This fork is intended mostly for personal use. My goal is to incorporate a series of pull requests from Sam Belliveau into the MMJR2 codebase that implement the VBI Skip speed hack. Dolphin team abandoned non-integer scaling a long time ago. While I completely understand their reasons, I have a hard time letting this feature go. Many Android devices with potato chipsets, like Anbernic or Retroid, can run most games at 1.5x nearly full speed. 2x resolution is usually too much for them, and framerate suffers significantly. Unfortunately, enabling non-integer scaling on the most recent codebase is way out of my league, so I'm going the other way. I want to bring the VBI Skip Hack to MMJR2. All changes to the code are handled by pull requests, credited and linked to original pull requests from Official Dolphin repository.
BEWARE: this is based on old source code! Things may break, saves may corrupt, apps may crash, and there might be no fixes in the near future! If you don't want to experiment or are new to emulation, stick with Official Dolphin!
Thank you Dolphin team for your amazing work. Your dedication and hard work have made it possible for people to play their favorite games on modern hardware. Keep up the great work!β π¬π Thanks to the developers of the original MMJR and MMJR2 fork, and Lumince for keeping MMJR2 alive for so long.
Mainly, this fork is meant for personal use. This repo's only function at the current time is to update MMJR2 to the latest Dolphin Offical Dev Source code without scoped storage changes merged. If you want scoped storage, go use Dolphin Official Builds. I have no use for scoped storage, nor any changes related to it. I wont be merging these changes. Have a nice day!
An Android-only performance-focused dolphin fork, rebased on top of latest dolphin development builds and reimplementing MMJ UX and performance improvements, plus adding our own.
Grab the latest build in the releases section, or check for new version in the in-app updater. Old MMJR v1.0 builds can be found at the old repository here. 1.0 and 2.0 builds can be installed without conflicts as they use different folders, but savestates are not compatible. We kindly ask you to avoid misusing GitHub Issues and Pull Requests.
This fork wouldn't be possible without the crazy amount of work that developers much more skilled than us put into Dolphin.
Join here
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Dolphin is an emulator for running GameCube and Wii games on Windows, Linux, macOS, and recent Android devices. It's licensed under the terms of the GNU General Public License, version 2 or later (GPLv2+).
Please read the FAQ before using Dolphin.
- OS
- Windows (10 or higher).
- Linux.
- macOS (10.15 Catalina or higher).
- Unix-like systems other than Linux are not officially supported but might work.
- Processor
- A CPU with SSE2 support.
- A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
- Graphics
- A reasonably modern graphics card (Direct3D 11.1 / OpenGL 3.3).
- A graphics card that supports Direct3D 11.1 / OpenGL 4.4 is recommended.
- OS
- Android 5.0 Lollipop or higher (SDK >= 21).
- Processor
- A processor with support for 64-bit applications (either ARMv8 or x86-64).
- Graphics
- A graphics processor that supports OpenGL ES 3.0 or higher. Performance varies heavily with driver quality.
- A graphics processor that supports standard desktop OpenGL features is recommended for best performance.
Dolphin can only be installed on devices that satisfy the above requirements. Attempting to install on an unsupported device will fail and display an error message.
Use the solution file Source/dolphin-emu.sln
to build Dolphin on Windows.
Dolphin targets the latest MSVC shipped with Visual Studio or Build Tools.
Other compilers might be able to build Dolphin on Windows but have not been
tested and are not recommended to be used. Git and latest Windows SDK must be
installed when building.
Make sure to pull submodules before building:
git submodule update --init
The "Release" solution configuration includes performance optimizations for the best user experience but complicates debugging Dolphin. The "Debug" solution configuration is significantly slower, more verbose and less permissive but makes debugging Dolphin easier.
Dolphin requires CMake for systems other than Windows. You need a recent version of GCC or Clang with decent c++20 support. CMake will inform you if your compiler is too old. Many libraries are bundled with Dolphin and used if they're not installed on your system. CMake will inform you if a bundled library is used or if you need to install any missing packages yourself. You may refer to the wiki for more information.
Make sure to pull submodules before building:
git submodule update --init
A binary supporting a single architecture can be built using the following steps:
mkdir build
cd build
cmake ..
make -j $(sysctl -n hw.logicalcpu)
An application bundle will be created in ./Binaries
.
A script is also provided to build universal binaries supporting both x64 and ARM in the same application bundle using the following steps:
mkdir build
cd build
python ../BuildMacOSUniversalBinary.py
- Universal binaries will be available in the
universal
folder
Doing this is more complex as it requires installation of library dependencies for both x64 and ARM (or universal library equivalents) and may require specifying additional arguments to point to relevant library locations. Execute BuildMacOSUniversalBinary.py --help for more details.
