-FG] and [https://nvidia.custhelp.com/app/answers/detail/a_id/5621/~/enabling-smooth-motion-in-nvidia-app SM], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation XeSS-FG], [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF] and [https://gpuopen.com/fidelityfx-super-resolution-3/#:~:text=Features-,Frame%20Generation,-Insert%20interpolated%20frames FSR FG])&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |&amp;lt;small&amp;gt;Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be possible soon 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 used, it is recommended to use &#039;&#039;&#039;after applying the &amp;quot;Internal Framerate Hack&amp;quot;&#039;&#039;&#039;.&amp;lt;br /&amp;gt;While &#039;&#039;&#039;AFMF&#039;&#039;&#039; or &#039;&#039;&#039;LSFG&#039;&#039;&#039; could be used with Citra?, please be aware some visual glitches and artifacts may occur at this time.&lt;br /&gt;
|-&lt;br /&gt;
|[[30/60_FPS_cheat_codes|Internal frame rate hack]]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Overclocking|Overclock]]&lt;br /&gt;
|{{Ya}}[https://web.archive.org/web/20220428210656/https://github.com/citra-emu/citra/issues/5975 *]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Preload [[Wikipedia:ROM_image|ROM image]] to RAM&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement &#039;&#039;&#039;might&#039;&#039;&#039; offer smoother experience, potentially reduced power consumption; it also shines when images reside on a network drive.&amp;lt;br /&amp;gt;Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot; |Post-processing&lt;br /&gt;
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaders_and_filters|Filters]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(FXAA, TXAA, and MLAA/SMAA)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Na}}[https://web.archive.org/web/20201217074552/https://github.com/citra-emu/citra/issues/3623 *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Shader_Presets|Shader chain]]&lt;br /&gt;
|{{~}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot;&amp;gt;Exclusive to obsolete Citra libretro core.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;11&amp;quot; |Quality of life&lt;br /&gt;
|Automatic updater&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Built-in [[Cheats_and_patches|cheat manager]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Ya}}[https://github.com/wheremyfoodat/Panda3DS#compatibility *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Built-in [[Cheats_and_patches|patch manager]]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Save_converters|Built-in save manager]]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Command-line options&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Pause/resume emulation&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Per-game profiles&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth Stealth]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer_specifications#Operating_System|prerequisites and dependencies]] for your operating system if it is not statically linked.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Save_disk_space_for_ISOs|Streamable compression format]]&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot;&amp;gt;Azahar supports.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; |[https://tasvideos.org/Emulatorresources/Features TAS features]&lt;br /&gt;
|Fast-forward/turbo speed&lt;br /&gt;
|{{Ya}}[https://web.archive.org/web/20240229184733/https://github.com/citra-emu/citra/pull/3353 *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://tasvideos.org/Movies Movie recording/playback]&lt;br /&gt;
|{{Ya}}[https://web.archive.org/web/20201217052538/https://github.com/citra-emu/citra/pull/3500 *]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Rewind&lt;br /&gt;
|{{Na}}[https://github.com/citra-emu/citra/issues/5859 *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Save states&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;8&amp;quot; |Misc.&lt;br /&gt;
|Screen translator&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; |You can use [https://docs.libretro.com/guides/ai-service/ RetroArch&#039;s AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin&#039;s Interpreter].&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/PabloMK7/ArticBaseServer Broadcast games from original hardware to emulator]&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot;&amp;gt;[https://github.com/PabloMK7/citra/pull/105 PabloMK7&#039;s pull request], [https://github.com/Lime3DS/Lime3DS/issues/181 Lime3DS&#039;s feature request]. Also available in Borked3DS and Azahar. For Azahar, [https://github.com/azahar-emu/ArticSetupTool Azahar Artic Setup Tool] is required to be installed on modified original hardware to broadcast games from original hardware to Azahar.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wikipedia:Category:Debugging|Debug features]]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Virtual_reality#VR_game_room_simulations|EmuVR support]]&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment.&lt;br /&gt;
