Dolphin Manual: Difference between revisions

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(Style edit for giant function lists. Those big lists were hard to read in their original form. I tried a number of solutions but, just adding a space was the most efficient. Various fixes.)
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=== Games ===
== Games ==
Users “dump” or “rip” their Gamecube and Wii discs to get an exact 1:1 copy of the game data. The best method is to use homebrew software on a hacked Wii. For more information, see [[Ripping Game Discs]].
Users “dump” or “rip” their Gamecube and Wii discs to get an exact 1:1 copy of the game data. The best method is to use homebrew software on a hacked Wii. For more information, see [[Ripping Game Discs]].




=== Obtaining the Dolphin Emulator ===
== Obtaining the Dolphin Emulator ==


For users of Windows, OS X, and Ubuntu, the main Dolphin website provides both the latest builds and the last stable release online at [http://www.dolphin-emu.org/download http://www.dolphin-emu.org/download]. Windows users must choose between x86 (32-bit) and x64 (64-bit) versions according to their operating system.
For users of Windows, OS X, and Ubuntu, the main Dolphin website provides both the latest builds and the last stable release online at [http://www.dolphin-emu.org/download http://www.dolphin-emu.org/download]. Windows users must choose between x86 (32-bit) and x64 (64-bit) versions according to their operating system.
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=== Starting Dolphin ===
== Starting Dolphin ==
'''Windows:''' Windows builds come in archives in the 7z format, so an appropriate program such as [http://www.7-zip.org 7-zip] or [http://peazip.sourceforge.net PeaZip] is necessary to extract it. Users need only extract the archive and double-click on the Dolphin.exe file to launch the emulator. Opening the emulator while it is in the archive will lead to errors.  
'''Windows:''' Windows builds come in archives in the 7z format, so an appropriate program such as [http://www.7-zip.org 7-zip] or [http://peazip.sourceforge.net PeaZip] is necessary to extract it. Users need only extract the archive and double-click on the Dolphin.exe file to launch the emulator. Opening the emulator while it is in the archive will lead to errors.  


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'''Title Bar:''' Shows program name and Dolphin version.
'''Title Bar:''' Shows program name and Dolphin version.


'''Menus:''' Contains entries like File, Emulation, and Options. Provide access to nearly all of Dolphin's options through drop-down menus.
'''Menus:''' Contains entries like File, Emulation, and Options. Provide access to nearly all of Dolphin's options through drop-down menus.


'''Toolbars:''' Contains buttons like Open, Play, and Config. Provide quick access to commonly changed options with one-click
'''Toolbars:''' Contains buttons like Open, Play, and Config. Provide quick access to commonly changed options with one-click


'''Banners:''' Small graphical icons depicting game logos. Allows users to easily identify games at a glance. Small graphics to the left show which system the game comes from.
'''Banners:''' Small graphical icons depicting game logos. Allows users to easily identify games at a glance. Small graphics to the left show which system the game comes from.


'''Title:''' The official name of the game.
'''Title:''' The official name of the game.


'''Notes:''' Short pieces of text that may describe the game or the developer. Flags to the right show which region (NTSC-U, NTSC-J, PAL) the game comes from.
'''Notes:''' Short pieces of text that may describe the game or the developer. Flags to the right show which region (NTSC-U, NTSC-J, PAL) the game comes from.


'''Size:''' Approximate size of the game file.
'''Size:''' Approximate size of the game file.


'''State:''' A scale using 5 stars that describes how well the game runs in Dolphin. The scale goes as follows:
'''State:''' A scale using 5 stars that describes how well the game runs in Dolphin. The scale goes as follows:
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:5: Perfect – No issues at all.
:5: Perfect – No issues at all.


'''Status Bar:''' Very bottom of Dolphin's screen, reserved for small message such as when a real or emulated Wiimote has been connected, FPS, VPS, and game speed.
'''Status Bar:''' Very bottom of Dolphin's screen, reserved for small message such as when a real or emulated Wiimote has been connected, FPS, VPS, and game speed.




=== Adding Games ===
== Adding Games ==


When users first run Dolphin, the program will not see their games. It will display the following message in the game list: “No ISOs or WADs found. Dolphin could not find any GC/Wii ISOs. Doubleclick here to browse for files...” Users can add game directories in several ways:
When users first run Dolphin, the program will not see their games. It will display the following message in the game list: “No ISOs or WADs found. Dolphin could not find any GC/Wii ISOs. Doubleclick here to browse for files...” Users can add game directories in several ways:
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'''Enable Dual Core:''' Allows Dolphin to use two separate threads to emulate the GC/Wii CPU and GPU instead of one. This option dramatically increases speed and allows Dolphin to use two cores on a CPU. Although it may rarely cause crashes in a limited number of games, it is highly recommended to have this option enabled.
'''Enable Dual Core:''' Allows Dolphin to use two separate threads to emulate the GC/Wii CPU and GPU instead of one. This option dramatically increases speed and allows Dolphin to use two cores on a CPU. Although it may rarely cause crashes in a limited number of games, it is highly recommended to have this option enabled.


