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GameCube emulators

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Enhancements
|image = GameCube-Console-Set.png
|developer = [[:Nintendo]]
|type = [[:Category:ConsolesHome consoles|Home video game console]]
|generation = [[:Category:Sixth-generation video game consoles|Sixth generation]]
|release = 2001
|emulated = {{✓}}
}}
The '''[[gametech:Nintendo GameCube|GameCube]]''' ('''GCN'''/'''NGC''') is a 32-bit sixth-generation console released by [[wikipedia:Nintendo|Nintendo]] on November 18, 2001. It has a IBM PowerPC Gekko CPU at 486 MHz with a ATI Flipper GPU. Nintendo, Namco, and Sega later designed the '''[https://segaretro.org/Triforce Triforce]''' arcade board based on the GameCube, releasing titles for it the next year. The Triforce had a IBM PowerPC "Gekko" at 486 MHz with 24MB of RAM. The GPU was a Custom ATI/Nintendo "Flipper".
{{for|other emulators that run on Gamecube hardware|Emulators on GameCube}}  The '''[[gametech:Nintendo GameCube|GameCube]]''' ('''GCN'''/'''NGC''') 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 a ATI Flipper GPU. Nintendo, Namco, and Sega later designed the '''[https://wiki.dolphin-emu.org/index.php?title=Triforce Triforce]''' 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'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]]. Nintendo released the successor, the [[Wii emulators|Wii]], in 2006 where it , which was revealed to have very similar (albeit more powerful) hardware and compatible interfaces. This meant that the Wii could handle run GameCube games natively rather than use via emulation. In contrastWhile this was removed in later revisions, when as well as the vWii mode in the [[Wii U emulators|Wii U]] was released in 2012 it contained a Wii mode that could use Wii remotes, but didn't have ports for GameCube controllers or supported GameCube games; the controller issue was later resolved with the Super Smash Bros. adapter, but this hardware is still didn't allow similar enough that GameCube titles to games can be runvia certain homebrew programs, most namely [[Nintendont]].
==Emulators==
<div style="overflow-x:auto;width:100%">{| class="wikitable" style="text-align:center;width:100%"
! scope="col"|Name
! scope="col"|Operating SystemPlatform(s)
! scope="col"|Latest Version
! scope="col"|GCN[[#Hardware_variants|Hardware<br/>variants]]! scope="col"|Wii[[#Enhancements|Enhancements]]! scope="col"|Triforce[[#Hardware_features_and_peripherals|Hardware features<br/>and peripherals]]! scope="col"|[[libretroCompatibility! scope="col"|Libretro Core]]<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
! scope="col"|[[Recommended Emulatorsemulators|Recommended]]|-!colspan="11"|PC / x86|-| [[Dolphin]]| align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}| [https://dolphin-emu.org/download/#download-dev Dev]<ref group=N name=dolphinstable>The stable versions are years out-of-date and missing countless features and bug fixes. '''Beta or development versions are a better choice for almost all users'''; the stable versions should only be used if you have a specific need for them.