Wii Compatibility List(that will be updated)
December 21, 2008 by buugtdbgt · 156 Comments
Do not post any game that has small graphics bugs or any small and very low priority problems, the Dolphin emulator is not perfect
If possible stick this please!
This is a list of game that are not playable, really bad graphics problems, or just crash at boot, or have random crashes, or a bug that makes the game unbeatable.
[How To Report Issue]
Please report any broken or very buggy games that are not this list:
PLEASE POST YOUR INFORMATION IN THIS FORM! (don’t need to include the stars)
-*Game Title*: *reason* {reported by *your profile name*}
–Revision *#*, *x86 or x64*, *OpenGL or Direct3D*, *CPU type*, *OS version*, *Audio Plugin*, *Input Plugin
or also what bugs have been fixed in new revisions of Dolphin.
I’m listing the games in alphabetical order…
Balls of Fury PAL: {reported by jonemon1}
EmulationStateId = Broken
It says "Please insert Balls of Fury game disc".
–Revision 1166 [all revisions really], x86/x64, OpenGL and DX9, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Baroque: {reported by chrrox}
EmulationStateId = In Game
Goes in game but you will have a seizure trying to play the game as it looks like a constant strobe light is on the screen.
–Revision SVN 1130, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Updates - SVN r1172:
Random crashes and screen is having a seizure.
Battalion Wars 2 PAL: {reported by Vaporizer}
EmulationStateId = Perfect
In game with good graphics and sound but nunchuck needed.
–Revision 1180, x64, OpenGL, Windows Server 2008/XP, DSP-HLE Plugin, Wiimote Test 0.1
Bleach: Shattered Blade: {reported by chrrox}
EmulationStateId = Perfect
Fully playable with sound at full speed (can not save game)
–Revision SVN 1172, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Bust-A-Move: {reported by Gnen}
EmulationStateId = Perfect
Fully playable with sound at full speed.
–Revision SVN 1210, x86, OpenGL, GeForce 8800GT, Windows XP SP3, DSP-HLE Plugin, Wiimote Test 0.1
Captain Rainbow NTSC-J: {reported by RockmanForte}
EmulationStateId = Playable
You will have to disable Dual Core or it won’t show up at all. Graphics are not perfect.
Updates - R1219: {reported by RockmanForte}
Title screen show for the first time but freezes.
Updates - R1274: {reported by RockmanForte}
Playable at last. Revision SVN 1274. The graphics is not perfect.
Castlevania Judgement USA: {reported by RockmanForte}
EmulationStateId = Playable
Everything is perfect in Dolphin rev 1230 and save works! In game graphics looks fine to me and great speed. You can use gamepad. freezes in vs and training.
–Revision SVN 1230, x64, OpenGL, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Call of Duty: World at War (PAL): {reported by TomskDiver}
EmulationStateId = Broken
After copyright screen, PANIC! message: "stwcxd - suspicious instruction"
–SVN R1312, x86, OpenGL, Intel Core 2 Duo E4600 2.4 GHz, Windows XP, DSP-HLE, Wiimote Plugin
Disaster - Day of Crisis PAL: {reported by ChaosHeart}
EmulationStateId = Perfect
Video Intro works with sound. In game with good graphics and sound but nunchuck needed. Little error for black screen in the bottom is fixable in Game, > Options > Adjust Screen.
Revision 1177, x86, OpenGL, DSP-HLE Plugin, Windows Vista, Wiimote Test 0.1
Dragon Ball Z: Budokai Tenkaichi 3: {reported by locazoo}
EmulationStateId = Playable
It’s like blue filter in the screen (exept for the intro video, the colours are normal).
Plays music and some sounds. Runs slow in the menu but playable.must use gamecube controls.
–SVN R 1590 x64, OpenGL, Windows Vista, DSP-HLE Plugin, Wiimote Test 0.1
Face Breaker: {reported by chrrox}
EmulationStateId = Other
Goes in game and plays around 10fps. No menues, so you must get to the fight by guessing. Will randomly lock up in game.
–Revision SVN R1180, x86, OpenGL, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Far Cry Vengeance: {reported by synapze}
EmulationStateId = Other
Loads Intro Movie. Gets to "Start" Menu then hangs. (Sound works great the entire time)
–Revision SVN R1180, x86, OpenGL, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Fire Emblem: Radiant Dawn NTSC: {reported by adaml75}
EmulationStateId = Perfect
Goes in game, plays music (but no battle sounds). Pretty good speed (30 fps on Quad 6600). Doesn’t save game, says it’s impossible to save. Has some annoying graphical glitches (especially when casting spells). Almost playable overall, doesn’t hang anywhere (but didn’t spend much time on it).
–SVN R 1172, x64, OpenGL, Windows Vista, DSP-HLE Plugin, Wiimote Test 0.1
Final Fantasy Fables: Chocobo’s Dungeon: {reported by chrrox}
EmulationStateId = Playable
Goes in game now graphic glitches.