'''Enable Idle Skipping:''' Allows Dolphin's emulated CPU to skip idling. Since this option provides a reasonable speedup, it is recommended to have it enabled.
'''Enable Idle Skipping:''' Allows Dolphin's emulated CPU to skip idling. Since this option provides a reasonable speedup, it is recommended to have it enabled.


'''Enable Cheats:''' Allows Dolphin to use Action Replay or Gecko codes. Without this option enabled, cheats cannot run on any game.
'''Enable Cheats:''' Allows Dolphin to use Action Replay or Gecko codes. Without this option enabled, cheats cannot run on any game.


'''Framelimit:''' Forcibly limit the amount of frames rendered per second. The available values are as follows:
'''Framelimit:''' Forcibly limit the amount of frames rendered per second. The available values are as follows:
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Most games will run fine with Auto or Audio, however, some games may require a specific value.
Most games will run fine with Auto or Audio, however, some games may require a specific value.


'''Limit by FPS:''' If enabled, framelimit will measure using actual frames rendered per second. If disabled, framelimit will measure using the amount of frame render requests the Dolphin's emulated CPU sends to the emulated GPU. Disabling this option may give more accurate emulation, however, users may not notice a difference.
'''Limit by FPS:''' If enabled, framelimit will measure using actual frames rendered per second. If disabled, framelimit will measure using the amount of frame render requests the Dolphin's emulated CPU sends to the emulated GPU. Disabling this option may give more accurate emulation, however, users may not notice a difference.


'''CPU Emulator Engine:''' Determines how Dolphin will emulate the Gamecube/Wii CPU. The available values are as follows:
'''CPU Emulator Engine:''' Determines how Dolphin will emulate the Gamecube/Wii CPU. The available values are as follows:
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*JITIL (Just-In-Time-Intermediate-Language) Recompiler – Actively recompiles native Gamecube/Wii PowerPC code into an intermediate language, and then into x86/x64 assembly for execution. This option is still experimental in the latest Dolphin builds. In comparison to the JIT recompiler, it may be faster on 32-bit systems.
*JITIL (Just-In-Time-Intermediate-Language) Recompiler – Actively recompiles native Gamecube/Wii PowerPC code into an intermediate language, and then into x86/x64 assembly for execution. This option is still experimental in the latest Dolphin builds. In comparison to the JIT recompiler, it may be faster on 32-bit systems.


'''Force Console as NTSC-J:''' Forcibly set the region of the emulated GC/Wii to NTSC-J. Used to display the Japanese ROM font. When unchecked, the default region is NTSC-U but will switch automatically to NTSC-J when booting a game from that region.
'''Force Console as NTSC-J:''' Forcibly set the region of the emulated GC/Wii to NTSC-J. Used to display the Japanese ROM font. When unchecked, the default region is NTSC-U but will switch automatically to NTSC-J when booting a game from that region.
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'''Confirm on Stop:''' Before stopping a game, Dolphin will display a dialog box asking if the user truly wants to stop the game when this setting is enabled.
'''Confirm on Stop:''' Before stopping a game, Dolphin will display a dialog box asking if the user truly wants to stop the game when this setting is enabled.


'''Use Panic Handlers:''' Lets Dolphin alert users of potentially serious problems. Turning this off may avoid getting constant message boxes, but Dolphin may also crash without warning.
'''Use Panic Handlers:''' Lets Dolphin alert users of potentially serious problems. Turning this off may avoid getting constant message boxes, but Dolphin may also crash without warning.


'''Theme:''' Choose different themes that alter the look of Dolphin, chiefly the Toolbar and other icons. Themes are customizable, see Secton X.X for information about adding and using new themes.
'''Theme:''' Choose different themes that alter the look of Dolphin, chiefly the Toolbar and other icons. Themes are customizable, see Secton X.X for information about adding and using new themes.


'''On-Screen Display Messages:''' Enable Dolphin to show various on-screen messages for events such as loading or saving games.
'''On-Screen Display Messages:''' Enable Dolphin to show various on-screen messages for events such as loading or saving games.


'''Language:''' Choose the language that the Dolphin emulator will use for the GUI. Note this does not affect available languages when playing games. <System> uses whatever the host OS specifies.
'''Language:''' Choose the language that the Dolphin emulator will use for the GUI. Note this does not affect available languages when playing games. <System> uses whatever the host OS specifies.


