primehack/Readme.md

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# PrimeHack A Dolphin Emulator fork for Metroid Prime Trilogy
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PrimeHack is a modified version of [Dolphin-Emu](https://github.com/dolphin-emu/dolphin) solely for playing Metroid Prime Trilogy for Wii with keyboard and mouse on a PC.
The system requirements are similar to those listed below but Android is currently not supported.
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## Downloads
### Windows
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Get the latest PrimeHackRelease.zip file from https://github.com/shiiion/dolphin/releases
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### Linux
[Downloads](https://software.opensuse.org/download.html?project=home%3AKAMiKAZOW%3AEmulators&package=primehack) are provided for various Linux distributions at [home:KAMiKAZOW:Emulators on openSUSE.org](https://build.opensuse.org/package/show/home:KAMiKAZOW:Emulators/primehack). Submit Requests to support additional distributions are accepted over there.
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### MacOS
Primehack is now supported on MacOS thanks to the efforts of [Brandon Sorensen](https://github.com/brandonsorensen)! We do not have any prebuilt binaries as of now, so follow the instructions below on how to build primehack yourself.
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# Original Dolphin Readme file contents:
[Homepage](https://dolphin-emu.org/) | [Project Site](https://github.com/dolphin-emu/dolphin) | [Buildbot](https://dolphin.ci/) | [Forums](https://forums.dolphin-emu.org/) | [Wiki](https://wiki.dolphin-emu.org/) | [GitHub Wiki](https://github.com/dolphin-emu/dolphin/wiki) | [Issue Tracker](https://bugs.dolphin-emu.org/projects/emulator/issues) | [Coding Style](https://github.com/dolphin-emu/dolphin/blob/master/Contributing.md) | [Transifex Page](https://explore.transifex.com/delroth/dolphin-emu/)
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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](https://dolphin-emu.org/docs/faq/) before using Dolphin.
## System Requirements
### Desktop
* OS
* Windows (10 or higher).
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* Linux.
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* macOS (10.14 Mojave or higher).
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* 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
* 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](https://dolphin-emu.org/blog/2013/09/26/dolphin-emulator-and-opengl-drivers-hall-fameshame/).
* 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.
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Visual Studio 2022 17.2.3 or later is a hard requirement. Other compilers might be
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able to build Dolphin on Windows but have not been tested and are not
recommended to be used. Git and Windows 11 SDK must be installed when building.
Make sure to pull submodules before building:
```sh
git submodule update --init
```
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The "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.
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## Building for Linux and macOS
Dolphin requires [CMake](http://www.cmake.org/) 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. You may refer to the [wiki](https://github.com/dolphin-emu/dolphin/wiki/Building-for-Linux) for more information.
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Make sure to pull submodules before building:
```sh
git submodule update --init
```
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### macOS Build Steps:
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A binary supporting a single architecture can be built using the following steps:
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1. `mkdir build`
2. `cd build`
3. `cmake ..`
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4. `make -j $(sysctl -n hw.logicalcpu)`
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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:
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1. `mkdir build`
2. `cd build`
3. `python ../BuildMacOSUniversalBinary.py`
4. Universal binaries will be available in the `universal` folder
Doing this is more complex as it requires installation of library dependencies for both x64 and ARM (or universal library
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equivalents) and may require specifying additional arguments to point to relevant library locations.
Execute BuildMacOSUniversalBinary.py --help for more details.
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### Linux Global Build Steps:
To install to your system.
1. `mkdir build`
2. `cd build`
3. `cmake ..`
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4. `make -j $(nproc)`
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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`
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4. `make -j $(nproc)`
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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`
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4. `make -j $(nproc)`
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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](AndroidSetup.md).
Make sure to pull submodules before building:
```sh
git submodule update --init
```
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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
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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.
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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.
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Additionally, you'll want to remove the global user directory if you don't plan on reinstalling Dolphin.
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## Command Line Usage
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```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]
```
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Available DSP emulation engines are HLE (High Level Emulation) and
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LLE (Low Level Emulation). HLE is faster but less accurate whereas
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LLE is slower but close to perfect. Note that LLE has two submodes (Interpreter and Recompiler)
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but they cannot be selected from the command line.
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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
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is intended for debugging purposes only.
## Sys Files
* `wiitdb.txt`: Wii title database from [GameTDB](https://www.gametdb.com/)
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* `totaldb.dsy`: Database of symbols (for devs only)
* `GC/font_western.bin`: font dumps
* `GC/font_japanese.bin`: font dumps
* `GC/dsp_coef.bin`: DSP dumps
* `GC/dsp_rom.bin`: DSP dumps
* `Wii/clientca.pem`: Wii network certificate
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* `Wii/clientcakey.pem`: Wii network certificate key
* `Wii/rootca.pem`: Wii network certificate issuer / CA
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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](https://wiki.dolphin-emu.org/index.php?title=Wii_Network_Guide).
## Folder Structure
These folders are installed read-only and should not be changed:
* `GameSettings`: per-game default settings database
* `GC`: DSP and font dumps
* `Shaders`: post-processing shaders
* `Themes`: icon themes for GUI
* `Resources`: icons that are theme-agnostic
* `Wii`: default Wii NAND contents
## Packaging and udev
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commands supported: [convert, verify, header]
```
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```Usage: convert [options]... [FILE]...
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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, but can be overwritten by setting the environment variable
`DOLPHIN_EMU_USERPATH`. On Windows the user directory is stored in the `My Documents`
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folder by default, but there are various way to override this behavior:
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```
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]
```
```
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.
```