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Readme.md
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Readme.md
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# Dolphin - A GameCube and Wii Emulator
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[Homepage](https://dolphin-emu.org/) | [Project Site](https://github.com/dolphin-emu/dolphin) | [Buildbot](https://dolphin.ci) | [Forums](https://forums.dolphin-emu.org/) | [Wiki](https://wiki.dolphin-emu.org/) | [Issue Tracker](https://bugs.dolphin-emu.org/projects/emulator/issues) | [Coding Style](https://github.com/dolphin-emu/dolphin/blob/master/Contributing.md) | [Transifex Page](https://www.transifex.com/projects/p/dolphin-emu/)
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[Homepage](https://dolphin-emu.org/) | [Project Site](https://github.com/dolphin-emu/dolphin) | [Buildbot](https://dolphin.ci) | [Forums](https://forums.dolphin-emu.org) | [Wiki](https://wiki.dolphin-emu.org) | [Github Wiki](https://github.com/dolphin-emu/dolphin/wiki) | [Issue Tracker](https://bugs.dolphin-emu.org/projects/emulator/issues) | [Coding Style](https://github.com/dolphin-emu/dolphin/blob/master/Contributing.md) | [Transifex Page](https://www.transifex.com/projects/p/dolphin-emu)
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Dolphin is an emulator for running GameCube and Wii games on Windows,
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Linux, macOS, and recent Android devices. It's licensed under the terms
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The "Release" solution configuration includes performance optimizations for the best user experience but complicates debugging Dolphin.
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The "Debug" solution configuration is significantly slower, more verbose and less permissive but makes debugging Dolphin easier.
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An installer can be created by using the `Installer.nsi` script in the
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Installer directory. This will require the Nullsoft Scriptable Install System
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(NSIS) to be installed. Creating an installer is not necessary to run Dolphin
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since the Binary directory contains a working Dolphin distribution.
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## Building for Linux and macOS
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Dolphin requires [CMake](https://cmake.org/) for systems other than Windows. Many libraries are
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1. `mkdir build`
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2. `cd build`
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3. `cmake ..`
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4. `make`
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4. `make -j$(sysctl -n hw.logicalcpu)`
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An application bundle will be created in `./Binaries`.
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@ -98,7 +93,7 @@ To install to your system.
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1. `mkdir build`
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2. `cd build`
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3. `cmake ..`
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4. `make`
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4. `make -j $(nproc)`
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5. `sudo make install`
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### Linux Local Build Steps:
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1. `mkdir Build`
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2. `cd Build`
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3. `cmake .. -DLINUX_LOCAL_DEV=true`
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4. `make`
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4. `make -j $(nproc)`
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5. `ln -s ../../Data/Sys Binaries/`
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### Linux Portable Build Steps:
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@ -119,7 +114,7 @@ Or useful for having multiple distinct Dolphin setups for testing/development/TA
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1. `mkdir Build`
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2. `cd Build`
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3. `cmake .. -DLINUX_LOCAL_DEV=true`
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4. `make`
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4. `make -j $(nproc)`
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5. `cp -r ../Data/Sys/ Binaries/`
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6. `touch Binaries/portable.txt`
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## Uninstalling
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When Dolphin has been installed with the NSIS installer, you can uninstall
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Dolphin like any other Windows application.
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On Windows, simply remove the extracted directory, unless it was installed with the NSIS installer,
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in which case you can uninstall Dolphin like any other Windows application.
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Linux users can run `cat install_manifest.txt | xargs -d '\n' rm` as root from the build directory
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to uninstall Dolphin from their system.
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macOS users can simply delete Dolphin.app to uninstall it.
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Additionally, you'll want to remove the global user directory (see below to
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see where it's stored) if you don't plan to reinstall Dolphin.
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Additionally, you'll want to remove the global user directory if you don't plan on reinstalling Dolphin.
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## Command Line Usage
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`Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-v <str>] [-a <str>]`
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```Usage: Dolphin.exe [options]... [FILE]...
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* -h, --help Show this help message
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* -d, --debugger Show the debugger pane and additional View menu options
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* -l, --logger Open the logger
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* -e, --exec=<str> Load the specified file (DOL,ELF,WAD,GCM,ISO)
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* -b, --batch Exit Dolphin with emulator
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* -v, --video_backend=<str> Specify a video backend
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* -a, --audio_emulation=<str> Low level (LLE) or high level (HLE) audio
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Options:
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--version show program's version number and exit
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-h, --help show this help message and exit
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-u USER, --user=USER User folder path
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-m MOVIE, --movie=MOVIE
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Play a movie file
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-e <file>, --exec=<file>
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Load the specified file
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-n <16-character ASCII title ID>, --nand_title=<16-character ASCII title ID>
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Launch a NAND title
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-C <System>.<Section>.<Key>=<Value>, --config=<System>.<Section>.<Key>=<Value>
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Set a configuration option
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-s <file>, --save_state=<file>
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Load the initial save state
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-d, --debugger Show the debugger pane and additional View menu options
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-l, --logger Open the logger
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-b, --batch Run Dolphin without the user interface (Requires
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--exec or --nand-title)
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-c, --confirm Set Confirm on Stop
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-v VIDEO_BACKEND, --video_backend=VIDEO_BACKEND
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Specify a video backend
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-a AUDIO_EMULATION, --audio_emulation=AUDIO_EMULATION
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Choose audio emulation from [HLE|LLE]
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```
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Available DSP emulation engines are HLE (High Level Emulation) and
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LLE (Low Level Emulation). HLE is faster but less accurate whereas
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"Software Renderer", which uses the CPU for rendering and
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is intended for debugging purposes only.
