github随手搬运 有VS2013的童鞋可以编译出来玩玩 附官方教程:
Building for 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.
Building for Linux and 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.
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, if you create the file Source/Android/build.properties, and place the following inside:
# Specifies arguments for the 'make' command. Can be blank.makeArgs=# The path to your machine's Git executable. Will autodetect if blank (on Linux only).gitPath=# The path to the CMake executable. Will autodetect if blank (on Linux only).cmakePath=# The path to the extracted NDK package. Will autodetect if blank (on Linux only).ndkPath=
If you prefer, you can run the CMake step manually, and it will copy the resulting binary into the correct location for inclusion in the Android APK.
Execute the Gradle task assembleArm_64Debug to build, or installArm_64Debug to install the application onto a connected device. If other ABIs are eventually supported, execute the tasks corresponding to the desired ABI.
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.
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
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
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/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
Building for 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.
Building for Linux and 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.
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, if you create the file Source/Android/build.properties, and place the following inside:
# Specifies arguments for the 'make' command. Can be blank.makeArgs=# The path to your machine's Git executable. Will autodetect if blank (on Linux only).gitPath=# The path to the CMake executable. Will autodetect if blank (on Linux only).cmakePath=# The path to the extracted NDK package. Will autodetect if blank (on Linux only).ndkPath=
If you prefer, you can run the CMake step manually, and it will copy the resulting binary into the correct location for inclusion in the Android APK.
Execute the Gradle task assembleArm_64Debug to build, or installArm_64Debug to install the application onto a connected device. If other ABIs are eventually supported, execute the tasks corresponding to the desired ABI.
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.
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
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
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/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