</ref><br/>[https://dolphin-emu.org/download/#download-beta Beta]<ref group=N name=dolphinstable></ref><br/>[https://buildbot.libretro.com/nightly/ ''libretro core'']<ref group=N name=DolphinRA>Dolphin libretro core is currently at Alpha release and has bugs that are not present on standalone Dolphin. Similar to PPSSPP, Citra and melonDS libretro cores, the standalone version of Dolphin is highly recommended over the libretro core as the libretro core version is outdated and can be slow and unstable.</ref>|{{~}}<ref group=N name=triforce>No support for Panasonic Q variant. Efforts to add Triforce emulation to Dolphin have stagnated at the upstream level, and current support requires a third-party fork. See [[#Triforce]] section for further details.</ref> ||{{✓}} ||{{✓}} ||[https://dolphin-emu.org/compat/ 97%] ||{{✓}} ||{{✓}} ||{{✓}}|-|[[Ishiiruka-Dolphin]] (いし海豚)| align=left|{{Icon|Windows|Linux|macOS}}| [https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version Dev]|{{✗}} ||{{✓}} ||{{✓}} ||? ||{{✓}} ||{{✗}} ||{{~}}|-| [https://github.com/emu-russia/pureikyubu Pureikyubu] (PlayCube)| align=left|{{Icon|Windows|Linux}}| [https://github.com/emu-russia/pureikyubu/releases {{PureikyubuVer}}]|{{✗}} ||{{~}} ||{{✗}} ||? ||{{✓}} ||{{~}} ||{{✗}} <small>(WIP)</small>|-| [[Dolphin (Nintendo)|Dolphin <small>(Nintendo)</small>]]| align=left|{{Icon|Windows}}| [http://www.emuparadise.me/sdk/Installers/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]|{{✗}} ||{{?}} ||{{✗}} ||? ||{{✗}} ||{{✗}} ||{{✗}}
|-
!colspan="911"|PCMobile / ARM
|-
|[[Dolphin]]|Multi-platformalign=left|{{Icon|Android|Linux}}|[https://dolphin-emu.org/download/#download-stable {{DolphinVer}}list/master Dev]<br />[https://dolphin-emubuildbot.libretro.orgcom/downloadnightly/listlibretro core]<ref group=N name=DolphinRA></master 5.0-9583]ref>|{{~}} <ref group=N name=triforce /> ||{{✓}} ||{{}}<ref group=N>Requires the ||[https://dolphin-emu.org/download/list/Triforcecompat/1/ Triforce branch97%] to work. It is very old and unsupported.</ref> ||{{✓}}<ref group=N>Currently at Alpha release and has bugs that are not present on standalone Dolphin.</ref> ||{{✓}} ||{{✓}}
|-
|Ishiiruka-DolphinDolphiniOS|Multi-platformalign=left|{{Icon|iOS}}|[https://forumsdolphinios.oatmealdome.me Release]<br/>[https://dolphinios.dolphin-emuoatmealdome.orgme/Thread-unofficial-ishiiruka-dolphin-custom-version 1081beta Beta]|{{}} ||{{✓}} ? ||{{✗}} ||? ||{{~}} <small>(WIP)</small> ||{{✓}} ||{{✓}}
|-
|[[Dolphin (Nintendo)MMJR|Dolphin MMJR]]<smallsup>(Nintendo)&Dagger;</smallsup>]]|Windowsalign=left|{{Icon|Android}}|<strike>[httphttps://wwwgithub.emuparadise.mecom/sdkBankaimaster999/InstallersDolphin-MMJR git]</Nintendostrike><sup>&Dagger;</GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]sup>|{{}} || ? ||{{✗}} ||{{✗}} ? ||{{}} ||{{✗}} ||{{✗}}
|-
!colspan="11"|[https://code.google.com/p/gekko-gc-emu/ Gekko]|Windows, Linux|[http://www.emucr.com/search/label/Gekko SVN]|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}Consoles
|-
!colspan| Hagi| align="9"left|{{Icon|NX}}| Patch-based|{{✗}} ||? ||{{✗}} ||<small>[[Official_emulators#GameCube_.2F_Wii|Only for selected titles]]</small> ||{{✗}} ||{{✓}} ||Mobile{{✓}}
|-
|[[Dolphin]]|[[Android emulatorsalign=left|{{Icon|XB1|Android]]XboxSXS}}|[https://github.com/SirMangler/dolphin/releases 1.1.5]<ref group=N>Use these builds until [https://github.com/dolphin-emu/dolphin/pull/11339 this PR merge].org</ref><br />[https:/download/listbuildbot.libretro.com/master 5stable/1.14.0/windows-msvc2019-9583uwp/x64/ libretro core]<ref group=N name=DolphinRA></ref>|{{}} ||{{✓}} ||{{Y}} ||[https://dolphin-emu.org/compat/ 97%] ||{{✓}} ||{{✓}} ||{{✓}}