–Revision SVN 1590, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Fun Sports Ice Hockey PAL: {reported by solidesnake}
EmulationStateId = Perfect
Nunchuck works perfect. Speed is perfect with Dual Core, Dynarec and Idle skipping turned on. Sound is perfect, little noise in game.
Revision 1212, x86, OpenGL/DirectX, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Gintama Banji Oku Chuubu JAP:
EmulationStateId = Broken
This game unfortunetly just doesn’t show anything , just hangs, (black screen).
–Revision 1230/1239/1272/1292 x86, OpenGL, DSP-HLE Plugin, Wiimote Plugin
Ghost Squad: {reported by chrrox}
EmulationStateId = Perfect
–Revision SVN 1093, - x64, - Windows Vista/XP, - OpenGL, - DSP-HLE Plugin, - Not reported, - Wiimote Test 0.1
Harvest Moon: Magical Melody PAL: {reported by jonemon1}
EmulationStateId = Other
Intro.
–Revision SVN 1166, x86, Direct3D, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
House of the Dead 2 & 3 {reported by chrrox}
EmulationStateId = Perfect
100% perfect at full speed with sound and save game.
–Revision SVN 1172, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Updates - R1219 {reported by RockmanForte}
House of the Dead 3 works fine but House of the Dead 2 have an error panic and also after your shell is empty. You cannot reload it. It is very difficult to reload your shotgun.
Kororinpa PAL: {reported by Super Nest}
EmulationStateId = Other
Doesn’t pass the title screen in 1230 (and former releases). It says: "Press start button" but nothing happens. Lots of glitches too.
–Revision SVN 1230, x86, OpenGL, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Link’s Crossbow Training NTSC-U: {reported by RockmanForte}
EmulationStateId = Ingame
Playable and no graphics errors, but Wiimote is inaccurate and you can’t shoot below, which makes it more difficult. Nunchuck is emulated!
–Revision SVN 1219, x64, OpenGL, GeForce 8800GT, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Mario Kart Wii PAL/NTSC-U: {reported by Bianc0neri}
EmulationStateId = Playable
look at link for all info:http://forums.ngemu.com/dolphin-disc…al-thread.html
–Revision SVN 1122, x86, OpenGL, Windows Vista , DSP-HLE Plugin, AMD Athlon 64 X2 5600+ 2.8GHz, Wiimote Test 0.1
Mario Party 8 PAL: {reported by Bianc0neri}
EmulationStateId = Ingame
No panicmessages at boot anymore as the previous revisions. When I’m ready for playing the game after selecting character and stage, the game crashes, resulting in a memory error. You can browse around menus, but you can’t play.
–Revision SVN R 1157, -x86, - Windows Vista, - OpenGL, - DSP-HLE Plugin, - AMD Athlon 64 X2 5600+, - Wiimote Test 0.1
Updates - SVN 1172:
Sound is working just fine and clear with shiny sound effects. But, you still can’t create a save file. It’s resulting in this panicmessage: "CWII_IPC_HLE_Device_fs::IOCtl: ni 0×2".
Mario Strikers Charged Football NTSC-U/PAL: {reported by RockmanForte}
EmulationStateId = Playable
Updates - SVN R1230 {reported by ChaosHeart}
Works perfect in Dolphin rev 1230, but without save.
Game intro: very good quality, but no sound.
In game: Graphics is perfect. Full speed at 30-40 FPS and the nunchuk is emulated with this steering buttons 2, 4, 6, 8 on numpad.
"S" hits the enemy, "A" pass the ball, "B" shoot or mega shoot, "C" uses item.
–Revision SVN 1230, x86, OpenGL, GeForce 8800GTX, Windows Vista Ultimate, DSP-HLE Plugin, Wiimote Test 0.1 (extension connected)
Metal Slug Anthology: {reported by chrrox}
EmulationStateId = Other
Intro plays at full speed with sound then crashes.
–Revision SVN 1130, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Metroid Prime 3: Corruption NTSC: {reported by daxstu}
EmulationStateId = Status: Title Screen/Menus
Lots of graphical corruption on the title screen[flickers like hell], and pops up an error about save data[I think, it's garbled so I can't read it, but I think I saw the word save in it]. There’s also some laggy and choppy music coming out on the title screen.
Monopoly Wii: {reported by chrrox}
EmulationStateId = Broken
Gives an error just trying to boot.
–Revision SVN 1130, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
My Sims Kingdom: {reported by Player594}
EmulationStateId = Perfect
The game works great. Controls are spot on and graphics are near perfect. Sound is missing, voices and a few background sounds. Controls works fine too. Game saves fine.
–Rev 1219 , x86, OpenGL, P4 3.2 HT, XP Home, HLE, N-Joy
Naruto: Clash of Ninja Revolution 1: {reported by chrrox}
EmulationStateId = Other
Both play nearly perfect in game with full(?) speed. Some textures are messed up, but if you reload the screen they will be normal after. "Sometimes when doing a match, the time runs out before it even began."