|-&lt;br /&gt;
|Free Look&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Free Look is an enhancement feature that allows manipulation of the in-game camera.&amp;lt;/small&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |&amp;lt;small&amp;gt;While freecam would be technically possible, it requires per-game patches.&amp;lt;br /&amp;gt;Said patches would require a significant amount of time to reverse the game&#039;s engine, which means that only someone talented with enough dedication to a single game could do it.&amp;lt;br /&amp;gt;Recently, Tanuki3DS implemented experimental free look (afaik no other 3DS emulator has this feature)[https://old.reddit.com/r/emulation/comments/1iuzi0p/tanuki3ds_020_release_with_windows_pokemon_and/]&lt;br /&gt;
|-&lt;br /&gt;
|[[RetroAchievements]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
|Rich Presence (RPC)&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you&#039;re playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;lower-alpha&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware features and peripherals==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;width:50%&amp;quot; |Name&lt;br /&gt;
! Citra forks&lt;br /&gt;
! Panda3DS&lt;br /&gt;
! Tanuki3DS&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; |Hardware features&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[Virtual_reality#Emulators_with_VR_support|3D screen]]&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot;&amp;gt;Supports Stereoscopic 3D mode (Side by Side, Anaglyph, Interlaced, Reverse Interlaced).&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[#DS Mode|DS Mode]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[https://github.com/libretro/RetroArch/pull/13743 Head-tracking] (New Nintendo 3DS)&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[Wikipedia:Nintendo_3DS_system_software#Home_menu|HOME Menu]]&lt;br /&gt;
|{{Ya}}[https://web.archive.org/web/20240229150223/https://citra-emu.org/entry/citra-progress-report-2023-q2/#home-menu *]&lt;br /&gt;
|{{Ya}}[https://github.com/wheremyfoodat/Panda3DS#compatibility *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Inputs&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[List_of_games_that_support_microphone|Microphone]]&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot;&amp;gt;Supports microphone as Static noise and Real device.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[List_of_console_games_that_support_motion_controls#Nintendo_3DS_Emulation|Motion sensor]]&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot;&amp;gt;Citra supports motion control in Mouse (Right-click), CemuhookUDP, and SDL modes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[List_of_games_that_support_touchscreen#Nintendo_3DS|Touchscreen]]&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot;&amp;gt;Supports touchscreen in Emulator Window and CemuhookUDP modes. It is possible to use button mapping.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |Networking&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[List of console games that support infrared#Nintendo_3DS_Emulation|Infrared]]||{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Local wireless&lt;br /&gt;
|[[Netplay#Playing_local_multiplayer_over_internet|Download Play]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|DS connectivity||{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Local wireless&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Wii connectivity||{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|Wii U connectivity&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Nintendo Network]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Preservation_projects#Private_Platform_Servers|StreetPass/SpotPass]]&lt;br /&gt;
|{{Ya}}[https://web.archive.org/web/20240118041239/https://github.com/citra-emu/citra/issues/4928 *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Wi-Fi&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |NFC reader/writer&lt;br /&gt;
|{{Na}}[https://web.archive.org/web/20201217073356/https://github.com/citra-emu/citra/issues/4797 *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[Wikipedia:Nintendo_3DS_system_software#Nintendo_3DS_Camera|Outer and inner cameras]]&lt;br /&gt;