|}
</div>
==Compatibility layers [[Compatibility layers|(...)]]==
<div style="overflow-x:auto;width:100%">
{| class="wikitable" style="text-align:center;width:100%"
! scope="col"|Name
! scope="col"|Platform(s)
! scope="col"|Latest Version
! scope="col"|[[#Hardware_variants|Hardware<br/>variants]]
! scope="col"|[[#Enhancements|Enhancements]]
! scope="col"|[[#Hardware_features_and_peripherals|Hardware features<br/>and peripherals]]
! scope="col"|Compatibility
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
! scope="col"|[[Recommended emulators|Recommended]]
|-
!colspan="11"|Consoles
|-
|[[Nintendont]] (任天堂NT)
| align=left|{{Icon|WiiU|Wii}}
| [https://github.com/FIX94/Nintendont git]
|{{~}} ||{{✗}} ||{{~}} ||[https://wiki.gbatemp.net/wiki/Nintendont_Compatibility_List 99%]<br/><small>1020 out of 1024 reported titles</small> ||{{✓}} ||{{✓}} ||{{✓}}
|-
| DIOS MIOS (Lite)
| align=left|{{Icon|Wii}}
| [https://code.google.com/archive/p/diosmios/ 2.11]
|{{✗}} ||{{?}} ||{{✗}} ||? ||{{✓}} ||{{✗}} ||{{✗}}
|}
</div>
==Native==
<div style="overflow-x:auto;width:100%">
{| class="wikitable" style="text-align:center;width:100%"
! scope="col"|Name
! scope="col"|Platform(s)
! scope="col"|Latest version
! scope="col"|[[#Enhancements|Enhancements]]
! scope="col"|[[#Hardware_features_and peripherals|Hardware features<br/>and peripherals]]
! scope="col"|Compatibility
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
! scope="col"|[[Recommended emulators|Recommended]]
|-
!colspan="11"|Consoles
|-
|-
| [[Wii_emulators#Hardware_features_and_peripherals|Wii Backwards Compatibility]]
| align=left|{{Icon|Wii}}
|
| {{?}}
| {{✓}}
| ?
| {{✗}}
| {{✗}}
| {{✓}}
|}
<references group=N />
===Comparisons===
;Emulators
:;[[Dolphin]]: The emulator of choice for the GameCube and the first Wii emulator. It's updated on a near-daily basis and has very good 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 on September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game.
 
:;[[Ishiiruka-Dolphin]]: A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process.
 
:;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.
*:;[[Dolphin(Nintendo)]] is the : Nintendo made an emulator of choice for the GameCube and the first and only emulator for the WiiWindows that was also called Dolphin. It's updated on a near daily basis This official program does not run commercial games and has very good emulation of almost every game, though some games have known bugs on their issue trackers. It is the first emulator no connection to [https://dolphin-emu.org/blog/2016/09/06/booting-theopen-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 on September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game. System requirements are high, more so for Wii games than GameCubesource project.
*Gekko is still in very early development after being on hiatus for many years and is nowhere near achieving :;Hagi: An [[Official emulators|official]] GameCube/Wii emulation eitheremulator developed by Nintendo European Research & Development (NERD). For Triforce emulation, Hagi has been used primarily for re-releases [[MAMEEmulators on Switch|on the Switch]] is not optimized for 3D systems yet, nor is Triforce emulation very good eithersuch as ''Super Mario Sunshine'', ''Super Mario Galaxy'', ''Pikmin'', and ''Pikmin 2''.