–Revision SVN 1130, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Naruto: Clash of Ninja Revolution 2: {reported by chrrox}
EmulationStateId = Other
Works except for story mode with sound only. Minor GFX glitches. You can save if you let it hang the system while saving one time, then have it recreate the save data and it works.
–Revision SVN 1172, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Okami: {reported by ninpo}
EmulationStateId = Other
Boots up, goes into the saving in progress screen then screen goes all white and crashes with no error messages. Also, fps counter is really low on the saving in progress screen.
–Revision SVN 1097 & 1109, x86, OpenGL, Intel Core 2 Duo 2.4GHz, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Updates - SVN R1172: {reported by RockmanForte}
Okami is now ingame, but nunchuck is needed.
Updates - SVN R1219: {reported by RockmanForte}
Ingame, Nunchuck emulated, black screen, a flash white at once then press + to skip and got an error panic!
"Read from Invalid memory region (0×4e800128). There is no way to recovery from this error, so Dolphin will now exit. Sorry!"
Updates - SVN R1240:
Breaks after starting new game and first scene, no graphics in scene.
–Revision SVN 1240, x86, OpenGL, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
One Piece: Unlimited Cruise {reported by chrrox}
EmulationStateId = Broken
TLB error.
–Revision SVN 1172, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Onechambra Revolution [NTSC] (JAP): {reported by chrrox}
EmulationStateId = Perfect
Plays great with sound at perfect speed. Game saves no problem. Occasional GFX glitches.
–Revision SVN 1172, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Prince of Persia: Dual Sword NTSC:
EmulationStateId = Broken
Since revision 1194, it stops at the nunchuck request, then Dolphin crash.
–Revision SVN 1216, x86, Windows XP SP3, OpenGL and Direct3D, Q6600, DSP-HLE Plugin, Wiimote Test 0.1
Rayman Raving Rabbids 2 PAL: {reported by RazLaron}
EmulationStateId = Perfect (for me)
Have problems to create a save and doesn’t like DirectX (graphic bugs). Although that situation, we can play in OpenGL with all textures and even we don’t have nunchuk we can play, thanks to the possibilities of the game (alternative). Good frame rate. Sound: Only some noises. I advise to enable Dual Core and maybe Idle Skipping.
–Revision SVN 1166, x86, OpenGL, Windows Vista , DSP-HLE Plugin, Intel Dual Core 2 DUO 1.87Ghz, Wiimote Test 0.1
Rayman Raving Rabbids TV Party PAL: {reported by TomskDiver}
EmulationStateId = Broken
On loading… PANIC! message: "IPC CommandDisconnect: WiiMote emulation is out of sync…"
–SVN R1312, x86, OpenGL, Intel Core 2 Duo E4600 2.4 GHz, Windows XP, DSP-HLE, Wiimote Plugin
Resident Evil: The Umbrella Chronicles: {reported by beatlep}
EmulationStateId = Ingame
–Revision SVN 1093, - x64, Windows Vista/XP x64, - OpenGL, - DSP-HLE Plugin, - Not reported, - Wiimote Test 0.1
crashes at the control panel in level.
RTL Winter Sports 2008: {reported by omegadox}
EmulationStateId = In Game
Fifo_CPUWritePointer out of bounds during some scene intro
–Revision SVN 1094, x64, OpenGL, AMD Phenom, Windows Vista, DSP-HLE Plugin, Wiimote Test 0.1
Simple Series Volume 1 {reported by chrrox}
EmulationStateId = Perfect
Perfect with sound and full speed.
–Revision SVN 1172, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Simple Series Volume 5 {reported by chrrox}
EmulationStateId = Broken
Has TLB error.
–Revision SVN 1172, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Simple Series Volume 6 {reported by chrrox}
EmulationStateId = In Game
Plays slow with perfect sound in interp mode.
–Revision SVN 1172, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Spyro: Eternal Night: {reported by omegadox}
EmulationStateId = Ingame
Need nunchuck.
–Revision 1094, x64, OpenGL, AMD Phenom, Vista, HLE, Wiimote
Sonic and the Secret Rings [PAL]: {reported by Super Empra}
EmulationStateId = Perfect
Got past the menu screen and the game plays fine at a good speed and with clear sound. This game is fully playable.
–Revision 1180, x86, OpenGL, Intel Core 2 Duo 2.40GHz, Win XP Pro, DSP-NULL, Wiimote Test 0.1
SOUL CALIBUR Legends
playable with 1882
Some gliches and wiard color probs but playable
Sword is flickering but uncheck optimized quantizers make sword fully visible but some weird glitches appeared
No sound in CG movies , when in game saund is work bun out of sync , sometimes FX is missing
Soul Eater Monotone Princess JAP:
EmulationStateId = In Game
Almost perfect sound, but with small noise. It hangs after the first three tutorials.