'''Hotkeys:''' Setup hotkeys that quickly execute functions in Dolphin. Note that hotkeys currently do not work with joysticks or with anything other than keyboard input. Clicking the Hotkeys button leads to the following configuration screens:
'''Hotkeys:''' Setup hotkeys that quickly execute functions in Dolphin. Note that hotkeys currently do not work with joysticks or with anything other than keyboard input. Clicking the Hotkeys button leads to the following configuration screens:
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Dolphin requires special files to use the DSP LLE recompiler or the DSP LLE interpreter. These files contain data necessary to emulate the DSP as accurately as possible. By default, Dolphin includes reverse engineered versions of these files in the user's Dolphin folder under the GC directory (dsp_coef.bin and dsp_rom.bin); they should work with a vast majority of games, though a few may not be covered. The real versions of the DSP files can be dumped directly from a Gamecube or Wii system. Refer to online guides or the [http://forums.dolphin-emu.org/showthread.php?tid=23103 Dolphin forums] for information on the dumping process.
Dolphin requires special files to use the DSP LLE recompiler or the DSP LLE interpreter. These files contain data necessary to emulate the DSP as accurately as possible. By default, Dolphin includes reverse engineered versions of these files in the user's Dolphin folder under the GC directory (dsp_coef.bin and dsp_rom.bin); they should work with a vast majority of games, though a few may not be covered. The real versions of the DSP files can be dumped directly from a Gamecube or Wii system. Refer to online guides or the [http://forums.dolphin-emu.org/showthread.php?tid=23103 Dolphin forums] for information on the dumping process.


'''Volume:''' Manually adjust the output volume for Dolphin.
'''Volume:''' Manually adjust the output volume for Dolphin.


'''DSP on Dedicated Thread:''' Allows Dolphin to process audio on a separate thread. When using the DSP LLE recompiler or interpreter, this option usually results in a speedup depending on the game and hardware. Various issues may occur with this option enabled for DSP HLE emulation, although it may help under certain circumstances as well. Generally, it is recommended to enable this option for the DSP LLE recompiler or interpreter and to disable this option for DSP HLE emulation.
'''DSP on Dedicated Thread:''' Allows Dolphin to process audio on a separate thread. When using the DSP LLE recompiler or interpreter, this option usually results in a speedup depending on the game and hardware. Various issues may occur with this option enabled for DSP HLE emulation, although it may help under certain circumstances as well. Generally, it is recommended to enable this option for the DSP LLE recompiler or interpreter and to disable this option for DSP HLE emulation.


'''Dump Audio:''' When playing a game, records all audio output to a file. In the user's Dolphin folder, the location of the dump is Dump\Audio.
'''Dump Audio:''' When playing a game, records all audio output to a file. In the user's Dolphin folder, the location of the dump is Dump\Audio.


'''Dolby Pro Logic II decoder:''' Emulates Dolby Pro Logic II using 5.1 surround sound. This option is only available for the OpenAL backend.
'''Dolby Pro Logic II decoder:''' Emulates Dolby Pro Logic II using 5.1 surround sound. This option is only available for the OpenAL backend.


'''Audio Backend:''' Selects which audio API Dolphin will use to process output sound. Depending on the game and the backend, audio quality may vary. Certain audio backends are only available on some operating systems:
'''Audio Backend:''' Selects which audio API Dolphin will use to process output sound. Depending on the game and the backend, audio quality may vary. Certain audio backends are only available on some operating systems:
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*OS X – Core Audio, OpenAL
*OS X – Core Audio, OpenAL
*Linux – ALSA, OpenAL, PulseAudio, AOSound
*Linux – ALSA, OpenAL, PulseAudio, AOSound


'''Sample Rate:''' Sets the sample rate for output audio to either 48000 Hz or 32000 Hz.
'''Sample Rate:''' Sets the sample rate for output audio to either 48000 Hz or 32000 Hz.


'''Latency:''' Sets the latency of the output audio in milliseconds for the OpenAL backend. Increasing this value allows the backend to timestretch the audio if Dolphin is not processing audio at fullspeed. This helps to reduce static, stuttering, and other audio distortion. If the latency is set too high, or Dolphin processes audio too slowly, the audio may seem to play in “slow-motion”.
'''Latency:''' Sets the latency of the output audio in milliseconds for the OpenAL backend. Increasing this value allows the backend to timestretch the audio if Dolphin is not processing audio at fullspeed. This helps to reduce static, stuttering, and other audio distortion. If the latency is set too high, or Dolphin processes audio too slowly, the audio may seem to play in “slow-motion”.
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INSERT PHOTO HERE
INSERT PHOTO HERE


'''Skip BIOS:''' If checked, Dolphin will use high level emulation to get past the BIOS, therefore BIOS dumps are not required to run Dolphin. If unchecked, Dolphin will try to look for the BIOS files and run them. If the BIOS files are not found and this option is unchecked, Dolphin will use HLE to boot normally and automatically check this option. For info on setting up the BIOS files, refer to Section X.X.
'''Skip BIOS:''' If checked, Dolphin will use high level emulation to get past the BIOS, therefore BIOS dumps are not required to run Dolphin. If unchecked, Dolphin will try to look for the BIOS files and run them. If the BIOS files are not found and this option is unchecked, Dolphin will use HLE to boot normally and automatically check this option. For info on setting up the BIOS files, refer to Section X.X.


'''System Language:''' Sets the system language for the emulated Gamecube when booting using BIOS files.
'''System Language:''' Sets the system language for the emulated Gamecube when booting using BIOS files.


'''Slot A/B:''' Sets the device to emulate for the Gamecube's memory card slots. The values can be <Nothing> for no device, a Dummy (null) device for debugging, a memory card, or USBGecko. Users can browse for memory card files by clicking on the “...” button.
'''Slot A/B:''' Sets the device to emulate for the Gamecube's memory card slots. The values can be <Nothing> for no device, a Dummy (null) device for debugging, a memory card, or USBGecko. Users can browse for memory card files by clicking on the “...” button.