|{{Ya}}&amp;lt;ref group=&amp;quot;lower-alpha&amp;quot;&amp;gt;Supports Front and Rear cameras in single (2D) and double (3D) modes. The camera can be a still image or system camera.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |SD card / microSD card&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[Virtual Console]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |Peripherals&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |AR cards&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[https://thegamesdb.net/game.php?id=125958 Bakutsuri Bar Rod]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Circle Pad Pro/C-Stick&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[bulba:Pokémon_Tretta_Lab|Pokémon Tretta Lab]]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[Toys-to-life_emulation#Poochi Dog|&#039;&#039;Poochi Dog&#039;&#039;]]&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|{{Na}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[Toys-to-life_emulation|Toys-to-life]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Amiibo]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{~}}[https://github.com/wheremyfoodat/Panda3DS#compatibility *]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Toys-to-life_emulation#Disney_Infinity_Base|&#039;&#039;Disney Infinity&#039;&#039; Base]]&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Toys-to-life_emulation#Skylanders_Portal_of_Power|&#039;&#039;Skylanders&#039;&#039; Portal of Power]]&lt;br /&gt;
|{{Ya}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Misc.&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Battery&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|{{Dunno}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;lower-alpha&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===DS Mode===&lt;br /&gt;
:[[Wikipedia:Nintendo_3DS#Backward_compatibility|Wikipedia - Nintendo 3DS backwards compatibility]]&lt;br /&gt;
In addition to its own software, the Nintendo 3DS is backward compatible with all Nintendo DS and Nintendo DSi software. Like the DSi and DSi XL, the Nintendo 3DS is incompatible with DS software that requires use of the Game Boy Advance port. Nintendo DS and DSi software can&#039;t be played with 3D visuals on the 3DS.&lt;br /&gt;
*None of the 3DS emulators support this feature. There was a [https://web.archive.org/web/20240301010422/https://community.citra-emu.org/t/ds-game-support/33133 feature request] for implementing this feature to Citra emulator.&lt;br /&gt;
&lt;br /&gt;
==Game images==&lt;br /&gt;
===CCI/3DS vs. CIA===&lt;br /&gt;
&amp;lt;!--this section is pretty inaccurate--&amp;gt;&lt;br /&gt;
There are two types of 3DS game images currently:&lt;br /&gt;
;NCSD-type: Includes &#039;&#039;&#039;.cci&#039;&#039;&#039; (CTR Cart Image), aka &#039;&#039;&#039;.3ds&#039;&#039;&#039; - data on physical carts, can be executed right off the bat, not used much since no one bothered to develop a CFW solution to load them yet (besides converting them to CIA) and only overpriced flashcarts (Gateway/Sky3DS) can load them.&lt;br /&gt;
;NCCH-type: Includes &#039;&#039;&#039;.cia&#039;&#039;&#039; (CTR Importable Archive) and &#039;&#039;&#039;.cxi&#039;&#039;&#039; - installers that unpack game data to the SD card or the 3DS NAND memory. Some homebrew apps (FBI, DevMenu) can install CIA files on 3DS systems with CFW installed. Digital games are often distributed as CIAs.&lt;br /&gt;
&lt;br /&gt;
*Note that CTR (Citrus) is the internal code name for the 3DS.&lt;br /&gt;
&lt;br /&gt;
Due to one format being so far restricted to overpriced flashcarts and the very slow Citra development (meaning playing on an actual 3DS is still the preferred way to go), the CIA format is preferred in many sharing websites, downloader tools, and even tools to dump your own games.&lt;br /&gt;
&lt;br /&gt;
However, converting a CIA image to CCI format (and vice versa) is still possible with no loss of content. Read the Encryption section below for a guide.&lt;br /&gt;
&lt;br /&gt;
Some outdated dumping utilities intended for use with Citra (like braindump) produce damaged decrypted CCI images that can&#039;t be easily converted back. No known solution exists so far to fix those dumps.&lt;br /&gt;
&lt;br /&gt;
===Encryption===&lt;br /&gt;
Most dumps online are also encrypted. This encryption poses no problem for playing game images on an actual 3DS since it can deal with that encryption with internal keys included in the bootrom, but becomes a problem when trying to emulate them on PC. &#039;&#039;&#039;Citra requires additional encryption keys to play encrypted games.&#039;&#039;&#039; If you want to play encrypted games on Citra without these keys, you will have to convert your game images to the decrypted format.&lt;br /&gt;
&lt;br /&gt;
Formerly, decrypting those ROMs used to require real 3DS hardware. It required files generated by a real 3DS called &#039;&#039;&#039;xorpads&#039;&#039;&#039; unique to that game version, using the encryption engine within the 3DS. After this part, these xorpads (which are big) can be used with PC tools (or other 3DS-based homebrew) to produce the decrypted game image. After that, some 3DS homebrew (Decrypt9, GodMode9) included tools to directly convert encrypted images to decrypted images with a single button press, but those still require a real 3DS.&lt;br /&gt;
&lt;br /&gt;
