I am trying to play Mario Galaxy and I have all the controls set up the way I want them except being able to simulate twisting the WiiMote to the left and right for the Stingray Surfing level. I need someone to please explain to me what what I need to do in order to use the A button to turn left and the B button to turn right using an X-Box 360 controller. Any help would be greatly appreciated.
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Need help with virtual WiiMote Settings
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Xbox One controller not working on Win 7
Hello everyone,
I am recycling my old laptop to be used as a retro gaming platform, running on Windows 7. I installed Dolphin 5 (stable version) and tried to configure my xbox one controller (plugged via usb). The controller is seen by Windows - I can configure it and tested all the buttons just fine - but when I try to configure it in Dolphin, the emulator doesn't see any input other than my keyboard/mouse. As you can see in the attached screenshot, in the dropdown list it only shows DInput, no Xinput/Gamepad.
controller config Dolphin.png (Size: 125.99 KB / Downloads: 1)
I checked on my current gaming computer - running on Windows 10, installed the same version of Dolphin, plugged my xbox one controller, and there it worked perfectly - Dolphin saw the controller input.
This test makes me think that there is an issue with Dolphin seeing xbox one controller input on Windows 7. I have been browsing the web and this forum for similar issues, but weirdly enough I couldn't find someone who had the exact same issue and was able to A/B test it with a windows 10 setup.
Can someone help me on that?
Thanks a lot !
I am recycling my old laptop to be used as a retro gaming platform, running on Windows 7. I installed Dolphin 5 (stable version) and tried to configure my xbox one controller (plugged via usb). The controller is seen by Windows - I can configure it and tested all the buttons just fine - but when I try to configure it in Dolphin, the emulator doesn't see any input other than my keyboard/mouse. As you can see in the attached screenshot, in the dropdown list it only shows DInput, no Xinput/Gamepad.

I checked on my current gaming computer - running on Windows 10, installed the same version of Dolphin, plugged my xbox one controller, and there it worked perfectly - Dolphin saw the controller input.
This test makes me think that there is an issue with Dolphin seeing xbox one controller input on Windows 7. I have been browsing the web and this forum for similar issues, but weirdly enough I couldn't find someone who had the exact same issue and was able to A/B test it with a windows 10 setup.
Can someone help me on that?
Thanks a lot !

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Dolphin v5.0-12631 Not Detecting Keyboard
Like the title says Dolphin v5.0-12631 is not detecting my keyboard. I like to use F1 to save state 1 and F2 to load state 1. I have the keys set in the hotkey settings, but they still will not work. I can save and load states using the menu. So it's not a problem with save states. Any help would be greatly appreciated.
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Manhunt 2 (Jit64 bug)
Hi I just noticed that the game freezes in a part of the intro video if I use jit64 so I created a quick save in this part and loaded it but this time using cache interpreter and it worked to pass this part. once I have control of the character I create another quick save and load it with jit64 and to my surprise it worked and the game is fine.
freeze
![[Image: nJdaaAZ.png]]()
after doing what I mentioned and it worked.
freeze
![[Image: nJdaaAZ.png]](http://i.imgur.com/nJdaaAZ.png)
after doing what I mentioned and it worked.
![[Image: vYJ5XAz.png]](http://i.imgur.com/vYJ5XAz.png)
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San Francisco Rush 2049 Texture Pack
https://i.imgur.com/KAx64pa.png
Hi there, my name is Steven and I am very passionate about the San Francisco Rush series. San Francisco Rush 2049 was first released for arcade in 1999 by Atari. It was ported to N64 a year later by Midway, then Dreamcast shortly after. In 2005 it was finally ported to Gamecube and other 6th gen consoles by Digital Eclipse in the compilation title "Midway Arcade Treasures 3 (GE3E5D)," however this version of the game has many visual and audio issues, and with some games having gameplay issues. Rush 2049 on Gamecube was no exception and that version ending up falling short compared to the Dreamcast version.
Although some minor issues aren't fixable currently, the main visual problems can be masked easily with a texture pack. This texture pack fixes many if not all of the most blatant visual problems, and was put together in mind of 1080p. Here are its key features:
-UI and HUD Fonts remade in 3x the resolution using the same font. Text is a lot more clear and aligned properly.
-All HUD elements except for track maps were redrawn in higher resolutions with some proportions tweaked to match arcade versions. Track portraits are redone with screenshots while using Dolphin's freecam.
-Track and Car textures are almost 100% imported from either the Dreamcast Version, Beta Dreamcast version, or rarely the PC 2049 or Rush the Rock games. Almost all visuals are now uncompressed quality as a result. There is no A.I. scaling whatsoever in this pack, however I found many instances of higher res textures in other games which are now being used.