'''SP1:''' Sets the device for the expansion slot. The values can be <Nothing> for no device, a Dummy (null) device for debugging, a Broadband Adapter (BBA) for games that use the BBA for internet functionality, or an AM-Baseboard for Triforce games. Refer to Section X.X for information on setting up the BBA and refer to Section X.X for information on setting up Triforce games.
'''SP1:''' Sets the device for the expansion slot. The values can be <Nothing> for no device, a Dummy (null) device for debugging, a Broadband Adapter (BBA) for games that use the BBA for internet functionality, or an AM-Baseboard for Triforce games. Refer to Section X.X for information on setting up the BBA and refer to Section X.X for information on setting up Triforce games.


'''Port 1/2/3/4:''' Sets the device to emulate for the Gamecube's controller ports. The values can be <Nothing> for no device, a Standard Controller for regular Gamecube controllers, Steering Wheel for the Logitech Speed Force Racing Wheel, TaruKonga for the Bongos in the Donkey Konga games, or a GBA for games that use the Gamecube-to-GameBoy Advance connection. See Section X.X for information on setting up the Gamecube-to-GameBoy Advance connection. Only Port 1 can use an AM-Baseboard for Triforce games.
'''Port 1/2/3/4:''' Sets the device to emulate for the Gamecube's controller ports. The values can be <Nothing> for no device, a Standard Controller for regular Gamecube controllers, Steering Wheel for the Logitech Speed Force Racing Wheel, TaruKonga for the Bongos in the Donkey Konga games, or a GBA for games that use the Gamecube-to-GameBoy Advance connection. See Section X.X for information on setting up the Gamecube-to-GameBoy Advance connection. Only Port 1 can use an AM-Baseboard for Triforce games.
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INSERT PHOTO HERE
INSERT PHOTO HERE


'''Enable Screen Saver:''' When checked, Dolphin will emulate the Wii’s screen saver.
'''Enable Screen Saver:''' When checked, Dolphin will emulate the Wii’s screen saver.


'''Use EuRGB60 Mode (PAL60):''' Allows PAL games that usually run at 50 FPS to run at 60 FPS without increasing the internal game speed.
'''Use EuRGB60 Mode (PAL60):''' Allows PAL games that usually run at 50 FPS to run at 60 FPS without increasing the internal game speed.


'''Aspect Ratio:''' Sets the aspect ratio for Wii games to either 4:3 or 16:9.
'''Aspect Ratio:''' Sets the aspect ratio for Wii games to either 4:3 or 16:9.


'''System Language:''' Sets the system language for the emulated Wii.
'''System Language:''' Sets the system language for the emulated Wii.


'''Insert SD Card:''' Allows Dolphin to use an image of an SD card (named SD.raw) from Dolphin's Wii folder.
'''Insert SD Card:''' Allows Dolphin to use an image of an SD card (named SD.raw) from Dolphin's Wii folder.


'''Connect USB Keyboard:''' Allows Dolphin to use the current keyboard for Wii games that use USB keyboards.
'''Connect USB Keyboard:''' Allows Dolphin to use the current keyboard for Wii games that use USB keyboards.
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'''ISO Directories:''' A list of directories Dolphin will search on start-up for game files. Click the Add button to browse for more directories to include in the search. Highlight a path and click the Remove button to delete that path from the list.
'''ISO Directories:''' A list of directories Dolphin will search on start-up for game files. Click the Add button to browse for more directories to include in the search. Highlight a path and click the Remove button to delete that path from the list.


'''Search Subfolders:''' Allows Dolphin to search any subfolders for a listed directory.
'''Search Subfolders:''' Allows Dolphin to search any subfolders for a listed directory.


'''Default ISO:''' Specifies the default game file Dolphin will load if no other game is selected to launch.
'''Default ISO:''' Specifies the default game file Dolphin will load if no other game is selected to launch.


'''DVD Root:''' Specifies the root directory for extracted disc images. See Section X.X about extracting files from game discs.
'''DVD Root:''' Specifies the root directory for extracted disc images. See Section X.X about extracting files from game discs.


'''Apploader:''' Specifies the location of the apploader.img file from extracted disc images. Used by boot.dol to launch games from extracted disc images.
'''Apploader:''' Specifies the location of the apploader.img file from extracted disc images. Used by boot.dol to launch games from extracted disc images.