The game changer was the sighax exploit, which allowed for the dumping of the 3DS bootrom, which includes these encryption keys. This file can be downloaded from the [[Emulator Files#Nintendo 3DS|Emulator Files]] page. You can then use a program like &#039;&#039;&#039;[https://gbatemp.net/threads/tutorial-extract-decrypt-games-nand-backups-and-sd-contents-with-fuse-3ds.499994/ fuse-3ds]&#039;&#039;&#039; to decrypt games using this file. Place boot9.bin in the same folder, run the program, mount the encrypted CIA or 3DS, and find the &#039;&#039;&#039;decrypted.cxi&#039;&#039;&#039; file inside (usually in the first folder). Citra should be able to load this file without issues.&lt;br /&gt;
&lt;br /&gt;
Due to these keys being available, Citra can now play encrypted games (3DS or CIA) without decrypting them. Read [https://web.archive.org/web/20240229064914/https://citra-emu.org/wiki/aes-keys this page]. Then, go to this Reddit page and copy the code from the [https://www.reddit.com/r/CemuPiracy/comments/gpo2ey/aes_key_nintendo_3ds_title_keys_for_citra second comment] (credit floppydoppy2). Copy it and make a new TXT file named &#039;&#039;&#039;aes_keys.txt&#039;&#039;&#039;. Place this TXT file in the sysdata folder of Citra&#039;s user directory. This key file is already included in the 3DS Shared Data download in the [[Emulator files#Nintendo_3DS|Emulator Files]] page.&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
For more information about Nintendo 3DS hardware and its reverse engineering;&lt;br /&gt;
* MVG: {{YouTubeVideo|YAKujG8SXKY|The most important Nintendo 3DS Game Ever Made}}, {{YouTubeVideo|jjFGxIfDX70|Homebrew on a $100 New Nintendo 3DS LL}}, {{YouTubeVideo|-guh8hXo1bc|The Nintendo 3DS eShop Is Going Offline Forever. How to Play All Games After 2023}},&lt;br /&gt;
* Citra: [https://web.archive.org/web/20240304201632/https://citra-emu.org/tags/progress-report/ Blog]&lt;br /&gt;
* Tanuki3DS: [https://discord.gg/6ya65fvD3g Discord]&lt;br /&gt;
* Azahar: [https://azahar-emu.org/pages/bloglist/ Blog]&lt;br /&gt;
* [https://www.3dbrew.org/wiki/Main_Page 3dbrew]&lt;br /&gt;
* [https://wiki.gbatemp.net/wiki/3DS_Homebrew_Development GBATemp - 3DS Homebrew Development]&lt;br /&gt;
* [https://3ds.hacks.guide/ 3DS Hacks Guide]&lt;br /&gt;
* [https://fosdem.org/2024/schedule/event/fosdem-2024-1726-panda3ds-climbing-the-tree-of-3ds-emulation/ FOSDEM &#039;24: Panda3DS - Climbing the tree of 3DS emulation]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
[[Category:Nintendo 3DS| ]]&lt;br /&gt;
&lt;br /&gt;
{{#seo:&lt;br /&gt;
|keywords=video games,emulation,emulator,emu,wiki,download,recommended,guide,list,nintendo,3ds,n3ds,o3ds,citra&lt;br /&gt;
|description=Information and recommendations for the best {{PAGENAME}} and where to download them.&lt;br /&gt;
|published_time={{#time:c|{{REVISIONTIMESTAMP}}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Mikage&amp;diff=138091</id>
		<title>Mikage</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Mikage&amp;diff=138091"/>
		<updated>2026-02-19T15:42:17Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: they have a development channel on matrix. notably not open to the public but you can request to join. linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title         = Mikage&lt;br /&gt;
|logo          = Mikage.png&lt;br /&gt;
|logowidth     = 155&lt;br /&gt;
|developer     = [https://github.com/neobrain Tony Wasserka] &amp;lt;small&amp;gt;(neobrain)&amp;lt;/small&amp;gt;&lt;br /&gt;
|version       = N/A&lt;br /&gt;
|active        = No&lt;br /&gt;
|platform      = [[Emulators on Android|Android]] &amp;lt;br&amp;gt; [[Emulators on Windows|Windows]] &amp;lt;br&amp;gt;[[Emulators on Linux|Linux]]&lt;br /&gt;
|architecture  = x86_64, ARM64&lt;br /&gt;
|target        = [[Nintendo 3DS emulators|Nintendo 3DS]]&lt;br /&gt;
|accuracy      = ?&lt;br /&gt;
|website       = [https://mikage.app Mikage.app]&lt;br /&gt;
|prog-lang     = {{Proglang|C++}}&lt;br /&gt;
|support       = [https://www.patreon.com/mikage Patreon]&lt;br /&gt;
|source        = [https://github.com/mikage-emu/mikage-dev/ GitHub]&lt;br /&gt;
|issuetracker  = [https://github.com/mikage-emu/mikage-dev/issues GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mikage&#039;&#039;&#039; is a free and open-source [[Nintendo 3DS emulators|Nintendo 3DS]] emulator developed by Tony Wasserka, a.k.a. &#039;&#039;neobrain&#039;&#039;, a prominent emudev who has contributed to other emulation projects such as [[Dolphin]], [[PPSSPP]], and [[Citra]]. Though the emulator&#039;s source is available and can be built, Mikage is not in a user-friendly state yet. &#039;&#039;&#039;DO NOT TRUST BINARIES OF THE EMULATOR SHARED ONLINE AT THIS TIME!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Mikage was created from scratch as neobrain saw an opportunity for a better-than-average-quality 3DS emulator on Android. Mikage was publicly announced on the official website and Twitter account on July 1st, 2019, though neobrain had been working on the project for three years prior, starting in 2016. He got The Legend of Zelda: Ocarina of Time 3D working in 2018.