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Fork for Faster Melee 5.4-5.9

Home Page: http://fastermelee.net

License: GNU General Public License v2.0

CMake 0.52% C 33.90% GLSL 0.64% Roff 0.01% Makefile 0.24% C++ 60.98% Perl 0.06% Objective-C 0.44% Shell 0.59% Assembly 0.06% M4 0.04% Lua 0.01% Yacc 0.16% Batchfile 0.01% Python 0.04% Module Management System 0.06% PHP 0.27% Objective-C++ 1.39% NSIS 0.01% Java 0.58%

ishiiruka's Introduction

Dolphin - A GameCube and Wii Emulator

Homepage | Project Site | Forums | Wiki | Issue Tracker | Coding Style | Transifex Page

Dolphin is an emulator for running GameCube and Wii games on Windows, Linux, macOS, and recent Android devices. It's licensed under the terms of the GNU General Public License, version 2 or later (GPLv2+).

Please read the FAQ before using Dolphin.

System Requirements

Desktop

  • OS
    • Windows (7 SP1 or higher is officially supported, but Vista SP2 might also work).
    • Linux.
    • macOS (10.10 Yosemite or higher).
    • Unix-like systems other than Linux are not officially supported but might work.
  • Processor
    • A CPU with SSE2 support.
    • 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).
    • A graphics card that supports Direct3D 11 / OpenGL 4.4 is recommended.

Android

  • OS
    • Android (5.0 Lollipop or higher).
  • Processor
    • An ARM processor with support for 64-bit applications. (An Intel x86 processor could also work in theory, but no known x86 devices support 64-bit applications.)
  • Graphics
    • A graphics processor that supports OpenGL ES 3.0 or higher. Performance varies heavily with driver quality.
    • A graphics processor that supports standard desktop OpenGL features is recommended for best performance.

Dolphin can only be installed on devices that satisfy the above requirements. Attempting to install on an unsupported device will fail and display an error message.

Building for Windows

Use the solution file Source/dolphin-emu.sln to build Dolphin on Windows. Visual Studio 2015 Update 2 is a hard requirement. Other compilers might be able to build Dolphin on Windows but have not been tested and are not recommended to be used. Git and Windows 10 SDK 10.0.10586.0 must be installed.

An installer can be created by using the Installer.nsi script 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 Binary directory contains a working Dolphin distribution.

Building for Linux and macOS

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.

macOS Build Steps:

  1. mkdir build
  2. cd build
  3. cmake ..
  4. make

An application bundle will be created in ./Binaries.

Linux Global Build Steps:

To install to your system.

  1. mkdir build
  2. cd build
  3. cmake ..
  4. make
  5. sudo make install

Linux Local Build Steps:

Useful for development as root access is not required.

  1. mkdir Build
  2. cd Build
  3. cmake .. -DLINUX_LOCAL_DEV=true
  4. make
  5. ln -s ../../Data/Sys Binaries/

Linux Portable Build Steps:

Can be stored on external storage and used on different Linux systems. Or useful for having multiple distinct Dolphin setups for testing/development/TAS.

  1. mkdir Build
  2. cd Build
  3. cmake .. -DLINUX_LOCAL_DEV=true
  4. make
  5. cp -r ../Data/Sys/ Binaries/
  6. touch Binaries/portable.txt

Building for Android

These instructions assume familiarity with Android development. If you do not have an Android dev environment set up, see AndroidSetup.md.

If using Android Studio, import the Gradle project located in ./Source/Android.

Android apps are compiled using a build system called Gradle. Dolphin's native component, however, is compiled using CMake. The Gradle script will attempt to run a CMake build automatically while building the Java code.

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.txt | xargs -d '\n' rm as root from the build directory to uninstall Dolphin from their system.

macOS 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

Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-V <str>] [-A <str>]

  • -h, --help Show this help message
  • -d, --debugger Opens the debugger
  • -l, --logger Opens the logger
  • -e, --exec= Loads the specified file (DOL,ELF,WAD,GCM,ISO)
  • -b, --batch Exit Dolphin with emulator
  • -V, --video_backend= Specify a video backend
  • -A, --audio_emulation= Low level (LLE) or high level (HLE) audio

Available DSP emulation engines are HLE (High Level Emulation) and LLE (Low Level Emulation). HLE is fast but often less accurate while LLE is slow but close to perfect. Note that LLE has two submodes (Interpreter and Recompiler), which cannot be selected from the command line.

