Wii emulators: Difference between revisions
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|[[Dolphin]] | |[[Dolphin]] | ||
| align="left" |{{Icon|Windows|WoA|macOS|Linux|LinuxARM|FreeBSD}}||{{Ya}} | | align="left" |{{Icon|Windows|WoA|macOS|Linux|LinuxARM|FreeBSD}}||{{Ya}} | ||
|[https://dolphin-emu.org/download/#download-dev Dev] | |[https://dolphin-emu.org/download/#download-dev Dev]<br> | ||
[https://dolphin-emu.org/download/ {{DolphinVer}}] | [https://dolphin-emu.org/download/ {{DolphinVer}}] | ||
<small>The last Dolphin release to support Windows 10 versions 1703 to 1809 is [https://dolphin-emu.org/download/release/2503a/ 2503a], [https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#windows-10-minimum-version-bumped-to-1903 and the last development build is] [https://dolphin-emu.org/download/dev/eb84b0fb9b3cd21400987a1c10c4a38d4861b9a9/ 2503-148]. The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], [https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur and the last development build is] [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270].</small> | |||
[https://buildbot.libretro.com/nightly/ libretro core]<ref name="DolphinRA">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.</ref> | [https://buildbot.libretro.com/nightly/ libretro core]<ref name="DolphinRA">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.</ref> | ||
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|[[Dolphin]] | |[[Dolphin]] | ||
| align="left" |{{Icon|Android}}||{{Ya}} | | align="left" |{{Icon|Android}}||{{Ya}} | ||
|[https://dolphin-emu.org/download/#download-dev Dev] | |[https://dolphin-emu.org/download/#download-dev Dev]<br> | ||
[https://dolphin-emu.org/download/ {{DolphinVer}}] | [https://dolphin-emu.org/download/ {{DolphinVer}}] | ||
<small>The last Dolphin release to support macOS 10.15 Catalina is [https://dolphin-emu.org/download/release/2503a/ 2503a], [https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#macos-minimum-version-bumped-to-macos-11-big-sur and the last development build is] [https://dolphin-emu.org/download/dev/afee9a56e96766d4622b1694398704e4c8d57b25/ 2503-270].</small> | |||
[https://buildbot.libretro.com/nightly/ libretro core]<ref name="DolphinRA" /> | [https://buildbot.libretro.com/nightly/ libretro core]<ref name="DolphinRA" /> | ||
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|Dolphin | |Dolphin | ||
| align="left" |{{Icon|XB1|XboxSXS}}||{{Ya}} | | align="left" |{{Icon|XB1|XboxSXS}}||{{Ya}} | ||
|[https://github.com/SirMangler/dolphin/releases 1.1.5] | |[https://github.com/SirMangler/dolphin/releases 1.1.5] | ||
<small>Use these builds until [https://github.com/dolphin-emu/dolphin/pull/11339 this PR merges].</small> | |||
[https://buildbot.libretro.com/stable/1.14.0/windows-msvc2019-uwp/x64/ libretro core]<ref name="DolphinRA" /> | [https://buildbot.libretro.com/stable/1.14.0/windows-msvc2019-uwp/x64/ libretro core]<ref name="DolphinRA" /> | ||
| {{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | | {{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | ||
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| align="left" |{{Icon|WiiU}}||{{Na}} | | align="left" |{{Icon|WiiU}}||{{Na}} | ||
|v5.5.6||{{Red}} {{License|Proprietary}} | |v5.5.6||{{Red}} {{License|Proprietary}} | ||
|{{Emulator compatibility|518|522|link=https://wiki.gbatemp.net/wiki/WiiU_VC_Wii_inject_compatibility_list}} | |{{Emulator compatibility|518|522|link=https://wiki.gbatemp.net/wiki/WiiU_VC_Wii_inject_compatibility_list}} | ||
<small>The upscaler that the Wii U uses for Wii Mode introduces some color issues, image distortion and input lag ([https://www.reddit.com/r/SSBM/comments/v4vh1f/input_delay_on_wii_vs_wii_u/ib6kq5q/ about 21 ms?]). It can't currently be disabled, even by setting the Wii U to a lower resolution or using analog cables.</small> | |||
|{{Ya}} | |||
|} | |} | ||
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|<small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be possible soon.</small> | |<small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be possible soon.</small> | ||
<small>Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc.</small> | <small>Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc.</small> | ||
<small>[https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/ On top of that you can use ReShade.]</small> | <small>[https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/ On top of that you can use ReShade.]</small> | ||
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|[[Widescreen hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]] | |[[Widescreen hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]] | ||
<small>To get full native widescreen, try [[Homebrew and ROM hacks|Swiss]].</small> | <small>To get full native widescreen, try [[Homebrew and ROM hacks|Swiss]].</small> | ||
<small>This can even run on a real GameCube/Wii if you wish.</small> | <small>This can even run on a real GameCube/Wii if you wish.</small> | ||
|{{Ya}} | |{{Ya}} | ||