'''Wii NAND Root:''' Specifies the root directory for a NAND dump. See Section X.X for more details on setting up NAND dumps to work with Dolphin.
'''Wii NAND Root:''' Specifies the root directory for a NAND dump. See Section X.X for more details on setting up NAND dumps to work with Dolphin.
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'''Backend:''' Chooses between various graphical backends for rendering. The available choices are OpenGL, Direct3D9, Direct3D11, and Software Depending on the computer's hardware and OS. OpenGL and Software Renderer are the only backends available on Linux and OS X; both Direct3D backends are restricted to Windows. Direct3D11 requires a card that supports at least DirectX 10 as well as the necessary drivers. The Software Renderer is not recommended for use outside of debugging; it also does not share many of the same options as the hardware accelerated backends (see Section X.X for using the Software Renderer).
'''Backend:''' Chooses between various graphical backends for rendering. The available choices are OpenGL, Direct3D9, Direct3D11, and Software Depending on the computer's hardware and OS. OpenGL and Software Renderer are the only backends available on Linux and OS X; both Direct3D backends are restricted to Windows. Direct3D11 requires a card that supports at least DirectX 10 as well as the necessary drivers. The Software Renderer is not recommended for use outside of debugging; it also does not share many of the same options as the hardware accelerated backends (see Section X.X for using the Software Renderer).


'''Adapter:''' Chooses which GPU to use for hardware accelerated rendering. Users with integrated graphic processors may need to switch which GPU Dolphin uses for higher performance. This option is only available for the Direct3D9 and Direct3D11 backends.
'''Adapter:''' Chooses which GPU to use for hardware accelerated rendering. Users with integrated graphic processors may need to switch which GPU Dolphin uses for higher performance. This option is only available for the Direct3D9 and Direct3D11 backends.


'''Fullscreen Resolution:''' Sets the resolution Dolphin will use when entering fullscreen mode; options vary depending on display size.
'''Fullscreen Resolution:''' Sets the resolution Dolphin will use when entering fullscreen mode; options vary depending on display size.


'''Aspect Ratio:''' Sets the aspect ratio Dolphin will use when running games. Available options are Auto, 4:3, 16:3, or Stretch to Window.
'''Aspect Ratio:''' Sets the aspect ratio Dolphin will use when running games. Available options are Auto, 4:3, 16:3, or Stretch to Window.


'''V-Sync:''' Uses vertical syncing to reduce the presence of screen tearing.
'''V-Sync:''' Uses vertical syncing to reduce the presence of screen tearing.


'''Use Fullscreen:''' Starts Dolphin in fullscreen mode rather than rendering in a window.
'''Use Fullscreen:''' Starts Dolphin in fullscreen mode rather than rendering in a window.


'''Show FPS:''' Displays the current FPS in the top left-hand corner when running games.
'''Show FPS:''' Displays the current FPS in the top left-hand corner when running games.


'''Log FPS to file:''' Writes the FPS to the Dolphin folder in Logs\fps.txt. For every second of gameplay, Dolphin will write the current FPS to one line. This option is useful for benchmarking.
'''Log FPS to file:''' Writes the FPS to the Dolphin folder in Logs\fps.txt. For every second of gameplay, Dolphin will write the current FPS to one line. This option is useful for benchmarking.


'''Auto adjust Window Size:''' Automatically adjusts the window to the current internal resolution (see Section 3.2 for details about the internal resolution).
'''Auto adjust Window Size:''' Automatically adjusts the window to the current internal resolution (see Section 3.2 for details about the internal resolution).


'''Keep window on top:''' Keeps Dolphin's render window above all other windows.
'''Keep window on top:''' Keeps Dolphin's render window above all other windows.


'''Hide Mouse Cursor:''' Hides the mouse cursor if it hovers over Dolphin's render window.
'''Hide Mouse Cursor:''' Hides the mouse cursor if it hovers over Dolphin's render window.


'''Render to Main Window:''' Sets Dolphin's render window as the main window instead of creating a separate render window. With this option, the main window's game list (see Section 1.2 screenshot) is replaced with a rendering of the game itself, but all of Dolphin's buttons and menus are still visible and accessible.
'''Render to Main Window:''' Sets Dolphin's render window as the main window instead of creating a separate render window. With this option, the main window's game list (see Section 1.2 screenshot) is replaced with a rendering of the game itself, but all of Dolphin's buttons and menus are still visible and accessible.
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'''Internal Resolution:''' Specifies the resolution in which Dolphin will render the games. This option will allow graphics to render in HD, in resolutions of 1080p and beyond. Auto (Window Size) will set the Internal Resolution to the same size as Dolphin’s render window. Auto (Multiple of 640x528) will set the IR as a multiple of 640x528 based on the size of Dolphin’s render window. The other options are specific multiples of 640x528. Raising the Internal Resolution depends on the power of the GPU.
'''Internal Resolution:''' Specifies the resolution in which Dolphin will render the games. This option will allow graphics to render in HD, in resolutions of 1080p and beyond. Auto (Window Size) will set the Internal Resolution to the same size as Dolphin’s render window. Auto (Multiple of 640x528) will set the IR as a multiple of 640x528 based on the size of Dolphin’s render window. The other options are specific multiples of 640x528. Raising the Internal Resolution depends on the power of the GPU.