&amp;lt;ref&amp;gt;[https://mikage.app/hello-mikage/ &amp;quot;Hello Mikage&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On August 15th, 2020, neobrain announced that he was putting the project on an indefinite hiatus due to lack of interest from the community and not being able to gain enough supporters on Patreon to make it worth continuing development without resorting to shadier methods of ads or pricing the app.&amp;lt;ref&amp;gt;[https://mikage.app/good-bye-friends/ &amp;quot;Good Bye, Friends&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On May 3rd, 2022, neobrain announced that Mikage would resume development due to the slowdown in activity from the Citra developers, especially regarding the Android version.&amp;lt;ref&amp;gt;[https://mikage.app/time-to-renew-3ds-emulation/ &amp;quot;It&#039;s time to renew 3DS emulation: We&#039;re back!&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On July 1st, 2022, {{YouTubeVideo|J9QYk_00E5A|a video}} was posted on the YouTube channel, showing the Nintendo 3DS&#039;s initial setup and home menu fully working.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=J9QYk_00E5A YouTube video: &amp;quot;Like old times: The first run of your virtual 3DS!&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On January 2nd, 2025, neobrain announced the release of Mikage&#039;s source code, inviting collaboration from other developers to help progress the emulator forward.&amp;lt;ref&amp;gt;[https://mikage.app/deved-announcement/ &amp;quot;Let&#039;s work together: The Developer Edition goes public!&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://mikage.app/faq/ FAQ]&lt;br /&gt;
* {{YouTubeChannelID|UCZvKZL-VpZWYcyV0Vy5N6kw|Official YouTube channel}}&lt;br /&gt;
* [https://twitter.com/MikageEmu Official Twitter account]&lt;br /&gt;
* [https://www.reddit.com/r/mikage /r/Mikage Subreddit]&lt;br /&gt;
* [http://mikage.app/joinmatrix/ Matrix sign-ups]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Handheld console emulators]]&lt;br /&gt;
[[Category:Nintendo 3DS emulators]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Mikage&amp;diff=138090</id>
		<title>Mikage</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Mikage&amp;diff=138090"/>
		<updated>2026-02-19T15:38:57Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: the power-off thing is kind of just a joke. also copy-edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title         = Mikage&lt;br /&gt;
|logo          = Mikage.png&lt;br /&gt;
|logowidth     = 155&lt;br /&gt;
|developer     = [https://github.com/neobrain Tony Wasserka] &amp;lt;small&amp;gt;(neobrain)&amp;lt;/small&amp;gt;&lt;br /&gt;
|version       = N/A&lt;br /&gt;
|active        = No&lt;br /&gt;
|platform      = [[Emulators on Android|Android]] &amp;lt;br&amp;gt; [[Emulators on Windows|Windows]] &amp;lt;br&amp;gt;[[Emulators on Linux|Linux]]&lt;br /&gt;
|architecture  = x86_64, ARM64&lt;br /&gt;
|target        = [[Nintendo 3DS emulators|Nintendo 3DS]]&lt;br /&gt;
|accuracy      = ?&lt;br /&gt;
|website       = [https://mikage.app Mikage.app]&lt;br /&gt;
|prog-lang     = {{Proglang|C++}}&lt;br /&gt;
|support       = [https://www.patreon.com/mikage Patreon]&lt;br /&gt;
|source        = [https://github.com/mikage-emu/mikage-dev/ GitHub]&lt;br /&gt;
|issuetracker  = [https://github.com/mikage-emu/mikage-dev/issues GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mikage&#039;&#039;&#039; is a free and open-source [[Nintendo 3DS emulators|Nintendo 3DS]] emulator developed by Tony Wasserka, a.k.a. &#039;&#039;neobrain&#039;&#039;, a prominent emudev who has contributed to other emulation projects such as [[Dolphin]], [[PPSSPP]], and [[Citra]]. Though the emulator&#039;s source is available and can be built, Mikage is not in a user-friendly state yet. &#039;&#039;&#039;DO NOT TRUST BINARIES OF THE EMULATOR SHARED ONLINE AT THIS TIME!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Mikage was created from scratch as neobrain saw an opportunity for a better-than-average-quality 3DS emulator on Android. Mikage was publicly announced on the official website and Twitter account on July 1st, 2019, though neobrain had been working on the project for three years prior, starting in 2016. He got The Legend of Zelda: Ocarina of Time 3D working in 2018.&amp;lt;ref&amp;gt;[https://mikage.app/hello-mikage/ &amp;quot;Hello Mikage&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On August 15th, 2020, neobrain announced that he was putting the project on an indefinite hiatus due to lack of interest from the community and not being able to gain enough supporters on Patreon to make it worth continuing development without resorting to shadier methods of ads or pricing the app.&amp;lt;ref&amp;gt;[https://mikage.app/good-bye-friends/ &amp;quot;Good Bye, Friends&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On May 3rd, 2022, neobrain announced that Mikage would resume development due to the slowdown in activity from the Citra developers, especially regarding the Android version.&amp;lt;ref&amp;gt;[https://mikage.app/time-to-renew-3ds-emulation/ &amp;quot;It&#039;s time to renew 3DS emulation: We&#039;re back!&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On July 1st, 2022, {{YouTubeVideo|J9QYk_00E5A|a video}} was posted on the YouTube channel, showing the Nintendo 3DS&#039;s initial setup and home menu fully working.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=J9QYk_00E5A YouTube video: &amp;quot;Like old times: The first run of your virtual 3DS!&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On January 2nd, 2025, neobrain announced the release of Mikage&#039;s source code, inviting collaboration from other developers to help progress the emulator forward.&amp;lt;ref&amp;gt;[https://mikage.app/deved-announcement/ &amp;quot;Let&#039;s work together: The Developer Edition goes public!&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://mikage.app/faq/ FAQ]&lt;br /&gt;
