Wii emulators
| Original white Wii standing upright on its stand next to an original Wii Remote | |
| Developer | Nintendo IRD |
|---|---|
| Manufacturer | Foxconn |
| Type | Home video game console |
| Generation | Seventh |
| Release date | NA: November 19, 2006 JP: December 2, 2006 AUS: December 7, 2006 EU: December 8, 2006 ZA: September 30, 2007 KR: April 26, 2008 TW: July 12, 2008 IND: September 30, 2008 HK: December 12, 2009 |
| Discontinued | AUS: November 2011 JP: October 20, 2013 EU: October 24, 2013 |
| Predecessor | GameCube |
| Successor | Wii U |
| Emulated | ✓ |
- For emulators that run on the Wii, see Emulators on Wii.
The Wii is a seventh-generation home video game console by Nintendo released on November 19, 2006, and priced at $249.99 ($400 in 2026). It has an IBM PowerPC CPU at 729 MHz with 88 MB of RAM and an ATI Hollywood GPU at 243 MHz. The Wii was a huge success with 101.63 million units sold, beating the likes of the Xbox 360 and PlayStation 3 by being cheaper and attracting many casual gamers and non-gamers. Due to its massive success, it was littered with shovelware games that mostly rely on motion control and exclusive to the console. Because of the Wii's and the GameCube's similarity, Wii emulation happened very quickly through GameCube emulation.
Emulators
[edit | edit source]| Name | Platform(s) | Active? | Latest version | License | Compatibility | libretro core | Recommended? (overall) |
|---|---|---|---|---|---|---|---|
| PC | |||||||
| Dolphin | ✓ | Dev
The last Dolphin release to support Windows 10 versions 1703 to 1809 is 2503a, and the last development build is 2503-148. The last Dolphin release to support macOS 10.15 Catalina is 2503a, and the last development build is 2503-270. Dev (Ishiiruka-Dolphin) (いし海豚) |
GPLv2 (Copyleft) | 97.8% | ✓ | ✓ | |
| Gecko | ✓ | Release | GPLv3 (Copyleft) | ? | ✗ | ✗ | |
| Mobile | |||||||
| Dolphin | ✓ | Dev
The last Dolphin release to support macOS 10.15 Catalina is 2503a, and the last development build is 2503-270. |
GPLv2 (Copyleft) | 97.8% | ✓ | ✓ | |
| DolphiniOS | ✓ | Release | GPLv2 (Copyleft) | ? | ✗ | ✓ | |
| Dolphin MMJR‡ | ✗ | GPLv2 (Copyleft) | ? | ✗ | ✗ | ||
| Ishiiruka (いし海豚) | ✗ | git | GPLv2 (Copyleft) | ? | ✗ | ✗ | |
| iCube | ✓ | 4.1.0beta5 | ? | ? | ✗ | ? | |
| Lingcod | ✗ | Proprietary | 5 games | ✗ | ? | ||
| Fin | ✓ | 1.1.1 | ? | ? | ✗ | ? | |
| Manic EMU | ✓ | 2.0.0 | AGPLv3 (Copyleft) | ? | ? | ? | |
| Console | |||||||
| Dolphin | ✓ | 1.1.5
Use these builds until this PR merges. |
GPLv2 (Copyleft) | 97.8% | ✓ | ✓ | |
| Hagi | ✓ | Patch-based | Proprietary | Only for selected titles | ✗ | ✓ | |
Native
[edit | edit source]| Name | Platform(s) | Active? | Latest version | License | Compatibility | Recommended? (overall) |
|---|---|---|---|---|---|---|
| Console | ||||||
| Wii Mode (vWii) | ✗ | v5.5.6 | Proprietary | 99.23% 518 out of 522 reported titles The upscaler that the Wii U uses for Wii Mode introduces some color issues, image distortion and input lag (about 21 ms?). It can't currently be disabled, even by setting the Wii U to a lower resolution or using analog cables. |
✓ | |
Comparisons
[edit | edit source]- Emulators
-
- Dolphin
- The only option for Wii emulation. This is probably due to the project going open-source, allowing more developers to pursue it early in the console's lifespan. It is updated on a near-daily basis and is very compatible, barring some noticeable issues with GameCube games. In addition, it is recommended to sync a Wii remote to play games, mainly because it can be difficult mapping the motion controls to a controller.
