Dolphin Emulator

Dolphin は任天堂のゲーム機: ゲームキューブWii の エミュレータです。これらのゲーム機のタイトルのフルHD(1080p) 化表示に加え、PC用コントローラとの互換・動作スピードの高速化・ネットワーク対戦 など、さまざまな機能を使ってゲームを楽しむことができるようになります。

今すぐWindows/Mac/Linux用のDolphin 5.0を入手 »

動作リスト »

カンペキ: 22.3%
サクサク: 64.8%
ソコソコ: 10.4%
イントロ: 1.7%
ダメダメ: 0.8%


Bluetooth Passthrough

These days, most emulators use pre-configured mappings to allow any controller that uses xinput to be immediately mapped to whatever the original console used. But that is only possible because of the standardized button layout that has proliferated throughout consoles. Mapping older controllers, such as the SNES controller, to a modern controller is pretty much trivial. Even a PS2 controller can be mapped to an Xbox 360 controller without losing much.

For Dolphin, things get a bit more complicated. While the GameCube Controller has a few trouble spots, ...


Dolphin Progress Report: September 2016

There was apparently some big deal this month about getting every GameCube game to boot. But, the increasingly more amusing part of this new found accuracy is emulating game crashes. When using MMU Enabled + Single Core, it should be impossible for a game to crash Dolphin, but, much more likely to emulate a game crashing in situations where it would on console. As such, booting all games is old news, Dolphin is now onto emulating crashes in all games. One infamous one that didn't work in Dolphin is known as the Gotcha Force "Force 20" game glitch.

Gotcha Force "Force 20" Crash

Though not specially highlighted this month, our applause has to go to aldelero5 for continuing to work on and renovate Dolphin's debugger. With Dolphin's increasingly accurate MMU emulation, it's actually become even more useful to poke at and prod games. They are making it so much easier to research and prod bugs like this to delve even deeper into the game logic!

While that was merged near the beginning of the month, we had another major change merged at the end of the month. Two hours before the progress report was originally scheduled. Dolphin now has another experimental backend, this time using the Vulkan API. Much like D3D12, it should be considered experimental, with a few features still missing from the backend, and many drivers having their own issues with Vulkan.

With that out of the way, let's get onto this month's notable changes!


Booting the Final GameCube Game

Every single GameCube game can at least boot in Dolphin 5.0. Except one. Star Wars: The Clone Wars and its complex way of using the PowerPC Memory Management Unit rendered it unplayable in Dolphin up to this day. But finally as of Dolphin 5.0-540, this challenge has come and gone: Dolphin can finally boot every single GameCube game in the official library.

Star Wars: The Clone Wars Running in Dolphin

So what makes Star Wars: The Clone Wars so special? To truly understand what's going on, you need to have some knowledge on how the PowerPC's processor handles memory management and how Dolphin emulates it.