*;Compatibility layers:;[http[Nintendont]]://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version Ishiiruka-Dolphin] While not technically an emulator, Nintendont is a fork of Dolphin optimized towards performance at [[compatibility layer]] that allows you to play GameCube games on the cost of accuracy Wii and stability in even the processWii U. Its most important features are:**Async shader compilation (Avoiding shader compilation time)**GalopIt's DX11 Texture Encoder/Decoder compatible with nearly all GameCube titles (Improve Texture decoding specially EFB TO RAMand Triforce games, too)**Pre compiled Vertex loader & Optimized vertex decoding using SSSE3 and SSE4**Dolby Pro Logic II supports extra features such as memory card emulation along with support for XAudio and OpenAL**Custom Texture improvements to allow directly compressed texture loading including mipmaps**DSP - Time Stretching Option (Improve sound output to avoid sound skipping on slow machines)**DX9 support for old machines**Modified Post Processing interface to support:***Multiple Stages allowing more complex effects.***Depth and native gamma additional controller input options such as inputs.***Custom version of DolphinFX that work under dx11 the USB GameCube controller adapter, Classic Controller Pro, Wii U Pro Controller, and ogl***SSAO and DOFeven the Wii U GamePad.***Texture Scaling Support***Bump Mapping with advanced material properties***Phong Specular reflection to improve lighting quality***Tessellation and Displacement Mapping***Rim Lighting***Bump auto-generation to improve lighting
:;DIOS MIOS (Lite): Another 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 "Lite" version loads games from an SD card. Nintendont serves as a direct successor to this project, making DIOS MIOS entirely obsolete. ==Hardware features and peripherals==<div style="overflow-x:auto;width:100%">{| class="wikitable" style="text-align:center;vertical-align:middle;width:100%"|- style="font-weight:bold;"! Name! Dolphin! Nintendont! DolphiniOS! Dolphin MMJR|-| [[#Main_Menu|Main Menu]]| {{Y}}| {{Y}}[https://old.reddit.com/r/WiiHacks/comments/lq4f8e/how_to_put_the_gamecube_intro_into_nintendont/ *Nintendo made ]| {{N}}| {{N}}|-| [[Dolphin #GC/GBA Cable|GC/GBA Cable]]| {{✓}}| {{~}}<ref group=N2>Nintendont includes support for the GBA link cable hardware, but only on the original Wii (Nintendomodel RVL-001).</ref>| {{✗}}| {{✗}}|-| [https://www.mobygames.com/attributes/attribute/206/ Dolby Surround as Dolby Pro Logic II]| {{y}}[https://github.com/dolphin-emu/dolphin/pull/5235 *]| {{y}}| {{?}}| {{?}}|-| [[Early_Online_Services#Broadband_Adapter_.28Gamecube.29|Broadband Adapter]]| {{✓}}| {{✓}}| {{✗}}| {{✗}}|-| [[#Microphone|Microphone]]| {{✓}}| {{~}}| {{✗}}| {{✗}}|an emulator for Windows that was also called Dolphin-| [[#Bongos|Bongos]]| {{✓}}| {{~}}| {{✗}}| {{✗}}|-| [[#GameCube Game Disc|GameCube Game Disc]]| {{N}}| {{?}}| {{?}}| {{?}}|-| [[#Game Boy Player|Game Boy Player]]| {{✗}}| {{✗}}| {{✗}}| {{✗}}|}</div><references group=N2/>===[https://tcrf.net/GameCube Main Menu]===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. This official program  :To boot the GameCube's BIOS and IPL, you need a dump from real hardware. Dolphin does not run commercial 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're on the current stable release, use XFB Virtual and has no connection disable "Skip BIOS" in the GameCube options. You will have to load a GameCube title so that the startup animation begins, and like on the openoriginal console, you hold the first controller's A-source projectbutton 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.<!--==Emulation issues=GameCube Game Disc===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 backward compatibility mode of the first model of Wii. The GameCube is Nintendo'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 which 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 do not use the Content Scramble System found on normal DVD->Video discs, as Nintendo was not satisfied with its level of security.
==Running BIOS==To boot the The GameCube's original BIOS, you need a dump from real hardware. Dolphin does is not require it able 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 used as a game, as well as hybrid XFB. If you're on the stable releasegeneral DVD player, use XFB Virtual and disable "Skip BIOS" in except for the GameCube options; you will have to load [[#Panasonic_Q|Panasonic Q]] which is a uniquely customized GameCube title so with DVD capability that the startup animation begins and like on the original console, you hold the first controller's A button down and the system will send you into the main menu instead of booting the gamewas released only in Japan.[https://en. You can then switch to another game with Change Disc, or you can explore the BIOSwikipedia.org/wiki/Nintendo_optical_discs#GameCube_Game_Disc]
==Peripherals==*Dolphin has support for GameCube Game Disc dumps/[[Save_disk_space_for_ISOs#GameCube_.2F_Wii|images]]. But unfortunately most regular optical drives for PCs are unable to read Gamecube & Wii discs, so you need to rip your discs. However you can use some out-of-print models of DVD drives which may read GC and Wii discs but even then you'll need a compatible software tool to dump it. See [[Ripping_games]] page for more information.*See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares.*See [[Ripping_games]].