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## Sys Files
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## DolphinTool Usage
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```
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usage: dolphin-tool COMMAND -h
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* `wiitdb.txt`: Wii title database from [GameTDB](https://www.gametdb.com/)
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* `totaldb.dsy`: Database of symbols (for devs only)
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* `GC/font_western.bin`: font dumps
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* `GC/font_japanese.bin`: font dumps
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* `GC/dsp_coef.bin`: DSP dumps
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* `GC/dsp_rom.bin`: DSP dumps
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* `Wii/clientca.pem`: Wii network certificate
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* `Wii/clientcakey.pem`: Wii network certificate key
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* `Wii/rootca.pem`: Wii network certificate issuer / CA
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commands supported: [convert, verify, header]
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```
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The DSP dumps included with Dolphin have been written from scratch and do not
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contain any copyrighted material. They should work for most purposes, however
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some games implement copy protection by checksumming the dumps. You will need
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to dump the DSP files from a console and replace the default dumps if you want
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to fix those issues.
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```Usage: convert [options]... [FILE]...
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Wii network certificates must be extracted from a Wii IOS. A guide for that can be found [here](https://wiki.dolphin-emu.org/index.php?title=Wii_Network_Guide).
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Options:
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-h, --help show this help message and exit
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-u USER, --user=USER User folder path, required for temporary processing
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files.Will be automatically created if this option is
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not set.
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-i FILE, --input=FILE
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Path to disc image FILE.
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-o FILE, --output=FILE
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Path to the destination FILE.
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-f FORMAT, --format=FORMAT
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Container format to use. Default is RVZ. [iso|gcz|wia|rvz]
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-s, --scrub Scrub junk data as part of conversion.
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-b BLOCK_SIZE, --block_size=BLOCK_SIZE
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Block size for GCZ/WIA/RVZ formats, as an integer.
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Suggested value for RVZ: 131072 (128 KiB)
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-c COMPRESSION, --compression=COMPRESSION
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Compression method to use when converting to WIA/RVZ.
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Suggested value for RVZ: zstd [none|zstd|bzip|lzma|lzma2]
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-l COMPRESSION_LEVEL, --compression_level=COMPRESSION_LEVEL
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Level of compression for the selected method. Ignored
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if 'none'. Suggested value for zstd: 5
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```
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## Folder Structure
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```
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Usage: verify [options]...
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These folders are installed read-only and should not be changed:
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Options:
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-h, --help show this help message and exit
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-u USER, --user=USER User folder path, required for temporary processing
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files.Will be automatically created if this option is
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not set.
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-i FILE, --input=FILE
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Path to disc image FILE.
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-a ALGORITHM, --algorithm=ALGORITHM
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Optional. Compute and print the digest using the
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selected algorithm, then exit. [crc32|md5|sha1]
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```
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* `GameSettings`: per-game default settings database
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* `GC`: DSP and font dumps
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* `Shaders`: post-processing shaders
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* `Themes`: icon themes for GUI
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* `Resources`: icons that are theme-agnostic
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* `Wii`: default Wii NAND contents
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```
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Usage: header [options]...
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## Packaging and udev
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The Data folder contains a udev rule file for the official GameCube controller
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adapter and the Mayflash DolphinBar. Package maintainers can use that file in their packages for Dolphin.
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Users compiling Dolphin on Linux can also just copy the file to their udev
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rules folder.
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## User Folder Structure
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A number of user writeable directories are created for caching purposes or for
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allowing the user to edit their contents. On macOS and Linux these folders are
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stored in `~/Library/Application Support/Dolphin/` and `~/.dolphin-emu`
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respectively, but can be overwritten by setting the environment variable
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`DOLPHIN_EMU_USERPATH`. On Windows the user directory is stored in the `My Documents`
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folder by default, but there are various way to override this behavior:
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* Creating a file called `portable.txt` next to the Dolphin executable will
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store the user directory in a local directory called "User" next to the
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Dolphin executable.
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* If the registry string value `LocalUserConfig` exists in
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`HKEY_CURRENT_USER/Software/Dolphin Emulator` and has the value **1**,
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Dolphin will always start in portable mode.
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* If the registry string value `UserConfigPath` exists in
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`HKEY_CURRENT_USER/Software/Dolphin Emulator`, the user folders will be
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stored in the directory given by that string. The other two methods will be
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prioritized over this setting.
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List of user folders:
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* `Cache`: used to cache the ISO list
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* `Config`: configuration files
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* `Dump`: anything dumped from Dolphin
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* `GameConfig`: additional settings to be applied per-game
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* `GC`: memory cards and system BIOS
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* `Load`: custom textures
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* `Logs`: logs, if enabled
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* `ScreenShots`: screenshots taken via Dolphin
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* `StateSaves`: save states
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* `Wii`: Wii NAND contents
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## Custom Textures
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Custom textures have to be placed in the user directory under
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`Load/Textures/[GameID]/`. You can find the Game ID by right-clicking a game
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in the ISO list and selecting "ISO Properties".
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Options:
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-h, --help show this help message and exit
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-i FILE, --input=FILE
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Path to disc image FILE.
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-b, --block_size Optional. Print the block size of GCZ/WIA/RVZ formats,
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then exit.
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-c, --compression Optional. Print the compression method of GCZ/WIA/RVZ
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formats, then exit.
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-l, --compression_level
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Optional. Print the level of compression for WIA/RVZ
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formats, then exit.
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```
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