- Ishiiruka-Dolphin
- A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process.
- Gecko
- A cross-platform Wii emulator and debugger written in Rust.
- Hagi
- An official GameCube/Wii emulator developed by Nintendo European Research & Development (NERD). Hagi has been used primarily for re-releases on the Switch, such as Super Mario Sunshine, Super Mario Galaxy, Pikmin, and Pikmin 2. It uses automatic button remapping based on memory.
- Native
-
- vWii (Virtual Wii)
- vWii is the part of the Wii U's system for Wii mode. Similar to PlayStation 5 backwards compatibility for PlayStation 4 (Pro) or Xbox Series X|S backwards compatibility for Xbox One.
Enhancements
[edit | edit source]| Name | Dolphin | Unofficial | ||
|---|---|---|---|---|
| Lingcod | Hagi | |||
| Controls | Disguise peripheral support through passthrough
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 'nearly the same internally' controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work. |
✓ | ✗ | ✗ |
| Input lag mitigating | ✗ | ✗ | ✗ | |
| Memory-based presets
Automatically changes input remapping presets based on memory. |
✗ | ✓ | ✓ | |
| Mouse injector | ✓ | ✗ | ✗ | |
| Real peripheral support (passthrough)
Ability to passthrough USB HID devices or Bluetooth adapter for emulated system. |
✓[note 1] | ✗ | ✗ | |
| Turbo button | ? | ✗ | ✗ | |
| Graphics | Better texture filtering
Enhancement option for providing better texture filtering methods comparing the original hardware had. |
Dolphin's anisotropic filtering enhancement is not emulation of the consoles' anisotropic filtering. In fact, Dolphin completely ignored all anisotropic filtering requests from the game entirely! Dolphin'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. This has been changed recently though! If Dolphin's texture filtering is set to 'Default' and a game requests anisotropic filtering, Dolphin will now listen to the game's request and apply the specific anisotropic filtering it asked for (this way it will be emulation of the hardware feature, not enhancement). | ✗ | ✗ |
| Pre-rendering anti-aliasing
(MSAA, SSAA) |
✓ | ✗ | ✗ | |
| Ray tracing | Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be possible soon.
However, you can try "Screen-Space Ray Traced Global Illumination" shader using ReShade. |
✗ | ✗ | |
| Resizable internal resolution | ✓ | ✗ | ✗ | |
| RTX Remix | Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be possible soon.
Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc. |
✗ | ✗ | |
| Super-resolution techniques | Requires access to the depth buffer and temporal data like motion-vectors so it is quite challenging and unlikely to be possible soon.
Besides any GPU that can use DLSS can run Dolphin at 8k native with ease anyway. |
✗ | ✗ | |
| Texture packs | ✓ Dolphin lets you dump game textures and replace game textures with new custom ones.
|
✓ | ✓ | |
| True color rendering
This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. Read this for more information. It is useful especially on non-CRT displays, producing nicer looking gradients. |
✓ | ✗ | ✗ | |
| Widescreen and ultra-widescreen hack
To get full native widescreen, try Swiss. This can even run on a real GameCube/Wii if you wish. |
✓ | ✗ | ✗ | |
| Performance | Frame generation technologies | Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be possible soon however post-processing techniques such as motion interpolation is quite possible. Input latency will be a crucial factor, but its impact likely varies depending on the specific technique used, it is recommended to use after applying the "Internal Framerate Hack" and "skip presenting duplicate frames option".
While |
✗ | ✗ |
| Internal frame rate hack | ✓ | ✗ | ✗ | |
| Overclock | ✓ | ✗ | ✗ | |
| Preload optical disc image to RAM
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. 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. |
✓ | ✗ | ✗ | |
| Rendering latency reduction technologies
(LatencyFleX, Reflex, |
While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is likely doesn't offer enough benefits to justify the development effort. | ✗ | ✗ | |
| Post-processing | AI-powered filter (Freestyle) |
? | ✗ | ✗ |
| Filters | ✓ | ✗ | ✗ | |
| Inverse tone mapping compatible | ✓ | ✗ | ✗ | |
| Post-rendering anti-aliasing
(FXAA, TXAA and MLAA/SMAA) |
✓ | ✗ | ✗ | |
| Post-rendering scaling
(Sharp bilinear, Lanczos and FSR 1) |
✓ | ✗ | ✗ | |
| Shader chain | WIP Dolphin had a DolphinFX project for OpenGL backend, but it is now obsolete. |
✗ | ✗ | |
| Quality of life | Automatic emulated controller connect/disconnect
Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected. |
✗ | ? | ? |
| Automatic region switching | ? | ✗ | ✗ | |
| Automatic updater | ✓ | ✗ | ✗ | |
| Big Picture Mode | WIP | ✗ | ✗ | |
| Built-in cheat manager | ✓ | ✗ | ✗ | |
| Built-in custom resolution/CRTSwitchRes For using this on Windows, you need CRT Emudriver. Another option is using EDID editor tool such as "Custom Resolution Utility". |
Exclusive to libretro core at the moment.