* {{YouTubeChannelID|UCZvKZL-VpZWYcyV0Vy5N6kw|Official YouTube channel}}&lt;br /&gt;
* [https://twitter.com/MikageEmu Official Twitter account]&lt;br /&gt;
* [https://www.reddit.com/r/mikage /r/Mikage Subreddit]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Handheld console emulators]]&lt;br /&gt;
[[Category:Nintendo 3DS emulators]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Mikage&amp;diff=138089</id>
		<title>Mikage</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Mikage&amp;diff=138089"/>
		<updated>2026-02-19T15:28:49Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: github has been inactive for 6 months, calling it inactive for now. also safe to say this article is no longer a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title         = Mikage&lt;br /&gt;
|logo          = Mikage.png&lt;br /&gt;
|logowidth     = 155&lt;br /&gt;
|developer     = [https://github.com/neobrain Tony Wasserka] &amp;lt;small&amp;gt;(neobrain)&amp;lt;/small&amp;gt;&lt;br /&gt;
|version       = N/A&lt;br /&gt;
|active        = No&lt;br /&gt;
|platform      = [[Emulators on Android|Android]] &amp;lt;br&amp;gt; [[Emulators on Windows|Windows]] &amp;lt;br&amp;gt;[[Emulators on Linux|Linux]]&lt;br /&gt;
|architecture  = x86_64, ARM64&lt;br /&gt;
|target        = [[Nintendo 3DS emulators|Nintendo 3DS]]&lt;br /&gt;
|accuracy      = ?&lt;br /&gt;
|website       = [https://mikage.app Mikage.app]&lt;br /&gt;
|prog-lang     = {{Proglang|C++}}&lt;br /&gt;
|support       = [https://www.patreon.com/mikage Patreon]&lt;br /&gt;
|source        = [https://github.com/mikage-emu/mikage-dev/ GitHub]&lt;br /&gt;
|issuetracker  = [https://github.com/mikage-emu/mikage-dev/issues GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mikage&#039;&#039;&#039; is a free and open-source [[Nintendo 3DS emulators|Nintendo 3DS]] emulator developed by Tony Wasserka, a.k.a. &#039;&#039;neobrain&#039;&#039;, a prominent emudev who has contributed to other emulation projects such as [[Dolphin]], [[PPSSPP]], and [[Citra]]. Though the emulator&#039;s source is available and can be built, Mikage is not in a user-friendly state yet. &#039;&#039;&#039;DO NOT TRUST BINARIES OF THE EMULATOR SHARED ONLINE AT THIS TIME!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Mikage was created from scratch as neobrain saw an opportunity for a better-than-average-quality 3DS emulator on Android. Mikage was publicly announced on the official website and Twitter account on July 1, 2019, though neobrain had been working on the project for three years prior, starting in 2016. He got The Legend of Zelda: Ocarina of Time 3D working in 2018.&amp;lt;ref&amp;gt;[https://mikage.app/hello-mikage/ &amp;quot;Hello Mikage&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On August 15, 2020, neobrain announced that he was putting the project on an indefinite hiatus due to lack of interest from the community and not being able to rise enough supporters on Patreon to make it worth continuing development without resorting to shadier methods of ads or pricing the app.&amp;lt;ref&amp;gt;[https://mikage.app/good-bye-friends/ &amp;quot;Good Bye, Friends&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On May 3, 2022, neobrain announced that Mikage would resume development, due to the slowdown in activity from the Citra developers, especially regarding the Android version, and a desire to fully emulate the 3DS experience.&amp;lt;ref&amp;gt;[https://mikage.app/time-to-renew-3ds-emulation/ &amp;quot;It&#039;s time to renew 3DS emulation: We&#039;re back!&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On July 1, 2022, {{YouTubeVideo|J9QYk_00E5A|a video}} was posted on the YouTube channel, showing the Nintendo 3DS initial setup and home menu fully working. On October 26, neobrain would go on to reveal on Twitter that Mikage had become the first 3DS emulator with the ability to power off the system.&amp;lt;ref&amp;gt;[https://twitter.com/MikageEmu/status/1585327847211945985 Twitter video: &amp;quot;I present... the world&#039;s first 3DS emulator that lets you turn off the console 😎&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On January 2, 2025, neobrain announced the release of Mikage&#039;s source code, inviting collaboration from other developers to help progress the emulator forward.&amp;lt;ref&amp;gt;[https://mikage.app/deved-announcement/ &amp;quot;Let&#039;s work together: The Developer Edition goes public!&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://mikage.app/faq/ FAQ]&lt;br /&gt;