===GC/GBA Cable===
Nintendo produced a [[Wikipedia:Nintendo GameCube – Game Boy Advance link cable|special cable]] (<code>DOL-011</code>) 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 '''specific games''']. 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't the only games to do so.<ref>[https://old.reddit.com/r/emulation/comments/16ethk2/i_think_ive_reached_the_limits_of_what_dolphin/k00l1d8/ GBE+ Dev Shonumi's comment about GCN<->GBA connection].</ref>
The GC/Dolphin includes a GBA Link feature is partially emulated; the Dolphin team collaborated with core based on [[VisualBoy Advance#VBA-M|VBA-MmGBA]] developers that is tied to get the feature supported in the emulatorsGameCube emulation, allowing for a very stable connection that works with features such as save states and netplay. Since VBA-M has fallen out Dolphin can also connect to standalone versions of favor to mGBA or [[mGBAVisualBoyAdvance-M]], ; this is necessary for some less commonly used features or cases where the Dolphin team GBA has since been developing a way for other emulators to use be disconnected from the featureGameCube. Some GameCube games make use of Both can be enabled by going into the controller settings and assigning the GBA's [[to one or more ports. The general config menu also allows you to specify a GBA eROM to be used if using the built-Reader emulators|e-Reader]]; this is not supported at the momentin GBA core.
To get 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 '''not''' supported through any USB adapters. ===Microphone===This accessory, bundled with ''Mario Party 6'' and ''Mario Party 7'', allowed the GameCube to receive audio from the memory card slot. There were also other games known to support it working. In Dolphin, set slot B in the emulator settings to the microphone. In the operating system, you need a recent copy then make your default recording device available. Nintendont includes support for the GameCube microphone hardware, but only through the GC memory card slots on the original Wii (model RVL-001). Using this accessory on other consoles will likely '''never''' be supported given the lack of Dolphin and VBAadapters for the memory card connector; however, there is microphone-Menabled hardware for these consoles (Wii Speak, Wii U GamePad, etc.) that Nintendont could someday use to emulate the GameCube microphone. ===Bongos===This special controller is used with ''Donkey Konga'' and DSPother ''Donkey Kong'' games released for the GameCube. Dolphin supports this controller, via the GameCube controller adapter. Nintendont is known to support this controller through the GC controller ports on the original Wii (model RVL-LLE enabled001). It's '''currently unclear''' whether or not the controller is supported through any USB adapters.
===Game Boy Player===
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 had support for supported the GBA-GCN link cable , where the Game Boy Advance would serve as the controller. Some GBA games like ''Super Mario Advance 4'' and ''Mario & Luigi: Superstar Saga'' 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.
No emulator currently supports the Game Boy Player hardware and its features. The author of [[mGBA]] has expressed interest Dolphin developers have hinted at adding support for it in getting the feature working with future, made possible by the aforementioned mGBA integration (see the Dolphin teamprevious section of this page).<ref>https://dolphin-emu.{{cite}}org/blog/2021/07/21/integrated-gba/#conclusion</ref>
==Enhancements=Broadband Adapter=<div style="overflow-x:auto;width:100%">{|class="wikitable" style="text-align:center;vertical-align:middle;width:100%"|- style="font-weight:bold;"! colspan=2 | Name! Dolphin! pureikyubu|-| rowspan=8 | Graphics| [[Resolution|Resizable Internal Resolution]]| {{Y}}| {{Y}}|-| [[Wikipedia:24-bit_color#True_color_(24-bit)|True Color]] Rendering<br/><small>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|displays]], producing nicer looking gradients.</small>| {{Y}}| {{?}}|-| [[Widescreen_hacks#GameCube.2FWii|Widescreen and ultrawide hack]]<br/><small>To get full native widescreen, try [[Homebrew_and_hack_Roms|Swiss]].<br/>This shouldncan even run on a real GameCube/Wii if you wish.| {{Y}}| {{Y}}|-| [[Texture packs]]| {{Y}}<ref group=N2>Dolphin lets you dump game textures and also replace game textures with new custom ones.{{Main|Texture packs#GameCube/Wii}}</ref>| {{?}}|-| Ray-tracing<br/><small>([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])</small>| colspan=2 | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>However you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.[https://www.youtube.com/watch?v=9IlqfrJwKr4][https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#35113]</small>|-| Pre-rendering AA<br/><small>(MSAA, SSAA)</small>| {{Y}}| {{?}}|-| Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])</small>| colspan=2 | <small>Requires access to the depth buffer and temporal data like motion-vectors so it't s quite challenging and unlikely to be feasible in the near future.