–Revision 1230/1239/1272/1292, x86, OpenGL, DSP-HLE Plugin, Wiimote Test 0.1
Sonic Riders: Zero Gravity NTSC: {reported by synapze}
EmulationStateId = Perfect
Game works perfectly average between 10-30fps, full sound.
–Revision SVN R1180, x86, OpenGL, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Sonic Unleashed NTSC: {reported by yaad}
EmulationStateId = Ingame
Cannot get past first level. Stuck on loading screen
–Revision SVN 1239 (also on 1240), x86, OpenGL, Radeon HD4850, Windows Vista Home Premium, DSP-HLE Plugin, Wiimote Test 0.1
Star Wars: Clone Wars PAL: {reported by aintemp}
EmulationStateId = Other
Nunchuk needed. Quantizers OFF. OK in menus until dolphin crash when going in-game,
–Revision SVN 1178, x86, OpenGL, Geforce 8800GTS, Vista, DSP-HLE Plugin, Wiimote Test 0.1
Star Wars: The Force Unleashed PAL: {reported by Vaporizer}
EmulationStateId = Broken
In game with good graphics and sound but nunchuck needed.
–Revision 1180, x64, OpenGL, Windows Server 2008/XP, DSP-HLE Plugin, Wiimote Test 0.1
Updates - R1195 {reported by aintemp}
Nunchuk needed. OK in menus until dolphin crash when going in-game.
–Revision SVN 1195, x86, OpenGL, Geforce 8800GTS, Vista, DSP-HLE Plugin, Wiimote Test 0.1
Updates - R1312 {reported by TomskDiver}
Dolphin crashes.
–SVN R1312, x86, OpenGL, Intel Core 2 Duo E4600 2.4 GHz, Windows XP, DSP-HLE, Wiimote Plugin
Super Fruit Fall: {reported by jonemon1}
EmulationStateId = Perfect
It’s playable and does save and load fine, but you need to disable Dual Core and Idle Skipping for these features to work.
–Revision SVN 1122, x86, Direct3D, GeForce 7950, Windows XP, DSP-Null, Wiimote Test 0.1
Super Paper Mario PAL: {reported by Bianc0neri}
EmulationStateId = Other
The game crashes under the introduction/beginning. It turns black after some scences, but no crash and no errormessage.
–Revision SVN R 1092, -x86, - Windows Vista, - OpenGL, - DSP-HLE Plugin, - AMD Athlon 64 X2 5600+, - Wiimote Test 0.1
Additional information: This game is also saveable after R1086.
Updates - SVN 1172:
Super Paper Mario intro and beginning now has clear sound. But it’s still locks up during beginning before you’re getting to the actual gameplay.
Super Smash Bros. Brawl NTSC: {reported by daxtsu}
EmulationStateId = ingame
Tales of Symphonia: Dawn of the new world {reported by chrrox}
EmulationStateId = In Game
Game is 60fps in battles and between 30 - 45 out of battle, with sound. Cannot save in game and freezes after the second battle. (The sound loops).
–Revision 1180, x86, OpenGL, Dolphin HLE, Wiimote Test 0.1
Tenchu 4 JAP:
EmulationStateId = In Game
This game plays fine with SVN r1259. Dual Core disabled. Idle Skipping enabled. Using Dolphin OpenGL and DSP-HLE. Use projection hack before r945 to see on screen instructions. The game freezes after you win the first mission.
–Revision SVN 1259, OpenGL, DSP-HLE Plugin, Wiimote Test 0.1
The Legend of Zelda: Twilight Princess: {reported by chrrox}
EmulationStateId = Playable
Controlls work.DC unstable SC works. No sound.
–Revision SVN 1590, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Tiger Woods 08 NTSC: {reported by aintemp}
EmulationStateId = Perfect
Sound works. Wiimote seems OK. Only text missing or misplaced.
–Revision SVN 1178, x86, OpenGL, Geforce 8800GTS, Vista,DSP-HLE Plugin, Wiimote Test 0.1
Tiger Woods 09 PAL: {reported by aintemp}
EmulationStateId = Other
Freezing at the main title.
–Revision SVN 1178, x86, OpenGL, Geforce 8800GTS, Vista, DSP-HLE Plugin, Wiimote Test 0.1
Trauma Center: New Blood: {reported by chrrox}
EmulationStateId = Broken
Hangs trying to load, no error.
–Revision SVN 1172, x86, OpenGL, GeForce 7950, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Wario Land: Shake It: {reported by beatlep}
EmulationStateId = Perfect
The game is fully playable with sound using OpenGL. DirectX has some graphics artifacts.
–Revision SVN 1171, - x64/x86, - Windows Vista/XP, - OpenGL, - DSP-HLE Plugin, - Wiimote Test 0.1
Wii Music PAL: {reported by Bianc0neri}
EmulationStateId = Broken
The game is booting fine. I’m creating a save file, and then Dolphin hangs.