* {{YouTubeChannelID|UCZvKZL-VpZWYcyV0Vy5N6kw|Official YouTube channel}}&lt;br /&gt;
* [https://twitter.com/MikageEmu Official Twitter account]&lt;br /&gt;
* [https://www.reddit.com/r/mikage /r/Mikage Subreddit]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Handheld console emulators]]&lt;br /&gt;
[[Category:Nintendo 3DS emulators]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Mikage&amp;diff=138088</id>
		<title>Mikage</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Mikage&amp;diff=138088"/>
		<updated>2026-02-19T15:25:52Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: major cleanup and update of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox emulator&lt;br /&gt;
|title         = Mikage&lt;br /&gt;
|logo          = Mikage.png&lt;br /&gt;
|logowidth     = 155&lt;br /&gt;
|developer     = [https://github.com/neobrain Tony Wasserka] &amp;lt;small&amp;gt;(neobrain)&amp;lt;/small&amp;gt;&lt;br /&gt;
|version       = N/A&lt;br /&gt;
|active        = Yes&lt;br /&gt;
|platform      = [[Emulators on Android|Android]] &amp;lt;br&amp;gt; [[Emulators on Windows|Windows]] &amp;lt;br&amp;gt;[[Emulators on Linux|Linux]]&lt;br /&gt;
|architecture  = x86_64, ARM64&lt;br /&gt;
|target        = [[Nintendo 3DS emulators|Nintendo 3DS]]&lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = [https://mikage.app Mikage.app]&lt;br /&gt;
|prog-lang     = {{Proglang|C++}}&lt;br /&gt;
|support       = [https://www.patreon.com/mikage Patreon]&lt;br /&gt;
|source        = [https://github.com/mikage-emu/mikage-dev/ GitHub]&lt;br /&gt;
|issuetracker  = [https://github.com/mikage-emu/mikage-dev/issues GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mikage&#039;&#039;&#039; is a free and open-source [[Nintendo 3DS emulators|Nintendo 3DS]] emulator developed by Tony Wasserka, a.k.a. &#039;&#039;neobrain&#039;&#039;, a prominent emudev who has contributed to other emulation projects such as [[Dolphin]], [[PPSSPP]], and [[Citra]]. Though the emulator&#039;s source is available and can be built, Mikage is not in a user-friendly state yet. &#039;&#039;&#039;DO NOT TRUST BINARIES OF THE EMULATOR SHARED ONLINE AT THIS TIME!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Mikage was created from scratch as neobrain saw an opportunity for a better-than-average-quality 3DS emulator on Android. Mikage was publicly announced on the official website and Twitter account on July 1, 2019, though neobrain had been working on the project for three years prior, starting in 2016. He got The Legend of Zelda: Ocarina of Time 3D working in 2018.&amp;lt;ref&amp;gt;[https://mikage.app/hello-mikage/ &amp;quot;Hello Mikage&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On August 15, 2020, neobrain announced that he was putting the project on an indefinite hiatus due to lack of interest from the community and not being able to rise enough supporters on Patreon to make it worth continuing development without resorting to shadier methods of ads or pricing the app.&amp;lt;ref&amp;gt;[https://mikage.app/good-bye-friends/ &amp;quot;Good Bye, Friends&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On May 3, 2022, neobrain announced that Mikage would resume development, due to the slowdown in activity from the Citra developers, especially regarding the Android version, and a desire to fully emulate the 3DS experience.&amp;lt;ref&amp;gt;[https://mikage.app/time-to-renew-3ds-emulation/ &amp;quot;It&#039;s time to renew 3DS emulation: We&#039;re back!&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On July 1, 2022, {{YouTubeVideo|J9QYk_00E5A|a video}} was posted on the YouTube channel, showing the Nintendo 3DS initial setup and home menu fully working. On October 26, neobrain would go on to reveal on Twitter that Mikage had become the first 3DS emulator with the ability to power off the system.&amp;lt;ref&amp;gt;[https://twitter.com/MikageEmu/status/1585327847211945985 Twitter video: &amp;quot;I present... the world&#039;s first 3DS emulator that lets you turn off the console 😎&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On January 2, 2025, neobrain announced the release of Mikage&#039;s source code, inviting collaboration from other developers to help progress the emulator forward.&amp;lt;ref&amp;gt;[https://mikage.app/deved-announcement/ &amp;quot;Let&#039;s work together: The Developer Edition goes public!&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://mikage.app/faq/ FAQ]&lt;br /&gt;
* {{YouTubeChannelID|UCZvKZL-VpZWYcyV0Vy5N6kw|Official YouTube channel}}&lt;br /&gt;
* [https://twitter.com/MikageEmu Official Twitter account]&lt;br /&gt;
* [https://www.reddit.com/r/mikage /r/Mikage Subreddit]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Handheld console emulators]]&lt;br /&gt;
