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Dolphin-emu - The Gamecube / Wii Emulator Dolphin - A Gamecube / Triforce / Wii Emulator
========================================== ==========================================
Homesite: http://dolphin-emu.org/ Homesite: http://dolphin-emu.org/
Project Site: http://code.google.com/p/dolphin-emu Project Site: http://code.google.com/p/dolphin-emu
Dolphin-emu is a emulator for Gamecube, Wii, Triforce that lets Dolphin is an emulator for running Gamecube, Triforce and Wii games on
you run Wii/GCN/Tri games on your Windows/Linux/Mac PC system. Windows/Linux/OS X systems and recent Android devices. It's licensed under
the terms of the GNU General Public License, version 2 (GPLv2).
Open Source Release under GPL 2
Project Leaders: F|RES, ector
Team members: http://code.google.com/p/dolphin-emu/people/ Team members: http://code.google.com/p/dolphin-emu/people/
Please read the FAQ before use: Please read the FAQ before use: http://dolphin-emu.org/docs/faq/
http://dolphin-emu.org/docs/faq/ [System Requirements]
* OS: Microsoft Windows (XP/Vista or higher) or Linux or Apple Mac OS X (10.7 or higher).
System Requirements:
* OS: Microsoft Windows (XP/Vista or higher) or Linux or Apple Mac OS X (10.6 or higher).
Windows XP x64 is NOT supported. Windows XP x64 is NOT supported.
* Processor: Fast CPU with SSE2 supported (recommended at least 2Ghz). Unix like systems other than Linux might work but are not officially supported.
Dual Core for speed boost. * Processor: A CPU with SSE2 support
* Graphics: Any reasonably modern graphics card (Direct3D9/OpenGL 2.1, shader model 3.0). A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
* Graphics: A reasonably modern graphics card (Direct3D 10.0 / OpenGL 3.0).
Direct3D 11 / OpenGL 4.4 recommended.
[Installation on Windows]
Use the solution file Source/dolphin-emu.sln to build Dolphin on Windows.
Visual Studio 2013 is a hard requirement since previous versions don't support
many C++ features that we use. Other compilers might be able to build Dolphin
on Windows but have not been tested and are not recommended to be used.
An installer can be created by using the Installer_win32.nsi and
Installer_x64.nsi scripts in the Installer directory. This will require the
Nullsoft Scriptable Install System (NSIS) to be installed. Creating an
installer is not necessary to run Dolphin since the Build directory contains
a working Dolphin distribution.
[Installation on Linux/OS X]
Dolphin requires CMake for systems other than Windows. 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.
Build steps:
mkdir Build
cd Build
cmake ..
make
On OS X, an application bundle will be created in ./Binaries.
On Linux, it's strongly recommended to perform a global installation via
"sudo make install".
[Uninstalling]
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 | xargs -d '\n' rm" from the build directory
to uninstall Dolphin from their system.
OS X 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.
[Command line usage] [Command line usage]
Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-V <str>] [-A <str>] Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-V <str>] [-A <str>]
-h, --help Show this help message -h, --help Show this help message
-d, --debugger Opens the debugger -d, --debugger Opens the debugger
-l, --logger Opens the logger -l, --logger Opens the logger
-e, --exec=<str> Loads the specified file (DOL,ELF,WAD,GCM,ISO) -e, --exec=<str> Loads the specified file (DOL,ELF,WAD,GCM,ISO)
-b, --batch Exit Dolphin with emulator -b, --batch Exit Dolphin with emulator
-V, --video_backend=<str> Specify a video plugin -V, --video_backend=<str> Specify a video backend
-A, --audio_emulation=<str> Low level (LLE) or high level (HLE) audio -A, --audio_emulation=<str> Low level (LLE) or high level (HLE) audio
[Libraries] Available DSP emulation engines are HLE (High Level Emulation) and
Cg: Cg Shading API (http://developer.nvidia.com/object/cg_toolkit.html) LLE (Low Level Emulation). HLE is fast but often less accurate while LLE is
*.pdb = Program Debug Database (use these symbols with a program debugger) slow but close to perfect. Note that LLE has two submodes (Interpreter and
Recompiler), which cannot be selected from the command line.
[DSP Emulator Engines] Available video backends are "D3D" (only available on Windows Vista or higher),
HLE: High Level DSP Emulation "OGL". There's also "Software Renderer", which uses the CPU for rendering and
LLE: Low Level DSP Emulation (requires DSP dumps) is intended for debugging purposes, only.
Recompiler is faster than interpreter but may be buggy.
[Video Backends]
Direct3D9: Render with Direct3D 9
Direct3D11: Render with Direct3D 11
OpenGL: Render with OpenGL + Cg Shader Language
Software Renderer: Render using the CPU only (for devs only)
[Sys Files] [Sys Files]
totaldb.dsy: Database of symbols (for devs only) totaldb.dsy: Database of symbols (for devs only)
font_ansi.bin/font_sjis.bin: font dumps GC/font_ansi.bin: font dumps
setting-usa/jpn/usa.txt: config files for Wii GC/font_sjis.bin: font dumps
GC/dsp_coef.bin: DSP dumps
GC/dsp_rom.bin: DSP dumps
[Support Folders] The DSP dumps included with Dolphin have been written from scratch and do not
Cache: used to cache the ISO list contain any copyrighted material. They should work for most purposes, however
Config: emulator configuration files some games implement copy protection by checksumming the dumps. You will need
Dump: anything dumped from dolphin will go here to dump the DSP files from a console and replace the default dumps if you want
GameConfig: holds the INI game config files to fix those issues.
GC: Gamecube memory cards
Load: custom textures [Folder structure]
Logs: logs go here These folders are installed read-only and should not be changed.
Maps: symbol tables go here (dev only)
GameSettings: per-game default settings database
GC: DSP and font dumps
Maps: symbol tables (dev only)
OpenCL: OpenCL code OpenCL: OpenCL code
ScreenShots: screenshots are saved here
Shaders: post-processing shaders Shaders: post-processing shaders
StateSaves: save states are stored here Themes: icon themes for GUI
Wii: Wii saves and config is stored here Wii: default Wii NAND contents
[User folder structure]
A number of user writeable directories are created for caching purposes or for
allowing the user to edit their contents. On OS X and Linux these folders are
stored in ~/Library/Application Support/Dolphin/ and ~/.dolphin-emu
respectively. On Windows the user directory is stored in the "My Documents"
folder by default, but there are various way to override this behavior:
- Creating a file called "portable.txt" next to the Dolphin executable will
store the user directory in a local directory called "User" next to the
Dolphin executable.
- If the registry string value "LocalUserConfig" exists in
"HKEY_CURRENT_USER/Dolphin Emulator" and has the value "1", Dolphin will
always start in portable mode.
- If the registry string value "UserConfigPath" exists in
"HKEY_CURRENT_USER/Dolphin Emulator", the user folders will be stored in the
directory given by that string. The other two methods will be prioritized
over this setting.
List of user folders:
Cache: used to cache the ISO list
Config: configuration files
Dump: anything dumped from dolphin
GameConfig: additional settings to be applied per-game
GC: memory cards
Load: custom textures
Logs: logs, if enabled
ScreenShots: screenshots taken via Dolphin
StateSaves: save states
Wii: Wii NAND contents
[Custom textures]
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".