–Revision SVN 1172, x86, OpenGL, Windows Vista , DSP-HLE Plugin, AMD Athlon 64 X2 5600+ 2.8GHz, Wiimote Test 0.1
Wii Play PAL: {reported by jonemon1}
EmulationStateId = In Game
You must disable the optimize quantizers. Has some graphical issues and I can use the Mii that’s inside my Wiimote.
–Revision SVN 1166, x86, Direct3D, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Wii Sports PAL: {reported by jonemon1}
EmulationStateId = In Game
You must disable the optimize quantizers. Has some graphical issues and I can use the Mii that’s inside my Wiimote.
–Revision SVN 1166, x86, Direct3D, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Wario Ware: Smooth Moves
EmulationStateId = Perfect
Sound is perfect. In game 45fps. Has minimal graphical issues in some games.
–Revision SVN 1259, x86, OpenGL, Windows XP, DSP-HLE Plugin, Wiimote Test 0.1
Zack & Wiki: Quest for Barbaros’ Treasure USA {reported by RockmanForte}
EmulationStateId = Ingame
Wiimote stops workin when you walk around for a few minutes.
OGL:
Everything’s fine with the title screen but it has an blinking a lot on the screen. The ingame is kinda slow/normal speed in between and has a little bit glitchy Graphics and also blink a lot. They flash one frame, then they flash a black frame, and so on.
DX9:
It’s the title screen which didn’t show up but the background is visible just fine. The ingame is slow a little bit than x64 version and has a little bit glitches Graphic . The ingame with fonts is visible okay but inset box is invisible.
–Revision SVN 1106, x64, OpenGL, GeForce 8800GT, Windows XP , DSP-HLE Plugin, Wiimote Test 0.1
Game: Super Mario Galaxy
Region: PAL
Category: Ingame
Use SMG hack 1+2 for ingame graphics.
Speed: 25 FPS ingame with DC mode enabled on Core2Duo 2,57 GhZ
Rayman Raving Rabbids TV Party (PAL): Broken {reported by TomskDiver}
–SVN R1312, x86, OpenGL, Intel Core 2 Duo E4600 2.4 GHz, WinXP Prof SP3, DSP-HLE, x360 + WiiMote
On loading PANIC! message: "IPC CommandDisconnect: WiiMote emulation is out of sync. ….."
Call of Duty: World at War (PAL): Broken {reported by TomskDiver}
–SVN R1312, x86, OpenGL, Intel Core 2 Duo E4600 2.4 GHz, WinXP Prof SP3, DSP-HLE, x360 + WiiMote
After copyright screen PANIC! message: "stwcxd - suspicious instruction"
Star Wars: The Force Unleashed (PAL): Broken {reported by TomskDiver}
–SVN R1312, x86, OpenGL, Intel Core 2 Duo E4600 2.4 GHz, WinXP Prof SP3, DSP-HLE, x360 + WiiMote
Dolphin crash. Exception info:
The Legend of Spyro: Dawn of the Dragon
playable
thanks to the emulated wiimote on keyboard I got past the intro/beginning screen! Cut scene play well at a constant 60 fps on my system and 40+ fps ingame Sounds in cut scene is perfect but ingame sounds will kill your ear due to loud squeaking noises, but it still has normal sound so basically you are hearing both the game sounds and the loud squeaking noise at the same time!!
Tales of Symphonia: Dawn of the new world(NTSC)
Status:Ingame
Rev:1310
OpenGL has some serious graphical bugs, the textures are rendered offset, no sound in the intro, other sounds with exception of some music is ok
DX is rendering everything perfectly, except for some sprites, which alpha-channels seem to be reversed("see-though" areas are black and colors are "mirrored"), no sound in the intro either, other sounds with exception of some music is ok
MARIO & SONIC At The OlympicGames
Intro ok,menu ok,then goes into the saving screen then crash with no error messages
EmulationStateId = other
Revision SVN 1316, x86, OpenGL, GeForce 8400M GT, Windows 7 , DSP-HLE Plugin
Prince of Persia : Rival Swords
EmulationStateId = Perfect
Nunchuck works perfect. Speed is perfect with Dual Core, Dynarec and Idle skipping ,OptimizeQuantizers turned on. Sound is perfect, NO NOISE.
Revision 1316, x86, OpenGL/DirectX, Windows XP, DSP-HLE Plugin, Wiimote plug-in
All is perfect ,but one problem , YOu cant save, when you try to save the game freez , for that you can use savestate (it works only you you are ingame)
update: broken
Revision 1614, x86, OpenGL/DirectX, Windows XP, DSP-HLE Plugin, Wiimote plug-in
Memory read error.
Cooking Mama PAL:
EmulationStateId = PLayable
Is very fast but graphic no fully this is very hard playing.