[[Category:Nintendo 3DS emulators]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:Active emulation software]]&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Mikage&amp;diff=138087</id>
		<title>Mikage</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Mikage&amp;diff=138087"/>
		<updated>2026-02-19T14:56:23Z</updated>

		<summary type="html">&lt;p&gt;Sundayfunday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox emulator&lt;br /&gt;
|title         = Mikage&lt;br /&gt;
|logo          = Mikage.png&lt;br /&gt;
|logowidth     = 155&lt;br /&gt;
|developer     = [https://github.com/neobrain Tony Wasserka] &amp;lt;small&amp;gt;( a.k.a. neobrain)&amp;lt;/small&amp;gt;&lt;br /&gt;
|version       = N/A&lt;br /&gt;
|active        = Yes&lt;br /&gt;
|platform      = [[Emulators on Android|Android]] &amp;lt;br&amp;gt; [[Emulators on Windows|Windows]] &amp;lt;br&amp;gt;[[Emulators on Linux|Linux]]&lt;br /&gt;
|architecture  = x86_64, ARM64&lt;br /&gt;
|target        = [[Nintendo 3DS emulators|Nintendo 3DS]]&lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = [https://mikage.app Mikage.app]&lt;br /&gt;
|prog-lang     = {{Proglang|C++}}&lt;br /&gt;
|support       = [https://www.patreon.com/mikage Patreon]&lt;br /&gt;
|license       = {{License|Proprietary}}&lt;br /&gt;
|source        =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mikage&#039;&#039;&#039; is a [[Nintendo 3DS emulators|Nintendo 3DS]] emulator developed by Tony Wasserka, a.k.a. &#039;&#039;neobrain&#039;&#039;, a prominent emudev who has contributed to other emulation projects such as [[Dolphin]], [[PPSSPP]], and [[Citra]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Mikage was created from scratch as neobrain saw an opportunity for a better-than-average-quality 3DS emulator on Android. While the three aforementioned projects he contributed are open-source, Mikage is currently closed-source, though neobrain is interested in opening much of the [[source code]] at some point. Mikage was publicly announced on the official website and Twitter account on [https://mikage.app/hello-mikage/ July 1, 2019], though neobrain had been working on the project for three years prior, starting in 2016. He got The Legend of Zelda: Ocarina of Time 3D working in 2018.&lt;br /&gt;
&lt;br /&gt;
Progress blog reports can be found at the official Mikage website. A private Discord channel link (much more active than Reddit) is only provided to those on a $5 US tier or above in the Patreon account.&lt;br /&gt;
&lt;br /&gt;
On August 15, 2020, neobrain announced that he was putting the project on [https://mikage.app/good-bye-friends/ an indefinite hiatus] due to lack of interest from the community and not being able to rise enough supporters on Patreon to make it worth continuing development without resorting to shadier methods of ads or pricing the app.  It could also be due to the fact Citra now has a working Android port, so public support has shifted towards a more developed, open sourced emulator, making it harder to back a closed sourced alternative.  However, on May 3, 2022, neobrain announced that Mikage would resume development, due to the slowdown in activity from the Citra developers, especially regarding the Android version, and a desire to fully emulate the 3DS experience.&lt;br /&gt;
&lt;br /&gt;
On July 1, 2022, {{YouTubeVideo|J9QYk_00E5A|a video}} was posted on the YouTube channel, showing the Nintendo 3DS initial setup and home menu fully working. On October 26, neobrain would go on to [https://twitter.com/MikageEmu/status/1585327847211945985 reveal on Twitter] that Mikage had become the first 3DS emulator with the ability to power off the system.&lt;br /&gt;
&lt;br /&gt;
The developer has declared that Mikage will be open-source, and that some of its parts are already available on neobrain&#039;s github, with more coming. [https://mikage.app/faq#willmikagebeopensource]&lt;br /&gt;
&lt;br /&gt;
Currently, a large chunk of games are booting and running. Some of them are: Animal Crossing: New Leaf, The Legend of Zelda: Ocarina of Time 3D, Rayman Origins, and more.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
- On April Fools Day of 2023, neobrain announced &amp;quot;Mikage officially releases 🙌 today (Apr 1, 2023) 🙌 for Intel Atom PCs and Symbian phones!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [https://mikage.app/ Official Page]&lt;br /&gt;
* [https://mikage.app/faq/ FAQ]&lt;br /&gt;
* {{YouTubeChannelID|UCZvKZL-VpZWYcyV0Vy5N6kw|Official YouTube channel}}&lt;br /&gt;
* [https://twitter.com/MikageEmu Official Twitter feed]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://www.reddit.com/r/mikage Reddit]&lt;br /&gt;
* {{YouTubeVideo|wRLvHFdH90c|TLOZ: OoT 3D video test}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Handheld console emulators]]&lt;br /&gt;
[[Category:Nintendo 3DS emulators]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;br /&gt;
[[Category:Closed-source emulators]]&lt;br /&gt;
[[Category:Active emulation software]]&lt;/div&gt;</summary>
		<author><name>Sundayfunday</name></author>
	</entry>
</feed>