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|Preload [[wikipedia:Template:Disk_images|optical disc image]] to RAM | |Preload [[wikipedia:Template:Disk_images|optical disc image]] to RAM | ||
<small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.</small> | <small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.</small> | ||
<small>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity and is unnecessary for uncompressed images on Linux because Linux caches files.</small> | <small>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity and is unnecessary for uncompressed images on Linux because Linux caches files.</small> | ||
|{{Ya|link=https://dolphin-emu.org/blog/2026/03/12/dolphin-progress-report-release-2603/#2512-19-core-ability-to-load-games-into-memory-by-billiard}} | |{{Ya|link=https://dolphin-emu.org/blog/2026/03/12/dolphin-progress-report-release-2603/#2512-19-core-ability-to-load-games-into-memory-by-billiard}} | ||
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| {{Ya}} | | {{Ya}} | ||
|- | |- | ||
|{{Enhancements/Post-processing/Shader chain}} | |{{Enhancements/Post-processing/Shader chain}}||{{WIP-Box|link=https://github.com/dolphin-emu/dolphin/pull/10362}}<br><small>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 is now obsolete.</small> | ||
|{{WIP-Box|link=https://github.com/dolphin-emu/dolphin/pull/10362}}<br><small>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 is now obsolete.</small> | |||
|- | |- | ||
| rowspan="17" |Quality of life | | rowspan="17" |Quality of life | ||
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|Automatic updater||{{Ya}} | |Automatic updater||{{Ya}} | ||
|- | |- | ||
|[[Frontends#Graphical User Interfaces .28GUIs.29|Big Picture Mode]] | |[[Frontends#Graphical User Interfaces .28GUIs.29|Big Picture Mode]]||{{WIP-Box|link=https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has}} | ||
|{{WIP-Box|link=https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has}} | |||
|- | |- | ||
|Built-in [[Cheats and patches|cheat manager]]||{{Ya}} | |Built-in [[Cheats and patches|cheat manager]]||{{Ya}} | ||
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|Built-in [[Mods, hacks and fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]] | |Built-in [[Mods, hacks and fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]] | ||
|<small>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 | |<small>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. Rather than hijacking the game's code with PowerPC assembly (game patches) or general memory editing (Action Replay codes), graphics mods work inside Dolphin's rendering pipeline, altering Dolphin's output exclusively. Graphics Mods work in two parts - the action, and the target. The action is how the graphics mod should affect Dolphin's rendering pipeline, i.e. "delete an EFB Copy", while the target is the only thing that is specific to a given game, such as "this is the hash for the EFB Copy I want to remove." [https://dolphin-emu.org/blog/2026/06/25/dolphin-progress-report-release-2606/#2603-215-graphics-mods-enhance-bloom-by-iwubcode This is a very simple example for demonstration purposes, but Graphics Mods are able to do a lot within Dolphin's rendering system, such as apply any shader to an EFB Copy.] 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 "Native Bloom" - scaling the "Bloom" target group down to the correct resolution, "No Bloom" - skipping any texture labeled in the "Bloom" target group, and "No HUD" - skipping any textures under the target group of "HUD". You can define these or your own Target Groups in any game through using Dolphin's Texture Dumping tool or EFB dumping tools.</small> | ||
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|Built-in [[Cheats and patches|patch manager]]||{{Dunno}} | |Built-in [[Cheats and patches|patch manager]]||{{Dunno}} | ||
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An unadvertised feature of the Wii is being able to connect to the [[Nintendo DS emulators|Nintendo DS]] (and, by extension, the DSi and the 3DS through their respective retro-compatibility features). [https://nintendo.fandom.com/wiki/Wii-to-DS_connectivity A few DS titles can do it], including but not limited to: | An unadvertised feature of the Wii is being able to connect to the [[Nintendo DS emulators|Nintendo DS]] (and, by extension, the DSi and the 3DS through their respective retro-compatibility features). [https://nintendo.fandom.com/wiki/Wii-to-DS_connectivity A few DS titles can do it], including but not limited to: | ||
* ''Mii Channel'' (a hidden feature that can be used in conjunction with a 3DS' Mii Maker application or [[ | * ''Mii Channel'' (a hidden feature that can be used in conjunction with a 3DS' Mii Maker application or [[wikipedia:Mii#Nintendo_DS|some DS games]]) | ||
* ''Pokémon Battle Revolution'' | * ''Pokémon Battle Revolution'' | ||
* ''Final Fantasy Crystal Chronicles: Echoes of Time'' | * ''Final Fantasy Crystal Chronicles: Echoes of Time'' | ||