To install to your system.
mkdir build
cd build
cmake ..
make -j $(nproc)
sudo make install
Useful for development as root access is not required.
mkdir Build
cd Build
cmake .. -DLINUX_LOCAL_DEV=true
make -j $(nproc)
ln -s ../../Data/Sys Binaries/
Can be stored on external storage and used on different Linux systems. Or useful for having multiple distinct Dolphin setups for testing/development/TAS.
mkdir Build
cd Build
cmake .. -DLINUX_LOCAL_DEV=true
make -j $(nproc)
cp -r ../Data/Sys/ Binaries/
touch Binaries/portable.txt
These instructions assume familiarity with Android development. If you do not have an Android dev environment set up, see AndroidSetup.md.
Make sure to pull submodules before building:
git submodule update --init
If using Android Studio, import the Gradle project located in ./Source/Android
.
Android apps are compiled using a build system called Gradle. Dolphin's native component, however, is compiled using CMake. The Gradle script will attempt to run a CMake build automatically while building the Java code.
When Dolphin has been installed with the NSIS installer, you can uninstall Dolphin like any other Windows application.
Linux users can run cat install_manifest.txt | xargs -d '\n' rm
as root from the build directory
to uninstall Dolphin from their system.
macOS users can simply delete Dolphin.app to uninstall it.
Additionally, you'll want to remove the global user directory (see below to see where it's stored) if you don't plan to reinstall Dolphin.
Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-v <str>] [-a <str>]
- -h, --help Show this help message
- -d, --debugger Show the debugger pane and additional View menu options
- -l, --logger Open the logger
- -e, --exec= Load the specified file (DOL,ELF,WAD,GCM,ISO)
- -b, --batch Exit Dolphin with emulator
- -v, --video_backend= Specify a video backend
- -a, --audio_emulation= Low level (LLE) or high level (HLE) audio
Available DSP emulation engines are HLE (High Level Emulation) and LLE (Low Level Emulation). HLE is faster but less accurate whereas LLE is slower but close to perfect. Note that LLE has two submodes (Interpreter and Recompiler) but they cannot be selected from the command line.
Available video backends are "D3D" and "D3D12" (they are only available on Windows), "OGL", and "Vulkan". There's also "Null", which will not render anything, and "Software Renderer", which uses the CPU for rendering and is intended for debugging purposes only.
wiitdb.txt
: Wii title database from GameTDBtotaldb.dsy
: Database of symbols (for devs only)GC/font_western.bin
: font dumpsGC/font_japanese.bin
: font dumpsGC/dsp_coef.bin
: DSP dumpsGC/dsp_rom.bin
: DSP dumpsWii/clientca.pem
: Wii network certificateWii/clientcakey.pem
: Wii network certificate keyWii/rootca.pem
: Wii network certificate issuer / CA
The DSP dumps included with Dolphin have been written from scratch and do not contain any copyrighted material. They should work for most purposes, however some games implement copy protection by checksumming the dumps. You will need to dump the DSP files from a console and replace the default dumps if you want to fix those issues.
Wii network certificates must be extracted from a Wii IOS. A guide for that can be found here.
These folders are installed read-only and should not be changed:
GameSettings
: per-game default settings databaseGC
: DSP and font dumpsShaders
: post-processing shadersThemes
: icon themes for GUIResources
: icons that are theme-agnosticWii
: default Wii NAND contents
List of user folders:
Cache
: used to cache the ISO listConfig
: configuration filesDump
: anything dumped from DolphinGameSettings
: additional settings to be applied per-gameGBA
: GBA savesGC
: memory cards and system BIOSLoad
: graphicmods, riivolution patches, custom textures, wiisdsync, wiiSDLogs
: logs, if enabledScreenShots
: screenshots taken via DolphinStateSaves
: save statesWii
: Wii NAND contents
GraphicMods have to be placed in the user directory under
Load/GraphicMods/[GameID]/
. Once you have extracted the graphic mods here, you will need to enable them in settings Settings > Graphics > Advanced > Graphic Mods
Riivolution Patches have to be placed in the user directory under
Load/Riivolution/[GameID]/
. Once you have extracted the patches here, long press on the game and select Start with Riivolution Patches
Custom textures have to be placed in the user directory under
Load/Textures/[GameID]/
. You can find the Game ID by right-clicking a game
in the ISO list and selecting "ISO Properties".