'''Anti-Aliasing:''' Specifies the level of anti-aliasing Dolphin will apply. This will reduce the appearance of “jaggies” or sharp, pixelated lines by making them look smoother. The Direct3D11 backend uses MSAA for anti-aliasing, while the Direct3D9 backend uses SSAA for anti-aliasing. The OpenGL backend uses both MSAA and SSAA for anti-aliasing. Anti-aliasing can be turned off completely. Raising anti-aliasing depends on the power of the GPU.
'''Anti-Aliasing:''' Specifies the level of anti-aliasing Dolphin will apply. This will reduce the appearance of “jaggies” or sharp, pixelated lines by making them look smoother. The Direct3D11 backend uses MSAA for anti-aliasing, while the Direct3D9 backend uses SSAA for anti-aliasing. The OpenGL backend uses both MSAA and SSAA for anti-aliasing. Anti-aliasing can be turned off completely. Raising anti-aliasing depends on the power of the GPU.


'''Anisotropic Filtering:''' Specifies the level of anisotropic filtering Dolphin will apply. This helps improve the look of textures when viewing them from oblique angles. Most modern GPUs will easily handle the maximum value of 16x.
'''Anisotropic Filtering:''' Specifies the level of anisotropic filtering Dolphin will apply. This helps improve the look of textures when viewing them from oblique angles. Most modern GPUs will easily handle the maximum value of 16x.


'''Post-Processing Effect:''' Selects the post-processing shader to apply to games. These will apply various interesting effects on images such as making them look 32-bit, cell-shaded, or in sepia. Post-processing effects are currently only available under the OpenGL backend.
'''Post-Processing Effect:''' Selects the post-processing shader to apply to games. These will apply various interesting effects on images such as making them look 32-bit, cell-shaded, or in sepia. Post-processing effects are currently only available under the OpenGL backend.


'''Scaled EFB Copy:''' Lets Dolphin scale EFB Copies when EFB Copies are enabled (see Section 3.3). Enhances the look of render-to-texture and post-processing effects when the EFB is scaled through the Internal
 
Resolution.
'''Scaled EFB Copy:''' Lets Dolphin scale EFB Copies when EFB Copies are enabled (see Section 3.3). Enhances the look of render-to-texture and post-processing effects when the EFB is scaled through the Internal Resolution.
 


'''Per-Pixel Lighting:''' Calculates lighting for 3D graphics on a per-pixel basis rather than per-vertex. Checking this option provides more accurate emulation. Most modern GPUs will adequately handle enabling this option.
'''Per-Pixel Lighting:''' Calculates lighting for 3D graphics on a per-pixel basis rather than per-vertex. Checking this option provides more accurate emulation. Most modern GPUs will adequately handle enabling this option.


'''Force Texture Filtering:''' Forces all textures in a game to be filtered, even if the game explicitly prohibits filtering. It may improve the look of textures, however, some games will experience glitches with this option enabled.
'''Force Texture Filtering:''' Forces all textures in a game to be filtered, even if the game explicitly prohibits filtering. It may improve the look of textures, however, some games will experience glitches with this option enabled.


'''Widescreen Hack:''' Forces games to use widescreen resolution. Enabling the option may cause graphical glitches to appear and does not work well with every game.
'''Widescreen Hack:''' Forces games to use widescreen resolution. Enabling the option may cause graphical glitches to appear and does not work well with every game.


'''Disable Fog:''' Disables fog, aka “distance fog” from being processed at all. May improve the look of some games where Dolphin does not accurately emulate fog or where fog was used to obscure low-resolution assets, however this option does not reflect real hardware behavior.
'''Disable Fog:''' Disables fog, aka “distance fog” from being processed at all. May improve the look of some games where Dolphin does not accurately emulate fog or where fog was used to obscure low-resolution assets, however this option does not reflect real hardware behavior.


'''3D Vision:''' Enables 3D stereoscopy effects using Nvidia's 3D Vision if supported by the GPU. This option requires fullscreen to work and is only available for the Direct3D9 and Direct3D11 backends.
'''3D Vision:''' Enables 3D stereoscopy effects using Nvidia's 3D Vision if supported by the GPU. This option requires fullscreen to work and is only available for the Direct3D9 and Direct3D11 backends.
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INSERT PHOTO HERE
INSERT PHOTO HERE


'''Skip EFB Access from CPU:''' Ignores any request from the emulated CPU to read or write to the Embedded Frame Buffer. While this may improve the speed for some games, it may also cause gameplay or graphical
'''Skip EFB Access from CPU:''' Ignores any request from the emulated CPU to read or write to the Embedded Frame Buffer. While this may improve the speed for some games, it may also cause gameplay or graphical glitches in others.
glitches in others.
 


'''Ignore Format Changes:''' Ignores any changes to the EFB format. When enabled, Dolphin will not reinterpret existing EFB data to another format. May graphical issues for certain games. For the OpenGL backend, this option is always enabled and cannot be unchecked.
'''Ignore Format Changes:''' Ignores any changes to the EFB format. When enabled, Dolphin will not reinterpret existing EFB data to another format. May graphical issues for certain games. For the OpenGL backend, this option is always enabled and cannot be unchecked.


