DolphiniOS is a port of the Dolphin Emulator to iOS and iPadOS. For installation instructions and downloads, check our website.
This is the repository for the new DolphiniOS codebase.
Majority of the code i've modified was from existing code and doesn't belong to me. However, I made some changes/modifications and implemented them for it to work on iOS.
This is based off (https://github.com/OatmealDome/dolphin-ios).
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For Windows - https://github.com/fritzlb/iOS17-JIT-WIN
- Python 3.12.2 (Exact Version) - https://www.python.org/ftp/python/3.12.2/python-3.12.2-amd64.exe
- iTunes installed
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for MacOS - Use Xcode's debugger process
You will need the following:
- A Mac capable of running macOS Sonoma 14 or later
- Xcode 15 or later
- iOS 14 or later
- Homebrew (or your favourite package manager)
First, install the necessary tools using Homebrew:
brew install cmake ninja bartycrouch
If you are using a different package manager, refer to its documentation.
Finally, use the following command to install polib using the Xcode-provided python3:
/Applications/Xcode.app/Contents/Developer/usr/bin/python3 -m pip install polib
If polib says it's already installed or needs to update, you can ignore the message.
Once this is complete, you can git clone the project and get the submodules.
Homepage | Project Site | Buildbot | Forums | Wiki | GitHub 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.
- OS
- Windows (10 1703 or higher).
- Linux.
- macOS (10.15 Catalina 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 11.1 / OpenGL 3.3).
- A graphics card that supports Direct3D 11.1 / OpenGL 4.4 is recommended.
- OS
- Android (5.0 Lollipop or higher).
- Processor
- A processor with support for 64-bit applications (either ARMv8 or x86-64).
- 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.
Open Terminal in Utilities Press Shift + Command + U.
Download DolphiniOS and it's submodules:
git clone https://github.com/brand175/dolphin-ios.git
cd dolphin-ios
git submodule update --init --recursiveWait for the clone to finish then you can continue to the next step.
Press Shift + Command + C.
Click on the Hard Drive Disk icon
then Users, (YourName, folder with the Home icon) this is where you find the dolphin-ios folder.
You can open the Xcode project at dolphin-ios/Source/iOS/App/DolphiniOS.xcodeproj.
You must change the organization identifier and team ID before you can build!
To change the organization identifier, go to Project -> Config -> BundleIdentifier.xcconfig, and change use.your.own.organization.identifier to something unique (example, com.YourUsername).
To change the team ID, go to Project -> Config -> DevelopmentTeam.xcconfig, and replace your-team-id with your developer account's team ID.
Make sure to set build scheme to DiOS (NJB) which is located in the Xcode hotbar Product -> Scheme -> DiOS (NJB).
Once this is complete, you are now able to build and run DolphiniOS.
If you see this error (Command PhaseScriptExecution failed with a nonzero exit code) when you build, try deleting the contents inside the DerivedData folder in Xcode (~/Library/Developer/Xcode/DerivedData)
and delete a folder in dolphin-ios called Debug or Release. Make sure to close Xcode when you do this by pressing Command + Q.
Use the solution file Source/dolphin-emu.sln to build Dolphin on Windows.
Dolphin targets the latest MSVC shipped with Visual Studio or Build Tools.
Other compilers might be able to build Dolphin on Windows but have not been
tested and are not recommended to be used. Git and latest Windows SDK must be
installed when building.
Make sure to pull submodules before building:
git submodule update --init --recursiveThe "Release" solution configuration includes performance optimizations for the best user experience but complicates debugging Dolphin. The "Debug" solution configuration is significantly slower, more verbose and less permissive but makes debugging Dolphin easier.
Dolphin requires CMake for systems other than Windows. You need a recent version of GCC or Clang with decent c++20 support. CMake will inform you if your compiler is too old. 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. You may refer to the wiki for more information.
Make sure to pull submodules before building:
git submodule update --init --recursiveA binary supporting a single architecture can be built using the following steps:
mkdir buildcd buildcmake ..make -j $(sysctl -n hw.logicalcpu)
An application bundle will be created in ./Binaries.
A script is also provided to build universal binaries supporting both x64 and ARM in the same application bundle using the following steps:
mkdir buildcd buildpython ../BuildMacOSUniversalBinary.py- Universal binaries will be available in the
universalfolder
Doing this is more complex as it requires installation of library dependencies for both x64 and ARM (or universal library equivalents) and may require specifying additional arguments to point to relevant library locations. Execute BuildMacOSUniversalBinary.py --help for more details.