Available video backends are "D3D" (only available on Windows) and "OGL". There's also "Software Renderer", which uses the CPU for rendering and is intended for debugging purposes only.

Sys Files

  • totaldb.dsy: Database of symbols (for devs only)
  • GC/font_ansi.bin: font dumps
  • GC/font_sjis.bin: font dumps
  • GC/dsp_coef.bin: DSP dumps
  • GC/dsp_rom.bin: DSP dumps
  • Wii/clientca.pem: Wii network certificate
  • Wii/clientcacakey.pem: Wii network certificate
  • Wii/rootca.pem: Wii network certificate

The DSP dumps included with Dolphin have been written from scratch and do not contain any copyrighted material. They should work for most purposes, however some games implement copy protection by checksumming the dumps. You will need to dump the DSP files from a console and replace the default dumps if you want to fix those issues.

Wii network certificates must be extracted from a Wii IOS. A guide for that can be found here.

Folder Structure

These folders are installed read-only and should not be changed:

  • GameSettings: per-game default settings database
  • GC: DSP and font dumps
  • Maps: symbol tables (dev only)
  • Shaders: post-processing shaders
  • Themes: icon themes for GUI
  • Resources: icons that are theme-agnostic
  • Wii: default Wii NAND contents

Packaging and udev

The Data folder contains a udev rule file for the official GameCube controller adapter and the Mayflash DolphinBar. Package maintainers can use that file in their packages for Dolphin. Users compiling Dolphin on Linux can also just copy the file to their udev rules folder.

User Folder Structure

A number of user writeable directories are created for caching purposes or for allowing the user to edit their contents. On macOS 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/Software/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/Software/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 and system BIOS
  • 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".

ishiiruka's People

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ishiiruka's Issues

Fails to build when including xlocale.h

From within Ubuntu 17.10, compiling fails with this:

Ishiiruka-master/Externals/wxWidgets3/include/wx/xlocale.h:44:18: fatal error: xlocale.h: No such file or directory
         #include <xlocale.h>
                  ^~~~~~~~~~~
compilation terminated.

However, I looked up information about xlocale.h and found that it's only a subset of locale.h, and that xlocale.h was removed in the latest glibc. I linked the correct file in the filesystem like so:

ln -s /usr/include/locale.h /usr/include/xlocale.h

I'm not a C developer so I'm not sure, but it seems like one should be able to change the includes of xlocale.h to include locale.h instead. Apparently this is what upstream Dolphin did, because it has always built and ran correctly on Ubuntu 17.10.

Outdated version string

The version 5.9b release still has the version 5.8.7b string.
image
In this screenshot, I have commit 713543b (v5.9b) compiled, with the About window and title bar showing the incorrect version.

Netplay-specific saves not working on Linux

When trying to play Netplay with Project M, netplay specific saves in Sys/Wii/title isn't working properly. It claims the save is corrupted and wants to create a new one, which it can't because obviously it's write protected. I was just using the one anther's ladder distributes.

This seems to be a linux and possibly mac specific issue, as this feature seems to work fine on Windows.

Compilation on nixOS fails at 100%

Hey there,

I'm trying to get this build to work on a nixOS (linux) system, that handles building a bit differently. It pretty much creates a sandbox where it first builds all dependencies you tell it to and then goes on to build the package you show it via a github repo link or whatnot.

Now, I've managed getting to 100% of the build process this way and then it drops me out with this error: https://pastebin.com/qYcdM9Ut.

/tmp/nix-build-FasterMelee.drv-0/ is just the build directory here. So the interesting line is

CMake Error at Externals/cubeb/cmake_install.cmake:49 (file):
  file INSTALL cannot find "/tmp/nix-build-FasterMelee.drv-0/source/include".

Any idea as to what's different about where INSTALL looks for include in /cubeb/cmake_install.cmake?

Cheers!