-Track roads are now correctly implemented. For some reason in the Gamecube version, only half of a track texture is used. I think they were trying to use some uv tricks to save space but they never got around to doing those and the results are terrible. This isn't exclusive for roads but its mostly noticeable there. A lot of building textures have this problem too and those are all fixed as well.
-Hue changes exclusive to Gamecube version reverted. For some reason the plants are a lot more blue and the glass is yellow natively, loading the DC textures fixes this really easily.
-Transparencies fixed. there's some interactive objects that don't utilize their alpha channels correctly. I have fixed what I could for this pack.
-Additional bonus stuff: Magnum car Arcade&N64 taillights, optional paintjobs, and Atari Coins.
This pack does not fix texture seams or anything sound related. I have a few injectable files for those of you who are familiar with recompiling isos but right now that's only for sound. Seams and UV fixes may be included at a later date however I am currently doing that for an Arcade themed texture pack which requires way more involved tweaking. I highly recommend injecting the Arcade Menu Theme provided in the bonus download. The used in the Gamecube version is pitched down and is only a 10 second loop; arcade's is pitched correctly and nearly a minute long.
Progress on this pack: soft 99% done. The only textures remaining are particles animation textures and the fmv in the beginning.
Gallery: https://imgur.com/a/kPL4uqB
Download: https://drive.google.com/file/d/1i_NZTt_S2dZT4zGQ7AffVvM2_P1-1fZX/view
Bonus download: https://drive.google.com/file/d/1jMunp76lAoSlT2-Kc0BD-icGC0WyHXLl/view
If you are a fan of the Rush games, then please join the Team Rush discord community: https://discord.gg/3sA5Pkd. I am a lot more frequent there and can be of assistance regarding this pack.
Hi there, my name is Steven and I am very passionate about the San Francisco Rush series. San Francisco Rush 2049 was first released for arcade in 1999 by Atari. It was ported to N64 a year later by Midway, then Dreamcast shortly after. In 2005 it was finally ported to Gamecube and other 6th gen consoles by Digital Eclipse in the compilation title "Midway Arcade Treasures 3 (GE3E5D)," however this version of the game has many visual and audio issues, and with some games having gameplay issues. Rush 2049 on Gamecube was no exception and that version ending up falling short compared to the Dreamcast version.
Although some minor issues aren't fixable currently, the main visual problems can be masked easily with a texture pack. This texture pack fixes many if not all of the most blatant visual problems, and was put together in mind of 1080p. Here are its key features:
-UI and HUD Fonts remade in 3x the resolution using the same font. Text is a lot more clear and aligned properly.
-All HUD elements except for track maps were redrawn in higher resolutions with some proportions tweaked to match arcade versions. Track portraits are redone with screenshots while using Dolphin's freecam.
-Track and Car textures are almost 100% imported from either the Dreamcast Version, Beta Dreamcast version, or rarely the PC 2049 or Rush the Rock games. Almost all visuals are now uncompressed quality as a result. There is no A.I. scaling whatsoever in this pack, however I found many instances of higher res textures in other games which are now being used.
-Track roads are now correctly implemented. For some reason in the Gamecube version, only half of a track texture is used. I think they were trying to use some uv tricks to save space but they never got around to doing those and the results are terrible. This isn't exclusive for roads but its mostly noticeable there. A lot of building textures have this problem too and those are all fixed as well.
-Hue changes exclusive to Gamecube version reverted. For some reason the plants are a lot more blue and the glass is yellow natively, loading the DC textures fixes this really easily.
-Transparencies fixed. there's some interactive objects that don't utilize their alpha channels correctly. I have fixed what I could for this pack.
-Additional bonus stuff: Magnum car Arcade&N64 taillights, optional paintjobs, and Atari Coins.
This pack does not fix texture seams or anything sound related. I have a few injectable files for those of you who are familiar with recompiling isos but right now that's only for sound. Seams and UV fixes may be included at a later date however I am currently doing that for an Arcade themed texture pack which requires way more involved tweaking. I highly recommend injecting the Arcade Menu Theme provided in the bonus download. The used in the Gamecube version is pitched down and is only a 10 second loop; arcade's is pitched correctly and nearly a minute long.
Progress on this pack: soft 99% done. The only textures remaining are particles animation textures and the fmv in the beginning.
Gallery: https://imgur.com/a/kPL4uqB
Download: https://drive.google.com/file/d/1i_NZTt_S2dZT4zGQ7AffVvM2_P1-1fZX/view
Bonus download: https://drive.google.com/file/d/1jMunp76lAoSlT2-Kc0BD-icGC0WyHXLl/view
If you are a fan of the Rush games, then please join the Team Rush discord community: https://discord.gg/3sA5Pkd. I am a lot more frequent there and can be of assistance regarding this pack.