–Revision SVN 1324, x86, OpenGL, Windws xp , DSP-HLE Plugin,, Wiimote 0.1
Excite Truck PAl:
EmulationStateId = Other
The game freezes on booting, it doesn’t crash or gives any error- or/and panicmessages
–Revision SVN 1324, x86, OpenGL, Windows xp , DSP-HLE Plugin, Wiimote 0.1
Samba de amigo PAl:
EmulationStateId = Other
The game error on booting, it doesn’t crash or gives any error- or/and panicmessages
–Revision SVN 1324, x86, OpenGL, Windows xp , DSP-HLE Plugin, Wiimote 0.1
Wii fit Pal:
EmulationStateId = Other
The game it see..sound and graphic fine but this need start are balance board
–Revision SVN 1324, x86, OpenGL, Windows xp , DSP-HLE Plugin, Wiimote 0.1
Petz Sports:
EmulationStateId = Other
Error boot this . and panic menssage
–Revision SVN 1324, x86, OpenGL, Windows xp , DSP-HLE Plugin, Wiimote 0.1
Rayman Raving Rabbids TV Party PAL: {reported by drwilsonng}
EmulationStateId = Intro
Shows the Intro ,but no sounds.
If you click (A) or let the Intro playback
A windows shows as attached files
After click OK , game Freeze
–SVN R1324, x86, OpenGL, Intel Core 2 Duo E8400 3.0 GHz, Windows XP, DSP-HLE, Wiimote Plugin
Game: Eternal Darkness - Sanity’s Requiem
Version: NTSC
Genre: Survival Horror
Status: nothing
r1330, OGL, x86, HLE
Guilty Gear XX ntsc
Works perfectly at full speed, fully playable with sound.
Graphics and sound are excellent at 1920×1200 res.
–Revision SVN 1378, x64, OpenGL, Dual core etc all enabled, HLE sound, classic controller.
Kaze No Klonoa - Door to Phantomile (JAPAN):
It is fully playable with rev 1378 and save works! The intro’s graphics looks almost perfect but ingame graphic is 100% perfect as far as I can tell. The speed is so fast with dual core on but if you disable dual core and the speed will be fully speed just fine! You can also use gamepad or wiimote either way. It is highly recommend!!!!!
–Revision SVN 1378, x64, OpenGL, disabled Use EuRGB60 Model (PAL6) , Windows XP, DSP-HLE Plugin, Wiimote Plug-in
Nights into Dream
Status:Playable
Really slow. Graphics perfect besides some text.
Rev 1590
DECA Sports PAL:
EmulationStateId = Other
Error in memory after loading addias page
–Revision SVN 1420, opengl, Windows XP x86, DSP-HLE Plugin, Wiimote 0.1
Sports Party:
EmulationStateId = Other
Only dart game can be play successfully, other game hang at loading screen. Need hack to show score table
–Revision SVN 1420, opengl, Windows XP x86, DSP-HLE Plugin, Wiimote 0.1
SSX Blur PAL: {reported by GekkeGek}
EmulationStateId = Broken
Lots of errors, doesn’t even start
–Dolphin SVN R1449, Intel Core 2 Duo E6600 2.4GHz, OpenGL and DX9, Windows Vista Ultimate, DSP-HLE Plugin, Wiimote Test 0.1
Tatsunoko vs Capcom {reported by Typheus}
Emulation StatId =playable
playable all works
–Revision SVN 2665, x64, OpenGL, AMD Athlon X2 64, Windows Vista 32, DSP-HLE Plugin, Dolphin Wiimote Plugin
zack and wiki:Ingame.
Flickering of the video and a problem with the layer priority (icons in the upper left side are behind other layer insteadf of first place)
sound: perfect
wiimote: perfect
Dead Rising: Playable rev-2666
[Wii] Super Smash Bros. Brawl (Official Thread)
December 4, 2008 by John Peterson · 294 Comments
Current Issues
- Only the PAL version works as of revision 2,655, not the NTSC version, the NTSC version still has the green DVD Error screen
- The game often hangs after the intro video with the message ‘GFX: Unknown Opcode (0x..)’. To get past that you’ll just have to reboot the game.
- The game seems to always hang or entirely crash Dolphin after a match when you try to go on to the next match. The same thing happens when you try to get out of a demo match (that is playing because the game was idle for a while after the title screen).
General Settings (PAL)
- Dual Core: Works
- Idle Skipping: Works
- Use EuRGB60 Mode (PAL6): Doesn’t matter, both On and Off works
- Enable Progressive Scan: Both On and Off works, it has no noticeable effect on graphics or speed
- Optimize Quantizers: On works, there are no noticable problems with this optimization
OpenGL Settings (PAL)
- Disable EFB Copy: Yes, it gave me a 20% or 30% speed increase in the game (but I have a slow graphics card)
- EFB Copy to Texture or RAM: No noticeable graphical difference, perhaps a small speed difference
- ZTP bloom hack: No noticeable effect
- Use Safe texture cache: No noticeable effect
Sound Settings
- Enable HLE Audio: On
- Enable DTK Music: Doesn’t matter, it’s not used
- Enable Other Music: It doesn’t use this type of music so it has no sound effect, but as usual turning this off also turns of throttling
Controls
For multi player you can use either all four GC controllers or one Wiimote and four GC controllers. If you just want to use the regular GC controllers (through nJoy for example) just leave the Wiimote controls untouched. The final decision about if to use the Wiimote or the GC controller is if you press the Wiimote button ‘+’ or the GC controller button ‘Start’ to start the game. So the bottom line is that you can use four nJoy controllers just like in the preceding game Super Smash Bros. Melee. And the controls should be familiar to anyone who played SSBM, the left and right triggers are for blocking attacks, and the jump buttons and the other buttons are in the same place to.