Edit: Regular dolphin builds just fine.
Edit2: I'll add the nix-expression, just in case anyone's familiar with it: https://pastebin.com/riGs1Kb3. The buildInputs are the list of dependencies, everything else is probably self explanatory. I'm thinking maybe another cmake flag is what I'm looking for, but I'm not familiar with cmake, so I couldn't figure that out.

Edit3: This has been solved on the nixos reddit (https://www.reddit.com/r/NixOS/comments/8vj7kt/building_on_nixos/e1p2ynh).
The solution was a patch to Externals/cubeb/CMakeLists.txt, changing the install path to be relative.

DX9 problems when building with visual studio 2017

Solution was to comment VideoBackendBase.cpp::43
//g_available_video_backends.push_back(std::make_unique<DX9::VideoBackend>());

and if linker complains about dx9.lib then copy dx11.lib to the dx9 directory and rename it dx9.lib.

macOS Mojave QuickTime deprecated

When building on macOS Mojave, the build fails at 100% due to ld: framework not found QuickTime because QuickTime was deprecated by macOS.

Building on void linux fails at 96% (linking excutable)

[ 96%] Linking CXX executable ../../../Binaries/dolphin-emu ../../../Externals/libusb/libusb.so.1.0.19: undefined reference to `linux_netlink_hotplug_poll' ../../../Externals/libusb/libusb.so.1.0.19: undefined reference to `linux_netlink_start_event_monitor' ../../../Externals/libusb/libusb.so.1.0.19: undefined reference to `linux_netlink_stop_event_monitor' collect2: error: ld returned 1 exit status make[2]: *** [Source/Core/DolphinWX/CMakeFiles/dolphin-emu.dir/build.make:1319: Binaries/dolphin-emu] Error 1 make[1]: *** [CMakeFiles/Makefile2:1709: Source/Core/DolphinWX/CMakeFiles/dolphin-emu.dir/all] Error 2 make: *** [Makefile:163: all] Error 2

Both dolphin and ishiiruka build and function fine. Just not faster melee
This is using 5.9

Faster Melee for Android

Im sorry if this is noobish..but is it possible to compile Ishiruuka/FM 5.9 for Android to take advantage of the reduced latency? Im using the regular dolphin for android and there is still noticeable input lag compared to Windows.

Thank You

Crackling sound in Linux with Cubeb and Pulse backends

Running SSBM with the latest version of Ishiiruka on Debian Sid, I get crackling audio or static when using the Cubeb or PulseAudio backends. Adjusting latency and/or TimingVariance has no apparent effect. I don't get the same behavior with Pulse on vanilla Dolphin 5.0.

FM crashing on close

Hi there,

Just wanted to let you know that FM always crashes when I try to close it. I'm forced to go to task manager and end it.

This evening, for the first time, the crash came up with an error message. I thought i'd share it in case it's helpful.

