This fork serves as a repository to store changes to the Slippi dolphin client to provide a sufficient pipeline to extracting frame by frame images created by Slippi. This will be fed into a deep learning model; front-end for the images and back-end for the Slippi data processed, afterwhich, the model will generate a JSON string that will be sent to Dolphin to be read.
To have everything transition smoothly, I had originally compiled the project to continually save screen shots in order to collect this data; at the time not knowing Slippi's underlying codebase was being controlled by the ASM codes provided. This README will serve as documentation on how to use Alfred and revisioning changes on what to expect in the coming months, enjoy.
Task | Status | Dated Last Updated |
---|---|---|
Build image extractor | Complete | 03/01/2020 |
Extract stage, character specifics for training data | Complete | 04/21/2020 |
Add argument for image extraction | Discarded | 04/21/2020 |
Write network I/O For Dolphin | Complete | 03/01/2020 |
Add function to send data image array with OutputComm | Complete | 05/15/2020 |
Add function to send controller state with OutputComm | Complete | 03/01/2020 |
Stress test UDP vs TCP implementation | Complete | 04/21/2020 |
Update CMake files | Discarded | 04/18/2020 |
Docker Dolphin Container w/ X11 | Discarded | 06/10/2020 |
Write Python code to parse chunked Pre/Post frame updates | Complete | 05/30/2020 |
Write Python code to parse and convert image data to PNG | Complete | 05/30/2020 |
Follow the instructions listed below on building for your respective Operating System. Current development resides on an Ubuntu 18.04 test stack while Dolphin is X11 forwarded to my Windows PC.
Run the build.sh script that will construct a netplay dolphin folder, this is important as the settings configured in the script allow Dolphin to write Slippi file data; thus allowing image and Slippi data to be written through the sockets. After everything is built, the Dolphin emulator will setup socket communications for the following.
Input Communication (Located in User/Config/Dolphin.ini -> StartingPlayerPort) Port Range(s): 55082-55085 w.r.t Player(s)
Output Communication (User/Config/Dolphin.ini -> ControllerPort, SlippiPort, and VideoPort)
- Controller Port: 55079
- Slippi Port: 55080
- Video Port: 55081
I/O is configured for localhost (127.0.0.1), modifiable in User/Config/Dolphin.ini -> SendingIpAddress
- Later this will be changed to a configuration file located in either Sys or Usr *
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.
- 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.
- 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.
Use the solution file Source/dolphin-emu.sln
to build Dolphin on Windows.
Visual Studio 2017 is now used. 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.
You will most likely have issues installing this, look at this comment for how to fix it. Not sure everything in it is a hard requirement.
If you have trouble with some .lib
files missing, right click the Externals directory and click rebuild.
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.
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.
mkdir build
cd build
cmake ..
make
An application bundle will be created in ./Binaries
.
If you are building on Mojave or later, you will need to install the 10.11 SDK to build because Quicktime has been removed in the latest SDKs. Find the sdk version here https://github.com/phracker/MacOSX-SDKs and copy it to
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs
. You should not need to modify the plist file as the project readme seems to indicate.
To install to your system.
mkdir build
cd build
cmake ..
make
sudo make install
Useful for development as root access is not required.
mkdir Build
cd Build
cmake .. -DLINUX_LOCAL_DEV=true
make
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 Build
cd Build
cmake .. -DLINUX_LOCAL_DEV=true
make
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.
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.
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.
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.
totaldb.dsy
: Database of symbols (for devs only)GC/font_ansi.bin
: font dumpsGC/font_sjis.bin
: font dumpsGC/dsp_coef.bin
: DSP dumpsGC/dsp_rom.bin
: DSP dumpsWii/clientca.pem
: Wii network certificateWii/clientcacakey.pem
: Wii network certificateWii/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.
These folders are installed read-only and should not be changed:
GameSettings
: per-game default settings databaseGC
: DSP and font dumpsMaps
: symbol tables (dev only)Shaders
: post-processing shadersThemes
: icon themes for GUIResources
: icons that are theme-agnosticWii
: default Wii NAND contents
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.
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 inHKEY_CURRENT_USER/Software/Dolphin Emulator
and has the value 1, Dolphin will always start in portable mode. - If the registry string value
UserConfigPath
exists inHKEY_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 listConfig
: configuration filesDump
: anything dumped from DolphinGameConfig
: additional settings to be applied per-gameGC
: memory cards and system BIOSLoad
: custom texturesLogs
: logs, if enabledScreenShots
: screenshots taken via DolphinStateSaves
: save statesWii
: Wii NAND contents
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".