To install to your system.
mkdir buildcd buildcmake ..make -j $(nproc)sudo make install
Useful for development as root access is not required.
mkdir Buildcd Buildcmake .. -DLINUX_LOCAL_DEV=truemake -j $(nproc)ln -s ../../Data/Sys Binaries/
Can be stored on external storage and used on different Linux systems. Or useful for having multiple distinct Dolphin setups for testing/development/TAS.
mkdir Buildcd Buildcmake .. -DLINUX_LOCAL_DEV=truemake -j $(nproc)cp -r ../Data/Sys/ Binaries/touch Binaries/portable.txt
These instructions assume familiarity with Android development. If you do not have an Android dev environment set up, see AndroidSetup.md.
Make sure to pull submodules before building:
git submodule update --init --recursiveIf 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.
On Windows, simply remove the extracted directory, unless it was installed with the NSIS installer, in which case 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 if you don't plan on reinstalling Dolphin.
Usage: Dolphin.exe [options]... [FILE]...
Options:
--version show program's version number and exit
-h, --help show this help message and exit
-u USER, --user=USER User folder path
-m MOVIE, --movie=MOVIE
Play a movie file
-e <file>, --exec=<file>
Load the specified file
-n <16-character ASCII title ID>, --nand_title=<16-character ASCII title ID>
Launch a NAND title
-C <System>.<Section>.<Key>=<Value>, --config=<System>.<Section>.<Key>=<Value>
Set a configuration option
-s <file>, --save_state=<file>
Load the initial save state
-d, --debugger Show the debugger pane and additional View menu options
-l, --logger Open the logger
-b, --batch Run Dolphin without the user interface (Requires
--exec or --nand-title)
-c, --confirm Set Confirm on Stop
-v VIDEO_BACKEND, --video_backend=VIDEO_BACKEND
Specify a video backend
-a AUDIO_EMULATION, --audio_emulation=AUDIO_EMULATION
Choose audio emulation from [HLE|LLE]
Available DSP emulation engines are HLE (High Level Emulation) and LLE (Low Level Emulation). HLE is faster but less accurate whereas LLE is slower but close to perfect. Note that LLE has two submodes (Interpreter and Recompiler) but they cannot be selected from the command line.
Available video backends are "D3D" and "D3D12" (they are only available on Windows), "OGL", and "Vulkan". There's also "Null", which will not render anything, and "Software Renderer", which uses the CPU for rendering and is intended for debugging purposes only.
usage: dolphin-tool COMMAND -h
commands supported: [convert, verify, header, extract]
Usage: convert [options]... [FILE]...
Options:
-h, --help show this help message and exit
-u USER, --user=USER User folder path, required for temporary processing
files.Will be automatically created if this option is
not set.
-i FILE, --input=FILE
Path to disc image FILE.
-o FILE, --output=FILE
Path to the destination FILE.
-f FORMAT, --format=FORMAT
Container format to use. Default is RVZ. [iso|gcz|wia|rvz]
-s, --scrub Scrub junk data as part of conversion.
-b BLOCK_SIZE, --block_size=BLOCK_SIZE
Block size for GCZ/WIA/RVZ formats, as an integer.
Suggested value for RVZ: 131072 (128 KiB)
-c COMPRESSION, --compression=COMPRESSION
Compression method to use when converting to WIA/RVZ.
Suggested value for RVZ: zstd [none|zstd|bzip|lzma|lzma2]
-l COMPRESSION_LEVEL, --compression_level=COMPRESSION_LEVEL
Level of compression for the selected method. Ignored
if 'none'. Suggested value for zstd: 5
Usage: verify [options]...
Options:
-h, --help show this help message and exit
-u USER, --user=USER User folder path, required for temporary processing
files.Will be automatically created if this option is
not set.
-i FILE, --input=FILE
Path to disc image FILE.
-a ALGORITHM, --algorithm=ALGORITHM
Optional. Compute and print the digest using the
selected algorithm, then exit. [crc32|md5|sha1|rchash]
Usage: header [options]...
Options:
-h, --help show this help message and exit
-i FILE, --input=FILE
Path to disc image FILE.
-b, --block_size Optional. Print the block size of GCZ/WIA/RVZ formats,
then exit.
-c, --compression Optional. Print the compression method of GCZ/WIA/RVZ
formats, then exit.
-l, --compression_level
Optional. Print the level of compression for WIA/RVZ
formats, then exit.
Usage: extract [options]...
Options:
-h, --help show this help message and exit
-i FILE, --input=FILE
Path to disc image FILE.
-o FOLDER, --output=FOLDER
Path to the destination FOLDER.
-p PARTITION, --partition=PARTITION
Which specific partition you want to extract.
-s SINGLE, --single=SINGLE
Which specific file/directory you want to extract.
-l, --list List all files in volume/partition. Will print the
directory/file specified with --single if defined.
-q, --quiet Mute all messages except for errors.
-g, --gameonly Only extracts the DATA partition.