<br/>Besides, any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.</small>|-| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]| colspan=2 | <small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>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/]<br/>On top of that you can use ReShade.</small>|-| rowspan=5 | Performance| [[Overclocking|Overclock]]| {{Y}}| {{?}}|-| [[30/60_FPS_cheat_codes#GameCube.2FWii|Internal Framerate Hack]]| {{Y}}| {{?}}|-| [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small>| colspan=3 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack" and "skip presenting duplicate frames option"'''.<br/>While '''[https://youtu.be/5mbUTfCRIF0 AFMF]''' or '''LSFG''' can be used with Dolphin, please be confused aware that some visual glitches and artifacts may occur at this time.|-| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM<br/><small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.<br/>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.</small>| {{N}}[https://bugs.dolphin-emu.org/issues/11876 *]| {{N}}|-| Rendering latency reduction technologies<br/><small>([netplayhttps://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex] and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+'''])| colspan=4 | <small>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 benefit to justify the development effort.</small>|-| rowspan=6 | Post-Processing| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small>| {{Y}}| {{?}}|-| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>| {{Y}}| {{?}}|-| [[Shaders_and_filters|Filters]]| {{Y}}| {{?}}|-|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]<br/><small>([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])</small>| {{?}}| {{?}}|-| [[Shader_Presets|Shader Chain]]| [https://github.com/dolphin-emu/dolphin/pull/10362 WIP]<ref group=N2>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's now obsolete.</ref>| {{?}}|-|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]| {{Y}}| {{?}}|-| rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features]| [[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]| {{Y}}| {{?}}|-| Rewind| {{N}}| {{?}}|-| Fast-Forward/Turbo Speed| {{Y}}| {{?}}|-| Savestates| {{Y}}| {{?}}|-| [https://tasvideos.org/Movies Movie recording/playback]| {{Y}}| {{N}}|-| rowspan=2 | Controls| [[Controllers#Mouse_Injectors_for_Emulators|Mouse Injector Compatible]]| {{Y}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]| {{N}}|-| [[Input_lag|Input lag-mitigating technique]]| {{N}}| {{N}}|-| rowspan=9 | Quality of life| [[Save_disk_space_for_ISOs#GameCube_.2F_Wii|Streamable compression format]]| {{Y}}| {{N}}[https://github.com/emu-russia/pureikyubu/issues/249 *]|-| Built-in [[Mods,_hacks_and_fan-translations#Built-in_graphics_mod_editor.2Fmanager_for_emulators|Graphics mod editor/manager]]| {{~}}<ref group=N2>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 "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.</ref>| {{N}}|-| Built-in [[Cheats_and_patches|Cheat Manager]]| {{Y}}| {{N}}|-| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 Custom resolution/CRTSwitchRes]<br/><small>For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].<br/>Another option is using EDID editor tool such as "Custom Resolution Utility".</small>| colspan=7 | <small>Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro core] at the moment.<br/>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.</small>|-| Per-Game Profiles| {{Y}}| {{?}}|-| Command Line Options| {{Y}}| {{?}}|-| On-Screen Display<br/><small>Showcases messages, controller input state which synchronizes emulation over is useful for speedrunners, performance data, active settings, and various notifications.</small>| {{Y}}| {{?}}|-| [[Wikipedia:Variable_refresh_rate|Variable Refresh Rate compatible]]| {{N}}[https://forums.dolphin-emu.org/Thread-question-about-gsync-vrr *]| {{?}}|-| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]| [https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has WIP]| {{?}}|-| rowspan=4 | Misc| [https://retroachievements.org/gameList.php?c=16 RetroAchievements]| [https://github.com/dolphin-emu/dolphin/pulls?q=is%3Apr+is%3Aopen%2Bclosed+retroachievements+ WIP]| {{N}}|-| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]| colspan=2 | Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.|-| Free Look<br/><small>Free Look is a enhancement feature that allows manipulation of the in-game camera.</small>| {{Y}}[https://wiki.dolphin-emu.org/index.php?title=Free_Look *]| {{N}}|-| [[Wikipedia:Category:Debugging|Debug Features]]| {{Y}}| {{Y}}|}</div><references group=N2/> ==Hardware variants=====Triforce===The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an internet connection[[: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. Nevertheless, [https://dolphin-emu.org/download/list/Triforce/ a branch] remains and can still be used, albeit with some difficulty.