Also, there is a 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. |
✗ | ✗ | |
| Built-in mod editor and manager | There is a pull request for adding graphics mod editor/manager to Dolphin. In the meantime, you can use 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." 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. | ✗ | ✗ | |
| Built-in patch manager | ? | ✗ | ✗ | |
| Built-in save manager | ? You can always use Wii System Menu emulation capability of the emulator to manage your game saves. |
✗ | ✗ | |
| Command-line options | ✓ | ✗ | ✗ | |
| Index/Compatibility databases
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's default settings intact. This auto fix feature shouldn't be confused with "Per-game profiles" enhancement feature. |
✓ | ✗ | ✗ | |
| On-screen display
Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications. |
✓ | ✗ | ✗ | |
| Pause/Resume emulation | ✓ | ✗ | ✗ | |
| Per-game profiles | ✓ | ✓ | ✓ | |
| Portable and stealth
Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary prerequisites and dependencies for your operating system if it is not statically linked. |
✓ | ✗ | ✗ | |
| Streamable compression format | ✓ | ✗ | ✗ | |
| Variable refresh rate compatible | ✗ | ✗ | ✗ | |
| TAS features | Fast forward/Turbo speed | ✓ | ✗ | ✗ |
| Macros/Scripts/Lua | ✓ | ✗ | ✗ | |
| Movie recording/playback | ✓ | ✗ | ✗ | |
| Frame step
(forwards and backwards) |
✗ | ✗ | ✗ | |
| Rewind | ✗ | ✗ | ✗ | |
| Save states | ✓ | ✗ | ✗ | |
| Misc. | Ambient sounds simulation
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 "coil whine" 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. |
✗ | ✗ | ✗ |
| Audio filters and presets
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. |
Exclusive to libretro cores at the moment. | ✗ | ✗ | |
| Debug features | ✓ | ✗ | ✗ | |
| EmuVR support | Exclusive to libretro cores at the moment. | ✗ | ✗ | |
| File browser Lets the user look at the ROM's internal files. |
✓ | ✗ | ✗ | |
| Free Look
Free Look is an enhancement feature that allows manipulation of the in-game camera. |
✓ | ✗ | ✗ | |
| Netplay
This shouldn't be confused with Nintendo Wi-Fi Connection emulation, see #Hardware features and peripherals section for that. |
✓ | ✗ | ✗ | |
| RetroAchievements | ✓ | ✗ | ✗ | |
| Rich Presence (RPC)
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're playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported. |
✓ | ✗ | ✗ | |
| Screen translator
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. |
You can use RetroArch's AI Service or the standalone offline bquenin's Interpreter. | ✗ | ✗ | |
Hardware features and peripherals
[edit | edit source]| Name | Dolphin | Unofficial | ||||
|---|---|---|---|---|---|---|
| Lingcod | Hagi | |||||
| Hardware features | 5.1 surround sound as Dolby Pro Logic II | ✓ | ✗ | ✗ | ||
| Connectivity | DS connectivity | ✗ | ✗ | ✗ | ||
| Ethernet | ✓ | ✗ | ✗ | |||
| Wi-Fi | ✓ | ✗ | ✗ | |||
| WiiConnect24 | ✓ | ✗ | ✗ | |||
| Progressive scan | ✓ | ? | ? | |||
| SD card | ✓ | ✗ | ✗ | |||
| System software | Backwards compatibility | ✗ | ✗ | ✗ | ||