In Depth Information
The earlier problem with the game was related to the MEM2 init vars. Since revision 2,655 the MEM2 init vars was changed so that the game can use 61,732,864 bytes of the total 64 MB of MEM2 instead of the old 54,392,832 bytes. The changes in Boot_BIOSEmu.cpp are shown here:
Old from IOS version ?
Memory::Write_U32(0×90000800, 0×00003124); // Init - MEM2 low
Memory::Write_U32(0×933e0000, 0×00003128); // Init - MEM2 high, 54,392,832 bytes of 67,108,864
Memory::Write_U32(0×933e0000, 0×00003130); // IOS MEM2 low
Memory::Write_U32(0×93400000, 0×00003134); // IOS MEM2 high
New from IOS version ?
Memory::Write_U32(0×90000800, 0×00003124); // Init - MEM2 low
Memory::Write_U32(0×93ae0000, 0×00003128); // Init - MEM2 high, 61,732,864 bytes of 67,108,864
Memory::Write_U32(0×93ae0000, 0×00003130); // IOS MEM2 low
Memory::Write_U32(0×93b00000, 0×00003134); // IOS MEM2 high
The game also use a few unsupported /dev/es and /dev/net/kd/request calls, they may or may not be the cause of the other problems with crashes and hangings of the game. The game use these Wii IOS functions that are not implemented yet:
/dev/es
0×1b DiGetTicketView
0×16 GetConsumption
0×12 GetNumTicketViews
/dev/net/kd/request
0×1 SuspendScheduler
0×2 ExecTrySuspendScheduler
0×3 ?
The 0×12 in /dev/es is implemented in DevKitPro so it may be possible to get good return values for that. But the other functions may be a little trickier to fix because they are not implemented in DevKitPro so you would also have to figure out how to make custom IOS requests that works on a real Wii so that you can copy the returned messages for them. But as stated they may not be needed.
Other threads
Music support in Dolphin
August 15, 2008 by John Peterson · 166 Comments
I added some music support to Dolphin. It’s admittedly very primitive but it can play some music in games that use ast, afc, dsp, hps and a few other music files. It works by detecting when a music file is loaded and plays it with vgmstream.
Detected file formats
- ast: Zelda TP, Mario Kart
- afc: Zelda WW
- hps: SSB Melee
- dsp: Metroid Prime
- adp (currently tested): 1080 Avalanche, Crash Bandicoot etc
* Notice. If you find a game that use another sound format that you know vgmstream can play just post a message here and I can add support for it in the program with a simple one line change. You can see the games that are supported by vgmstream on this site GC Stream DB (broken link, access from the archive). But remember that even if the files can be played it’s not certain that the timing is as good as it is in SSBM.
Tested games
Because the AX music is already emulated in almost all games that use it, I have divided the list into a AX and non-AX part, with the non-AX games being the interesting ones
AX
- Baten Kaitos: Music already works with the HLE plugin
- Metroid Prime: Music already works with the HLE plugin
- Super Smash Brothers Melee: Played all music, but the music already works fairly well with the HLE plugin
- Starfox Assault (NTSC): Music already works with the HLE plugin
Non-AX
- ? Luigi’s Mansion (NTSC): Opening screen music as he walks up to the mansion (reported by Hemi3)
-
Mario Kart Double Dash: Plays ingame music, it’s tested for the first course -
Pikmin 1: Sequenced music -
Pikmin 2: Sequenced music -
Super Mario Sunshine: Only the intro music works, all ingame music is sequenced - ? Zelda Collectors Edition (PAL): Menu music (reported by Hemi3)
-
Zelda - Four Swords (NTSC): Sequenced music -
Zelda - TP (NTSC): Intro music, there’s not much working music ingame, the game uses a lot of sequenced music - ~ Zelda - WW (NTSC): Menu music, Tower of the Gods music, more? It uses sequenced music to
-
Super Mario Galaxy: Plays all music
Explanation about streaming and sequenced music
This modification can only play the music in games that use streaming (prerecorded) music files. This means that games like Mario Sunshine can probably not get ingame music before actual sound emulation is fixed for the Nintendo audio microcode (one of two microcodes that are written for the GC DSP, the other being the SDK microcode). Mario Sunshine only has the 1.5 minute title music in prerecorded format. The other music seems to be in sequnced format meaning that it’s composed by the CameCube from hundreds of very short audio clips. It works the same way as a midi file but in this case produce better quality music. It’s very complicated to make a program that would be able to play that music so it’s probably better to put any of that work towards getting the sound emulation in the emulator to work instead.