'''EFB Copies:''' Determines how Dolphin will emulate EFB Copies. Games often use EFB Copies for render-to-texture effects and post-processing. Disabling EFB Copies altogether will disable these effects. Dolphin will emulate EFB Copies with two methods:
'''EFB Copies:''' Determines how Dolphin will emulate EFB Copies. Games often use EFB Copies for render-to-texture effects and post-processing. Disabling EFB Copies altogether will disable these effects. Dolphin will emulate EFB Copies with two methods:


*Texture – Dolphin will use Direct3D or OpenGL textures for encoding and decoding EFB Copies. This method is often faster than RAM, however, not all of the effects used by EFB Copies can accurately
*Texture – Dolphin will use Direct3D or OpenGL textures for encoding and decoding EFB Copies. This method is often faster than RAM, however, not all of the effects used by EFB Copies can accurately be emulated this way. For most games, this is the recommended option unless otherwise specified.
be emulated this way. For most games, this is the recommended option unless otherwise specified.


*RAM – Dolphin will download encoded EFB Copies from the GPU’s VRAM to RAM for decoding, and eventual reupload back to VRAM. This method is more accurate than Texture and emulates the effect used by EFB Copies more accurately, however, it can be slower and more demanding on hardware.
*RAM – Dolphin will download encoded EFB Copies from the GPU’s VRAM to RAM for decoding, and eventual reupload back to VRAM. This method is more accurate than Texture and emulates the effect used by EFB Copies more accurately, however, it can be slower and more demanding on hardware.


Texture caching can be enabled when EFB Copies are set to RAM. This may improve speed but may also slightly reduce its accuracy.
Texture caching can be enabled when EFB Copies are set to RAM. This may improve speed but may also slightly reduce its accuracy.


'''Texture Cache Accuracy:''' Determines the amount of samples of a texture Dolphin will take to generate a hash for the texture cache. Moving the slide closer to Safe increases the amount of samples taken, allowing Dolphin to more accurately detect texture changes and possibly reduce graphical glitches. Moving the slide closer to Fast reduces the amount of samples taken, which may not detect texture changes as accurately. It is recommended to keep this option on Fast since most games play without any noticeable errors; use Safe only when specified.
'''Texture Cache Accuracy:''' Determines the amount of samples of a texture Dolphin will take to generate a hash for the texture cache. Moving the slide closer to Safe increases the amount of samples taken, allowing Dolphin to more accurately detect texture changes and possibly reduce graphical glitches. Moving the slide closer to Fast reduces the amount of samples taken, which may not detect texture changes as accurately. It is recommended to keep this option on Fast since most games play without any noticeable errors; use Safe only when specified.


'''External Frame Buffer:''' Allows Dolphin to emulate the External Frame Buffer, also known as the XFB. This option is useful for games such as homebrew, certain movie segments, and other effects that do not directly draw to the EFB. Dolphin will emulate the External Frame Buffer with two methods:
'''External Frame Buffer:''' Allows Dolphin to emulate the External Frame Buffer, also known as the XFB. This option is useful for games such as homebrew, certain movie segments, and other effects that do not directly draw to the EFB. Dolphin will emulate the External Frame Buffer with two methods:
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*Virtual – Dolphin will use Direct3D or OpenGL textures for External Frame Buffer emulation.
*Virtual – Dolphin will use Direct3D or OpenGL textures for External Frame Buffer emulation.


*Real – Dolphin will process External Frame Buffer emulation in RAM. This option closely emulates real hardware output and may lower the overall graphical quality, even when enhancements like Internal
*Real – Dolphin will process External Frame Buffer emulation in RAM. This option closely emulates real hardware output and may lower the overall graphical quality, even when enhancements like Internal Resolution and anti-aliasing have been raised.
Resolution and anti-aliasing have been raised.


Unless a game specifically requires the use of External Frame Buffer emulation, it should otherwise be left off.
Unless a game specifically requires the use of External Frame Buffer emulation, it should otherwise be left off.


'''Cache Display Lists:''' Allows Dolphin to maintain a cache of display lists – series of graphical commands sent to the emulated GPU – for possible speed-ups. It can cause frequent crashes, however.
'''Cache Display Lists:''' Allows Dolphin to maintain a cache of display lists – series of graphical commands sent to the emulated GPU – for possible speed-ups. It can cause frequent crashes, however.


'''Disable Alpha Pass:''' Allows Dolphin to disable destination alpha used by some games’ effects.
'''Disable Alpha Pass:''' Allows Dolphin to disable destination alpha used by some games’ effects.


'''OpenCL Texture Decoder:''' Allows Dolphin to use the OpenCL texture decoder over the default texture decoder. This option will use GPU resources for texture decoding. In its current state, the OpenCL texture
'''OpenCL Texture Decoder:''' Allows Dolphin to use the OpenCL texture decoder over the default texture decoder. This option will use GPU resources for texture decoding. In its current state, the OpenCL texture
decoder is slower than the default texture decoder and unlikely to provide noticeable speedups.
decoder is slower than the default texture decoder and unlikely to provide noticeable speedups.