| Virtual Console | ✓ | ✗ | ✗ | |||
| Wii Message Board workaround | ✗ | ? | ✓ | |||
| Wii System Menu | ✓ | ✗ | ✗ | |||
| WiiWare | ✓ | ✗ | ✗ | |||
| Wii Optical Disc | ~ | ✗ | ✗ | |||
| Wii Remote | Accelerometer | ✓ | ✓ | ✓ | ||
| Battery | ✓ | ✗ | ✗ | |||
| IR sensor | ✓ | ✓ | ✓ | |||
| Mono speaker | ✓ Has the option to play through another output device. Doesn't emulate through the DualShock 4 or DualSense's mono speaker. |
✓ | ✓ | |||
| Rumble | ✓ | ✓ | ✓ | |||
| Peripherals | Bluetooth | Active Heart Rate Monitor | ✗ | ✗ | ✗ | |
| Wii Balance Board | ~[note 2] | ✗ | ✗ | |||
| Wireless Skateboard Controller | ~[note 2] | ✗ | ✗ | |||
| Controllers (Wii Remote) | Classic Controller | ✓ | ✓ Unused. |
✗ | ||
| Musical game controller | DJ Hero turntable | ✓ | ✗ | ✗ | ||
| Guitar | ✓ | ✗ | ✗ | |||
| Keyboard controller | ✗ | ✗ | ✗ | |||
| Rock Band & Guitar Hero Drum Kit | ✓ | ✗ | ✗ | |||
| TaTaCon (Taiko no Tatsujin Drum Controller) | ✓ | ✗ | ✗ | |||
| NES Classic Edition controller | ✗ | ✗ | ✗ | |||
| Nunchuk | ✓ | ✓ | ✓ | |||
| Shinkansen controller | ✓ | ✗ | ✗ | |||
| SNES Classic Edition controller | ✗ | ✗ | ✗ | |||
| Tablet | Drawsome Tablet | ✓ | ✗ | ✗ | ||
| uDraw GameTablet | ✓ | ✗ | ✗ | |||
| Wii MotionPlus | ~ | ✗ | ✗ | |||
| GameCube controller port | Active Life Dance Mat | ✓ | ✗ | ✗ | ||
| GameCube controller | ✓ | ✓ Unused. |
✗ | |||
| USB | Audio | Logitech microphone | ✓ | ✗ | ✗ | |
| PDP Headbanger Chat Headset | ~[note 2] | ✗ | ✗ | |||
| Wii Speak | ✓ | ✗ | ✗ | |||
| Dance Dance Revolution Dance Mat | ✗ | ✗ | ✗ | |||
| Headset | ✗ | ✗ | ✗ | |||
| Keyboard | ✓ | ✗ | ✗ | |||
| Mass storage device | ✗ | ✗ | ✗ | |||
| Race controller | ✗ | ✗ | ✗ | |||
| Ride controller | ✗ | ✗ | ✗ | |||
| Toys-to-life | Disney Infinity Base | ✓ | ✗ | ✗ | ||
| Skylanders Portal of Power | ✓ | ✗ | ✗ | |||
| Ubisoft Your Shape Camera | ~[note 2] | ✗ | ✗ | |||
| Misc. | Disc scratch | No emulator currently includes built-in disc scratch simulation, as it would require low-level emulation of optical drive error correction, which is not implemented. As a workaround, you can try the external 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 "disc scratch" simulator, as it works on live memory rather than simulating physical disc read errors. | ✗ | ✗ | ||
| System lights | ✗ | ✗ | ✗ | |||
Backwards Compatibility
[edit | edit source]Some Nintendo Wii models are capable of reading the GameCube discs (as mentioned in #Wii Optical Disc section) and backwards compatible with its games.
- Dolphin emulator was originally a GameCube emulator and supports GameCube games. Dolphin emulator doesn't support the Wii's backward compatibility feature in the same way the physical console does. You cannot load a GameCube disc image from within the emulated Wii System Menu and have it function like a physical Wii. It is highly unlikely Dolphin supports the Wii's backwards compatibility mode feature in the near future.
- Virtual Wii supports GameCube games but due to incompatibility with Wii U's optical drive with GameCube discs, you need to use homebrew solutions. See this reddit thread for more information.