Does .aw files never contain streaming prerecorded music? It seems like that. If you unpack the .aw files in the zelda games with hcs’ tools from his website you will notice that some of the resulting wav files are 15 or 20 seconds long. But that’s not music, it’s long sound effects. The .aw files can contain both sound bits for sequenced music and sound effects.
Usage (SVN versions of the MusicMod)
Check that the needed DLLs are in the PluginsMusic directory in the Dolphin directory. The necessary plugins are attached to this post.
You can turn off automatic looping in the Plainamp.ini file by changing Loop=1 to Loop=0. You can also use the mute or volume controls to mute the music.
Chosing between out_wave_gpl and out_ds (32 bit only)
I made out_ds the default output plugin in the 32 bit version now because it has its own volume function, it doesn’t change the Windows Wave volume bar like out_wave_gpl does. If you still want to use out_wave_gpl you can download the file "out_wave_gpl settings.zip" and owerwrite the old ini file. You must have out_wave_gpl.dll in the Pluginsp (PluginsMusic with the new SVN version) directory before that. (It’s included in "New (all features) (32bit).zip" so it should be there.) There is no problem with having both out_ds.dll and out_wave_gpl.dll in the Pluginsp (PluginsMusic) directory together. "DolphinWx (music).ini" (Plainamp.ini) chose which one to use.
If the music stutters when it begins you might want to try different settings. If you want a graphical menu for the settings you can download Winamp 2.95 from here Winamp - OldVersion.com, change the settings in out_ds (that is included with Winamp, it’s the same as I have included below), close Winamp, then copy them from Winamp.ini to the end of Plainamp.ini in the Dolphin directory. Here’s a guide to some of the settings (the default settings are the ones that are given):
cfg_hw_mix=1 # Hardware acceleration, on or off, if you’re having trouble with 1, try 0
cfg_buf_ms=2000 # Buffer length
cfg_trackhack=0 # Buffer-ahead on track change
cfg_prebuf2=500 # Prebuffer on start / seek / underrrun
cfg_fade_seek.on=0 # Fade the music when seeking occurs, never used because seeking never occurs
cfg_fade_pause.on=0 # Fade on pause, keep it off if it cause problems when you pause the emulator
cfg_fadevol=0 # Smooth volume changes, if it’s on it will take a few seconds before the volume setting is applied, just annoying in my view
cfg_wait=0 # 1 = Don’t abort fadeout when Winamp is shutting down (probably never used)
Volume notice
When using the MusicMod to play music together with regular HLE plugin sound effects it’s beneficial to be able control the music volume separately. But that is only possible with the 32 bit out_ds.dll. For 64 bit there is currently no alternative. I’m looking for a better 64 bit Winamp plugin. The standard output plugins are mostly not open source and I haven’t seen anyone compiled in 64 bit, probably because Winamp is not compiled in 64 bit.
Notice: The 64 bit version may have a Visual Studio 2005 dependecy problem. If you like you can try to download and install this and see if it works after that
Download details: Visual C++ 2005 Redistributable Package (x64)
When we find out exactly what the depndecy problem is we may be able to upload only that missing dll.
I have now added hcs new 64 bit build of in_vgmstream that he posted below. That should take care of Visual Studio depdency problems for in_vgmstream. But you may still get the message in ConsoleDLL.log that the output plugin is not working. In that case you can try the above redistributable package from Microsoft.
Latest edit
The music modification is now in the SVN on Google Code
Old version:
Removed the Zelda fix files, meaning that Zelda WW and Zelda TP will hang because of the problem that was fixed in revision 251 of Dolphin.
If you experience crashes that mention in_vgmstream.dll you can try the new Visual C version I made.
Added mute and pause buttons in case the looping gets annoying.
Added multiplayer support (with nJoy).
Added Baten Kaitos PAL support
Suggestions
Potential future development: Detecting sound effects to
I also thought about detecting when .aw files are played. Especially for games like zelda that have a function map list included it would be possible to match common sound effects with a certain function execution. So with a little work one could get the most common sound effects to work in the games that has no sound emulation at all so far.
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IMPORTANT INFORMATION: It is recommended that you use the MusicMod from a new SVN version of Dolphin rather than the versions posted here. To use the old versions that are posted below you should be aware of the fact that sometimes after revision 217 the 64 bit version will fail to load all DLLs and the 32 bit version will be extremely slow. Please use these files together with pre 217 builds or use the updated SVN build. If you can’t find older versions of Dolphin to use it with, I posted them here in the files called "complete with plugins", you also need "cg dll" (I had to place it in a separate file because otherwise the zip hit that max size limit).
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