Compatibility is patchy, and while all games boot, many require memory patches via gecko codes to progress beyond error screens. This was an add-on that allowed is further compounded by the console to abundance of patched or modified dumps floating around. Many of which have patched headers for use LAN technology using [[Wikipedia:Modular connector|RJ45 cables]]with Nintendont, or being renamed versions of their GameCube counterparts. ''This is most prevalent with Mario Kart: Double Dash!!'' used it to play on a local network Arcade GP 1 & 2, with up to eight other GameCubes while ''Phantasy Star Online'' took it a step further to allow an internet connection there being no good (public) dumps at all. The site that previously hosted the gecko codes for Sega's now-offline official game servers. ''Kirby Air Ride'' Triforce games has since shut down, and ''1080° Avalanche'' also support this adapter. This feature was unavailable on the [[Wii emulators|Wii]] despite having 802replacement site does not have codes for Triforce games, requiring codes to be manually downloaded from the Wayback Machine.11 b/g connectivity built-in Furthermore, games have multiple revisions, and an official USB LAN adaptorcodes only work on specific revisions.
It's possible to hook up zero or more of each of these configurations on one networked gameTo use the Triforce branch, certain settings must be modified:*A Under Config/GameCube with the broadband adapter (of course), SP1 and Port 1 need to be assigned to AM-Baseboard.*A soft modded Wii with 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://gbatempweb.netarchive.org/web/20181024045747/http://threadswww.geckocodes.org/330554 Devolutionhere]*A recent version of Dolphin with OpenVPN.
Triforce games can also be run on a Wii using [[Dolphinhttps://github.com/FIX94/Nintendont Nintendont]] has . Patches and gecko codes are not required. Triforce support is essentially unmaintained and lacks features such as LAN connectivity, internal saving (for the Broadband Adapter on Windows things such as high scores or F-Zero AX time attack ghosts), and Linux. Go to <code>Config</code> > <code>GameCube</code>memory card reading. A dropMario Cards and F-down Zero License Cards can be emulated for <code>SP1</code> will have the <code>Broadband Adaptor</code> or <code>BBA</code>Mario Kart Arcade GP games and F-Zero AX respectively, but linking F-Zero AX to an F-Zero GX save is not possible. Note that this method cannot be used within Dolphin, depending on as Nintendont utilizes the version of Wii's ARM "Starlet" processor which Dolphin you're running. [https://wiki.dolphin-emu.org/index.php?title=Broadband_Adapter#How_to_use_the_BroadBand_Adapter Their wiki contains up does not emulate (Starlet only exists to date instructions on setting up a VPNrun IOS, which Dolphin reimplements anyway).]