GLHF
FM error

on macOS High Sierra

We need to change from verify_noerr to __Verify_noErr on macOS High Sierra

Ishiiruka-5.9b/Externals/wxWidgets3/src/osx/carbon/icon.cpp:332:9: error: use of undeclared identifier 'verify_noerr'
        verify_noerr( GetIconRef( kOnSystemDisk, kSystemIconsCreator, theId, &iconRef ) ) ;
        ^
1 error generated.
make[2]: *** [Externals/wxWidgets3/CMakeFiles/wx.dir/src/osx/carbon/icon.cpp.o] Error 1
make[1]: *** [Externals/wxWidgets3/CMakeFiles/wx.dir/all] Error 2
make: *** [all] Error 2
Ishiiruka-5.9b/Externals/wxWidgets3/src/osx/carbon/region.cpp:1024:5: error: use of undeclared identifier
      'verify_noerr'
    verify_noerr( HIShapeOffset( M_REGION , x , y ) ) ;
    ^
Ishiiruka-5.9b/Externals/wxWidgets3/src/osx/carbon/region.cpp:1079:13: error: use of undeclared identifier
      'verify_noerr'
            verify_noerr( HIShapeIntersect( M_REGION , OTHER_M_REGION(region) , M_REGION ) );
            ^
Ishiiruka-5.9b/Externals/wxWidgets3/src/osx/carbon/region.cpp:1083:13: error: use of undeclared identifier
      'verify_noerr'
            verify_noerr( HIShapeUnion( M_REGION , OTHER_M_REGION(region) , M_REGION ) );
            ^
Ishiiruka-5.9b/Externals/wxWidgets3/src/osx/carbon/region.cpp:1091:17: error: use of undeclared identifier
      'verify_noerr'
                verify_noerr( HIShapeDifference( unionshape, intersectionshape, M_REGION ) );
                ^
Ishiiruka-5.9b/Externals/wxWidgets3/src/osx/carbon/region.cpp:1096:13: error: use of undeclared identifier
      'verify_noerr'
            verify_noerr( HIShapeDifference( M_REGION , OTHER_M_REGION(region) , M_REGION ) ) ;
            ^
5 errors generated.
make[2]: *** [Externals/wxWidgets3/CMakeFiles/wx.dir/src/osx/carbon/region.cpp.o] Error 1
make[1]: *** [Externals/wxWidgets3/CMakeFiles/wx.dir/all] Error 2
make: *** [all] Error 2
Ishiiruka-5.9b/Externals/wxWidgets3/src/osx/core/bitmap.cpp:977:5: error: use of undeclared identifier 'verify_noerr'
    verify_noerr( AcquireIconRef(icon) );
    ^
1 error generated.
make[2]: *** [Externals/wxWidgets3/CMakeFiles/wx.dir/src/osx/core/bitmap.cpp.o] Error 1
make[1]: *** [Externals/wxWidgets3/CMakeFiles/wx.dir/all] Error 2
make: *** [all] Error 2

compiling fails at x64CPUDetect.cpp on archlinux

Im trying to compile the newest version of fastermelee because I want to create an AUR package, but the compilation fails.

Scanning dependencies of target common
[ 48%] Building CXX object Source/Core/Common/CMakeFiles/common.dir/Version.cpp.o
[ 48%] Building CXX object Source/Core/Common/CMakeFiles/common.dir/x64CPUDetect.cpp.o
/home/jumper/Templates/dolphin-emu-faster-melee/src/Ishiiruka/Source/Core/Common/x64CPUDetect.cpp:45:12: error: ambiguating new declaration of ‘u64 _xgetbv(u32)’
 static u64 _xgetbv(u32 index)
            ^~~~~~~
In file included from /usr/lib/gcc/x86_64-pc-linux-gnu/8.1.1/include/x86intrin.h:74,
                 from /home/jumper/Templates/dolphin-emu-faster-melee/src/Ishiiruka/Source/Core/Common/Intrinsics.h:12,
                 from /home/jumper/Templates/dolphin-emu-faster-melee/src/Ishiiruka/Source/Core/Common/x64CPUDetect.cpp:10:
/usr/lib/gcc/x86_64-pc-linux-gnu/8.1.1/include/xsaveintrin.h:60:1: note: old declaration ‘long long int _xgetbv(unsigned int)’
 _xgetbv (unsigned int __A)
 ^~~~~~~
/home/jumper/Templates/dolphin-emu-faster-melee/src/Ishiiruka/Source/Core/Common/x64CPUDetect.cpp:45:12: warning: ‘u64 _xgetbv(u32)’ defined but not used [-Wunused-function]
 static u64 _xgetbv(u32 index)
            ^~~~~~~
make[2]: *** [Source/Core/Common/CMakeFiles/common.dir/build.make:610: Source/Core/Common/CMakeFiles/common.dir/x64CPUDetect.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:861: Source/Core/Common/CMakeFiles/common.dir/all] Error 2
make: *** [Makefile:163: all] Error 2

I hope you guys can fix this issue, or tell me when i have done anything wrong.
The PKGBUILD that i have used is:

# Maintainer: Felix Springer <[email protected]>
pkgname=dolphin-emu-faster-melee
pkgver=5.9.1
pkgrel=1
epoch=
pkgdesc="Ishiiruka-Dolphin optimized for Super Smash Bros. Melee"
arch=(x86_64)
url="https://github.com/FasterMelee/Ishiiruka"
license=('GPL')
depends=()
makedepends=()
provides=(dolphin-emu-faster-melee)
source=("git+https://github.com/FasterMelee/Ishiiruka.git")
md5sums=('SKIP')

build() {
	cmake Ishiiruka
	make
}

package() {
	make install
}

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