Emulation Emulator Dolphin - GC/Wii Emulator - Switch Port

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Dolphin — Nintendo Switch​

A native Nintendo Switch port of the standalone Dolphin emulator, featuring an all-in-one SDL
launcher with cover artwork, per-game settings, controller configuration, save and NAND tools,
RetroAchievements, and a Vulkan/NVK renderer.

Features​

Game library and launcher​

  • Cover-art library with grid navigation, animated backgrounds, region badges, and UI sounds
  • Recursive game folders on the SD card, USB mass storage, and authenticated or guest SMB shares
  • SD, USB, and SMB file manager with rename, copy, move, paste, and cancellable transfer progress
  • SteamGridDB cover search and artwork selection using your own API key
  • Global settings and independent per-game overrides
  • RetroAchievements Supported

Supported software​

  • GameCube and Wii disc images
  • Installed Wii channels from the emulated NAND
  • WAD packages and standalone DOL/ELF executables
  • GCM, TGC, BIN, ISO, CISO, GCZ, WBFS, WIA, RVZ, NFS, WAD, DOL, and ELF files

LSFG-VK frame generation​

  • Optional LSFG 2× Frame Generation integrated into the Vulkan presentation path
  • Global and per-game enablement, flow-resolution control, and performance mode
  • Runtime enable/disable control from the in-game overlay
  • Native 50/60 FPS detection automatically bypasses frame generation so full-rate games are not
    slowed to 30 FPS
LSFG is optional and disabled by default. It requires a user-supplied compatible
Lossless.dll in sdmc:/switch/dolphin/lsfg/Lossless.dll

In-game overlay​

Hold L + R + Plus while playing to open the quick menu.

  • Pause and resume emulation
  • Save and load states
  • Eject or change the emulated disc
  • Enable or disable Action Replay and Gecko cheats
  • Enable or disable the FPS display
  • Enable or disable LSFG for the current session
  • View RetroAchievements progress
  • Change the active controller mode
  • Reset emulation
  • Stop the game and return safely to the launcher

Installation​

  1. Create /switch/dolphin/ on your SD card.
  2. Copy dolphin.nro to /switch/dolphin/dolphin.nro.
  3. Launch Dolphin through title override: hold R while opening an installed game until the
    Homebrew Menu appears, then start Dolphin.
  4. Open Settings → Library & storage → Game folders and add the folders you want Dolphin to
    scan.
Available here : https://github.com/NaGaa95/dolphin-nx

View attachment 583702View attachment 583704View attachment 583703
hey man, nice work as always. thanks. Will it ever be possible to use real wiimotes via bluetooth?
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Will WFC be possible on the Wii side of the port? Cause if not then might as well just use my original Wii for WFC
its already possible man. u just need to use patched games for wiimmfi. but my question is about what performance yall are getting on mario kart wii, bc im getting with max OC about 35-40fps in a race
 
Last edited by nicogd,
Thanks for this very detailled feedback, i'll take at look at all of this for the next release

About performance, exactly what i noticed too, this newer nvk driver i worked on get around 10-15% more performance compared to the previous one, Tico core should update to it soon
hey nagaa, how did you get mario kart wii to play at full speed like in the screenshot? i have an average of 30fps with lots of dips, and i really loved your work on the network stuff so id like to play some online too on wiimmfi, but its not possible with this kind of performance

(im already at max OC on horizon)
 
hey nagaa, how did you get mario kart wii to play at full speed like in the screenshot? i have an average of 30fps with lots of dips, and i really loved your work on the network stuff so id like to play some online too on wiimmfi, but its not possible with this kind of performance

(im already at max OC on horizon)
Nothind special, just high CPU OC but you can enable cheat to lock the game at 30FPS
 
Here are some game tests I played on my Switch, which hasn't been overclocked, so some games will work even without overclocking the system.

On my system, LSFG-VK frame generation is generally enabled; however, some games like Lost in Blue don't work with it and need to be disabled. These settings should also work without LSFG-VK for those who don't have it.

you can try things out, but most things that should work should work; it's up to you to test them:

internale resolution: 1x (You can test with 2x, but I can't guarantee anything.)

anti-aliasing: x2 SSAA (f the FPS is too low, you should change it to MSAA x2 or x4 or x8. Try from largest to smallest; if that still doesn't work, try disabling it.)

Textur filtring: x2 aniosotropique

arbitrary mipmaps: on
(If you are experiencing display bugs, try removing them first before making any other changes.)
internale resolution: 1x (It won't work in 2x mode; it becomes too slow. Ideally, a 1.5x version would be a good compromise, but unfortunately, it doesn't exist yet, so 1x is mandatory.)

anti-aliasing: x2 SSAA

Textur filtring: x2 aniosotropique

arbitrary mipmaps: on
internale resolution: x1

anti-aliasing: x2 SSAA
(Don't test too far, try MSAA if you experience FPS loss.)