Connectivity
[edit | edit source]

DS connectivity
[edit | edit source]An unadvertised feature of the Wii is being able to connect to the Nintendo DS (and, by extension, the DSi and the 3DS through their respective retro-compatibility features). 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 some DS games)
- Pokémon Battle Revolution
- Final Fantasy Crystal Chronicles: Echoes of Time
- Nintendo Channel
Unlike GameCube/GBA connectivity, this feature is still not yet emulated. [While Dolphin does emulate the IOS modules for broadcasting and connecting to the Nintendo DS, there is no infrastructure to actually connect to any emulator or hardware unit.] So, in summary, neither Dolphin nor any DS emulator supports this feature.
Controllers
[edit | edit source]Wii Remote
[edit | edit source]The Wii's main selling point is its motion control devices relying on gyroscopic sensors to detect motion to detect the screen and simulate pointers, an IR sensor, and a "Wii Sensor Bar" on the top or bottom of the TV screen. The "Wii Sensor Bar" is just 2 red LEDs, and you can even use two candles on each side of the screen to get the same effect. Optionally, a Nunchuk with an analog pad can be plugged into the Wiimote, and it also has its own gyroscopic controls. Some other, yet less common add-ons may be plugged in too.
You can simulate these controls with one of these modes:
- Bluetooth Passthrough (since 5.0-910). This directly exposes a Bluetooth adapter to the emulated software, bypassing all host stack limitations. With a good enough adapter, this mode guarantees identical connectivity and behavior to the Wii.
- Real Wiimote: Controlled only with an actual, physical Wiimote connected to the PC with Bluetooth. You may need to hold 1+2 on the Wiimote before clicking "Pair" in Dolphin.
- Emulated Wiimote: Controlled only with a keyboard or gamepad controls you set up in the configuration. Considering the motion controls were basic enough for the first Wiimote, there are just options to set the directions for "Tilt," "Swing," and "Shake." The IR sensor is mapped to the mouse by default, though the option to go toward the screen is empty by default but available for remapping. The Nunchuk has its own motion controls. Depending on the game, you can set up a few of these (typically, a button dedicated to shaking) and leave the rest empty. With presets, you can have each game use its own configuration. There are settings for sideways and vertical Wiimote positions.
- Hybrid Wiimote: Allows for using both emulated controls and real Wiimote controls. It can be useful to control the IR pointer with a mouse in case there is no sensor bar. This feature has been removed since 5.0-7038.[2]
Up to 4 Wiimotes can be added. If they desynch and disconnect, they can be reconnected by pressing Alt+F5~8.
Wii MotionPlus
[edit | edit source]The enhanced incarnation of the Wiimote with better motion detection. It was used to great effect for improved swordplay in Wii Sports Resort and The Legend of Zelda: Skyward Sword. However, with this improvement comes additional complexity for setting up the gyroscopic controls.
As of May 2019, Dolphin now includes the option for an emulated MotionPlus controller, though some minor issues remain, and configuration is still being figured out. A real Wii MotionPlus controller can also be used.
Arcade variations
[edit | edit source]Tatsunoko vs. Capcom: Ultimate All-Stars
[edit | edit source]Capcom's Tatsunoko vs. Capcom: Ultimate All-Stars is the only arcade game that runs on Wii-based hardware, which supports JVS inputs, has no Wi-Fi or Bluetooth hardware, and runs a specifically developed version of the Wii's OS (named IOS) which has no system menu and boots right into the game after powered on.
The game, related hardware, and operating system are yet left unemulated.
Twitter user @dev_console claims to be working on dumping this board NAND and keys, which could result in this hardware being emulated.
On December 11, 2023 @dev_console announced to have finally dumped the system along with a link.
Currently, there is a
work-in-progress build for this.
Notes
[edit | edit source]- ↑ https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough
https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough - ↑ 2.0 2.1 2.2 2.3 No support for emulating these peripherals (e.g. Your Shape Camera) but if you have the peripheral device you could use USB Passthrough. Also, there is a pull request for adding Wireless Skateboard Controller emulation to Dolphin.
References
[edit | edit source]- ↑ 1.0 1.1 1.2 Dolphin libretro core has been updated and refactored to align with upstream Dolphin, but it may still contain some bugs not present in the standalone Dolphin version.
- ↑ 5.0-7038 - Remove Hybrid Wii Remote by JosJuice
External links
[edit | edit source]- Dolphin Wiki - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.