===Bongos=Recommended builds for Triforce====This Thanks to these builds most games work correctly with minimal amount of patches needed, so these builds are the most recommended right now for Triforce emulation; *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 of the Gecko codes/controls preconfigured. You can download it [https://mega.nz/folder/U0tQXYTa#qcVLwmVz3KL9VR_XKMdXCg here]. *Another suggestion is a special controller used with to use the latest builds by Crediar, found [https://mega.nz/file/kg1REZzC#tRfsBXw5kZv1zLo05MgBJIdWbwCnIT21_k9IyhsjDAE here]. ''Donkey Konga'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]' and other ''Donkey Kong'' games released for the GameCube.  ====Dolphin supports this controller.Pull Requests for Triforce====
There are 2 pull requests by Zopolis4 to add preliminary support for Triforce back into upstream Dolphin, but the work is very old and unsupported.<ref>{{cite web |url =https://github.com/dolphin-emu/dolphin/pull/10084 |title =Implement preliminary Triforce support}}</ref><ref>{{cite web |url =Microphone==https://github.com/dolphin-emu/dolphin/pull/10207 |title =This was an accessory bundled with ''Mario Party 6 & Mario Party 7'' that allowed the GameCube to receive audio from the memory card slot. There were also other games known to Implement preliminary Triforce support itPt.2}}</ref>
In Dolphin===Panasonic Q===[[File:Panasonic Q.png|210px|thumb|left|The Panasonic Q GameCube console.]]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.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, set slot B in 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.The Panasonic Q is capable of using almost all of the GameCube hardware upgrades. A special version of the Game Boy Player was designed for the Q because the emulator settings Player was designed to fit onto the microphonebottom of the GameCube, and the Q's different bottom form factor kept the Player from being installed. In Other features of the operating systemPanasonic 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, you then make your default recording device availablehave made the Panasonic Q a popular console to collect.
==Triforce==The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an [[:Category:Arcade|arcade Q system board]] developed jointly was licensed by [[wikipedia:Namco|Namco]]Nintendo, released on December 13, [[wikipedia:Sega|Sega]]2001, and Nintendowas discontinued on December 18, with the first games appearing in 2002. The system hardware is based on the Nintendo GameCube with several differences2003, such as provisions for add-ons such as Sega's GD-ROM system and upgradeable RAM modules. [[Wii emulators]] can also play Triforce gamesdue to low sales.
Dolphin used to have Triforce support in the stable builds, which was quickly deprecated and [https://dolphin-emu.org/download/list/Triforce/ a branch] remained. This branch is no longer updated, but can still be used.<ref>https://dolphin-emu.org/blog/2016/09/01/dolphin-progress-report-august-2016</ref> The developers plan to bring it back, but only if there is interest and work is done to clean up the code.
Compatibility is abysmal, and there are lots of unemulated features preventing the games from even booting without patches like both Mario Kart GP games*Dolphin has no support for this variation. Check the Dolphin Wiki *See [[Home_Media_Player#Emulators|this dedicated page]] for more information. Various features including the NamCam camera, the save transfer functionality, and the multiple Triforce board networking, are simply not emulatedabout home media playback support for emulation softwares.
==Emulation issues==For more information about Nintendo GameCube hardware and reverse engineering;* MVG: [https://www.youtube.com/watch?v=Uxjl_kD3imQ How the games that do emulate with Dolphin Triforce (that isNintendo GameCube Security was defeated], the Mario Kart GP games and little else)[https:* Under "Config//www.youtube.com/watch?v=up6Rm1Sw1ps The Nintendo GameCube" (or more recently "Controllers")is still awesome - Games, Homebrew, "SP1" Modding and "Port 1" need More], [https://www.youtube.com/watch?v=HJHb3ZJXJfw Dolphin has been ported to be assigned to "AM-Baseboard".the Xbox]* "Enable Cheats" must be activatedDolphin: [https://dolphin-emu. Mario Kart GP1 and GP2 have patch codes that need to be added to their gameini file to fix the showstopping emulation bugs and to change the coins value to something else than 0org/blog/ Blog], to play it at all[https://discord.gg/ZGbGN2mC Discord]* The keys used are the same as the [https://gamecube.dev/ Awesome GameCube controls in DolphinDevelopment]* [https://www.copetti. The Z button supposedly emulates "Insert Coin", but it doesnorg/writings/consoles/gamecube/ Rodrigo Colpetti't seem to works GameCube practical analysis]* [https://www.gc-forever.com/wiki/index.php?title=Main_Page GC-Forever]* [https://consolemods.org/wiki/GameCube:GameCube_Mods_Wiki ConsoleMods - GameCube]
==Resources==
==References==
<references/>
{{Nintendo}}
[[Category:Consoles]]
[[Category:Home consoles]]
[[Category:Sixth-generation video game consoles]]
[[Category:Nintendo consoles]]
[[Category:GameCube emulators|*]][[Category:PowerPC-based]][[Category:MAME Driver Status: Preliminary]]
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