Textur filtring: x2 aniosotropique

arbitrary mipmaps: on

or

internale resolution: x2
(Don't test too far, try x1 if you experience FPS loss.)

anti-aliasing: x2 MSAA

Textur filtring: x2 aniosotropique

arbitrary mipmaps: on
Useless, doesn't work even at x1 internal resolution. It can impose modified settings, but it remains stuck at 20/27fps, unstable and slow in games. If anyone finds a way to make it work without overclocked, please share the settings. even though in my opinion it will be necessary to overclocked for him
LSFG-VK frame generation must be disabled to function correctly; otherwise, display bugs may occur.

internale resolution: 1x

anti-aliasing: x2 SSAA

Textur filtring: x2 aniosotropique

arbitrary mipmaps: on

LSFG 2x vulkan online: off (required with version 3.2.2 of lossless)

or

internale resolution: 1x

anti-aliasing: x2 SSAA

Textur filtring: x2 linear

arbitrary mipmaps: on

LSFG 2x vulkan online: off (required with version 3.2.2 of lossless)
works in a very limited way (It's really very, very limited, almost unplayable.)
LSFG-VK frame generation must be disabled to function correctly; otherwise, display bugs may occur.

internale resolution: 1x

anti-aliasing: off

Textur filtring: default

arbitrary mipmaps: on

LSFG 2x vulkan online: off (required with version 3.2.2 of lossless)
Unexplained FPS drop

internale resolution: 1x

anti-aliasing: off

Textur filtring: default

arbitrary mipmaps: off
There's no sound, but if you stay in audio: HLE the game is stable but has not sound, then when audio: LLE the game becomes unplayable but has sound.

internale resolution: 1x

anti-aliasing: x2 MSAA

Textur filtring: x2 aniosotropique

arbitrary mipmaps: on
is playable and stable at least from what little I've tested

internale resolution: 1x

anti-aliasing: x2 MSAA

Textur filtring: x2 aniosotropique

arbitrary mipmaps: on

The only truly playable games on my list no overclocked switch, at least from what I've seen, are Mega Man X Command Mission, lost in blue shipwrecked, yu-gi-oh! the falsebound kingdom, Tales of Symphonia

It would be great if the developer could allow the use of an intermediate resolution between x1 and x2 for internal resolution, such as x1.5. This would allow for better visual quality; at x2 some games are unplayable, with x1.5 we would have a fairly good quality with perhaps games that still work compared to the 2x.

Some games may work better in the future, or not, but you already have some leads for your tests and the parameters to aim for if you don't want to overclock, or only overclock minimally.
 
Last edited by silien3,
Small bugs

- If the Steam Grid ID is not entered correctly, there's no way to change it. I had to edit it in the config file.
- It's not possible to download a new cover if there's already one.
- There's no way to enable Cheat Engine globally; it has to be enabled for every game individually. (Intentional?)

Could you add the Wiimote's accelerometer and gyroscope to the mapping options? Disabling the accelerometer's Forward and Backward mappings would keep the Wiimote pointer from going off-screen and allow the right stick to reach the entire screen in handheld mode.
Perhaps also add options like IR/Total Pitch, IR/Total Yaw, and IR/Relative Input, which are used to adjust this. I think IR/Relative Input must be enabled for this configuration.

Thanks for making this Dolphin port.

I'm really impressed with how well the motion controls and pointer have been adapted. I don't know why nobody else has mentioned it yet?, but you really nailed it.

Compared to Tico, I'd say CPU performance feels very similar, but the GPU seems to have more headroom. Not enough* to run at 2x resolution, but enough to try things like 4x MSAA together with Sharp Bilinear (I'd recommend everyone give the latter a try).
I'm curious about this port, so that I can continue my 100% playthrough of Super Mario Galaxy (starting Super Luigi Galaxy). Are the motion controls responsive with no input lag? When I play Dolphin using Joy-Cons in my PC, I get frustrated by the moments where there is input delay when I'm using the Direct Input with Steam Controllers config, so I want to know if that is no longer an issue in this Switch port.
 
I'm curious about this port, so that I can continue my 100% playthrough of Super Mario Galaxy (starting Super Luigi Galaxy). Are the motion controls responsive with no input lag? When I play Dolphin using Joy-Cons in my PC, I get frustrated by the moments where there is input delay when I'm using the Direct Input with Steam Controllers config, so I want to know if that is no longer an issue in this Switch port.
I haven't tried Mario Galaxy, but I don't think the Switch has enough power to run it at full speed even with heavy CPU overclock. I can't really comment on the input lag either, I haven't tested the Joy-Cons on PC to check the latency, since I couldn't get them to connect the one time I tried.
 
I'm curious about this port, so that I can continue my 100% playthrough of Super Mario Galaxy (starting Super Luigi Galaxy). Are the motion controls responsive with no input lag? When I play Dolphin using Joy-Cons in my PC, I get frustrated by the moments where there is input delay when I'm using the Direct Input with Steam Controllers config, so I want to know if that is no longer an issue in this Switch port.
Just curious, why run the inferior version of games that are already on the Switch?
 
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Just curious, why run the inferior version of games that are already on the Switch?

For some games you can save a lot of space, which is especially useful now that storage is so insanely expensive. For example the Switch port of Ikaruga is around 400mb, whereas the Dreamcast version is like 26mb, maybe the Switch version has upscaled textures or some other benefit, but from my experience both versions look and run virtually the same.
 

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