'''OpenMP Texture Decoder:''' Allows Dolphin to use the OpenMP texture decoder over the default texture decoder. This option will use OpenMP to generate multiple threads for texture decoding. It may take advantage of multi-core systems, reduce small but noticeable “micro-stuttering” in some games, and provide a slight speed-up.
'''OpenMP Texture Decoder:''' Allows Dolphin to use the OpenMP texture decoder over the default texture decoder. This option will use OpenMP to generate multiple threads for texture decoding. It may take advantage of multi-core systems, reduce small but noticeable “micro-stuttering” in some games, and provide a slight speed-up.


Please note, both the OpenCL Texture Decoder and OpenMP Texture Decoder should not be enabled at the same time. Dolphin can only use one texture decoder at a time. If both are selected, Dolphin will simply use the OpenCL Texture Decoder.
Please note, both the OpenCL Texture Decoder and OpenMP Texture Decoder should not be enabled at the same time. Dolphin can only use one texture decoder at a time. If both are selected, Dolphin will simply use the OpenCL Texture Decoder.


'''Hacked Buffer Upload:''' Uses a hacked upload technique to stream vertices. The OpenGL specification actually forbids this method; it may produce heavy graphical glitches, however, it usually results in a speed-up, especially for Nvidia GPUs using OpenGL. If no graphical glitches occur with this option enabled, it is recommended to leave it checked.
'''Hacked Buffer Upload:''' Uses a hacked upload technique to stream vertices. The OpenGL specification actually forbids this method; it may produce heavy graphical glitches, however, it usually results in a speed-up, especially for Nvidia GPUs using OpenGL. If no graphical glitches occur with this option enabled, it is recommended to leave it checked.
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'''Enable Wireframe:''' Allows Dolphin to render the scene as wireframe.
'''Enable Wireframe:''' Allows Dolphin to render the scene as wireframe.


'''Show EFB Copy Regions:''' Allows Dolphin to highlight areas used for EFB copies. Currently this option is broken.
'''Show EFB Copy Regions:''' Allows Dolphin to highlight areas used for EFB copies. Currently this option is broken.


'''Show Statistics:''' Displays various graphical statistics such as the number of textures generated, number of pixel and vertex shaders generated, and more.
'''Show Statistics:''' Displays various graphical statistics such as the number of textures generated, number of pixel and vertex shaders generated, and more.


'''Texture Overlay Format:''' Modifies texture in-game to display their encoding format. Dump Textures: Dumps any textures generated by Dolphin in the user’s Dump\Texture\<game_id> folder as
 
TGA files.
'''Texture Overlay Format:''' Modifies texture in-game to display their encoding format. Dump Textures: Dumps any textures generated by Dolphin in the user’s Dump\Texture\<game_id> folder as TGA files.
 


'''Load Custom Textures:''' Allows Dolphin to use replace certain textures for a game with custom ones. The custom textures should reside in the user’s Load\Textures\<game_id> folder.
'''Load Custom Textures:''' Allows Dolphin to use replace certain textures for a game with custom ones. The custom textures should reside in the user’s Load\Textures\<game_id> folder.


'''Dump EFB Target:''' Dumps the EFB copies generated by Dolphin in the user’s Dump\Textures folder.
'''Dump EFB Target:''' Dumps the EFB copies generated by Dolphin in the user’s Dump\Textures folder.


'''Dump Frames:''' Dumps all frames generated by Dolphin to a video file using the AVI container format.
'''Dump Frames:''' Dumps all frames generated by Dolphin to a video file using the AVI container format.


'''Free Look:''' Allows the user to freely manipulate the game’s camera. Holding down the mouse’s right button while moving the mouse will pan the camera around. Holding down the Shift key while pressing one of the WASD keys will move the camera forward, left, backward, or right respectively by a set step distance. This step distance can be changed by pressing Shift + (0-9).
'''Free Look:''' Allows the user to freely manipulate the game’s camera. Holding down the mouse’s right button while moving the mouse will pan the camera around. Holding down the Shift key while pressing one of the WASD keys will move the camera forward, left, backward, or right respectively by a set step distance. This step distance can be changed by pressing Shift + (0-9).


'''Frame Dumps use FFV1:''' When Dump Frames is checked, Dolphin will encode the video file using the FFV1 codec.
'''Frame Dumps use FFV1:''' When Dump Frames is checked, Dolphin will encode the video file using the FFV1 codec.


'''Show Input Display:''' Displays the input the emulator receives in real-time for all emulated devices that are currently connected.
'''Show Input Display:''' Displays the input the emulator receives in real-time for all emulated devices that are currently connected.


'''Crop:''' Crops the screen from 4:3 to 5:4 or from 16:9 to 16:10 depending on the current aspect ratio.
'''Crop:''' Crops the screen from 4:3 to 5:4 or from 16:9 to 16:10 depending on the current aspect ratio.


'''Enable Hotkeys:''' Allows users to toggle certain options via the 3, 4, 5, and 6 numerical keys.
'''Enable Hotkeys:''' Allows users to toggle certain options via the 3, 4, 5, and 6 numerical keys.


'''Enable Progressive Scan:''' Enables progressive scan if the emulated game or software supports this feature.
'''Enable Progressive Scan:''' Enables progressive scan if the emulated game or software supports this feature.