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Dolphin resets touch controls position after editing
Hello, after the problem of editing buttons 1, 2, A and B were fixed I found another bug. Dolphin is redefining the position of the "horizontal wii remote" D-pad after editing if I switch to "wii remote + nunchuck" and it resets the position of the "wii remote + nunchuck" d-pad and analog stick, if edited, if I switch to the "horizontal wii remote".
Below are attached images of what the controls look like when the reset occurs.
Horizontal Wii Remote:
![[Image: attachment.php?aid=19155]]()
Wii remote + nunchuck:
![[Image: attachment.php?aid=19154]]()
Screenshot_20200918-080353_Dolphin Emulator.jpg (Size: 340.22 KB / Downloads: 14)
Screenshot_20200918-080222_Dolphin Emulator.jpg (Size: 98.75 KB / Downloads: 15)
Below are attached images of what the controls look like when the reset occurs.
Horizontal Wii Remote:
Wii remote + nunchuck:


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Can I game on this in 1080p 90 fps
Hey guys
I would like to know if I can play at 1080p 90 fps(for speeding up any cutscens) with the pc I am going to mention
I have been collecting money from May so that I can upgrade my bad pc
So these are the parts that I am planning to buy in this upcoming holiday season
I have an 500-600 $ budget
(I live in India and 500$ ain't cheap)
Specs:=
i3 9100f
GTX 1650 4 GB OC
8 GB ram 2400 mhz
500w psu
Asrock b365-m HDV
Segate 1 tb barracuda
These components I founded out were the '''''best value/performance for money""""" even if they cannot play high end stuff
And I am going to use my old case and old 1080p TV for Emulation
Thanks in advance
I would also like to know if my old bad pc was okay for 480p. that I played until these years was a good pc that Dev's will think ok for okay experience
Bad pc specs(its 7 years old):=
Pentium G2020 @ 2.9 Ghz
2 GB DDR3 1066mhz
Intel HD graphics family @1.05 GHz
192 MB of allocated vram
450 w psu
480p/720p display???
An Zebronics h61 chipset MBR
It had win8 but then I then downgraded it to win7 because of reasons like it was bloated with shitty apps and that I had a low end pc
Even though it is really old it served a lot and is still okay for 2007 gaming :l
Thanks in advance
I would like to know if I can play at 1080p 90 fps(for speeding up any cutscens) with the pc I am going to mention
I have been collecting money from May so that I can upgrade my bad pc
So these are the parts that I am planning to buy in this upcoming holiday season
I have an 500-600 $ budget
(I live in India and 500$ ain't cheap)
Specs:=
i3 9100f
GTX 1650 4 GB OC
8 GB ram 2400 mhz
500w psu
Asrock b365-m HDV
Segate 1 tb barracuda
These components I founded out were the '''''best value/performance for money""""" even if they cannot play high end stuff
And I am going to use my old case and old 1080p TV for Emulation
Thanks in advance
I would also like to know if my old bad pc was okay for 480p. that I played until these years was a good pc that Dev's will think ok for okay experience
Bad pc specs(its 7 years old):=
Pentium G2020 @ 2.9 Ghz
2 GB DDR3 1066mhz
Intel HD graphics family @1.05 GHz
192 MB of allocated vram
450 w psu
480p/720p display???
An Zebronics h61 chipset MBR
It had win8 but then I then downgraded it to win7 because of reasons like it was bloated with shitty apps and that I had a low end pc
Even though it is really old it served a lot and is still okay for 2007 gaming :l
Thanks in advance
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Help with error
When I try to open a game, I am often met with this message:
GetInputLayout failed in C:\buildbot\release-win-x64\bui\Source\Code\VideoBackends\D3D\NativeVertexFormat.cpp at line 164: Failed to create input layout
It shows up most often with Mario power tennis, and when I boot the game most of the time the background and many of the menu graphics do not load at all. I have tried re-installing dolphin, and I have done a clean installation of my graphics driver. Does anyone have any advice/ suggestions?
Thanks.
GetInputLayout failed in C:\buildbot\release-win-x64\bui\Source\Code\VideoBackends\D3D\NativeVertexFormat.cpp at line 164: Failed to create input layout
It shows up most often with Mario power tennis, and when I boot the game most of the time the background and many of the menu graphics do not load at all. I have tried re-installing dolphin, and I have done a clean installation of my graphics driver. Does anyone have any advice/ suggestions?
Thanks.
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"Trying to read from invalid SYSCONF"
Story: Everything was working fine. I'm currently just playing Gamecube games on it. I played NBA Street v3, created a save. I then turned it off and setup a Retrolink Gamecube controller through the Dolphin UI for the first time. I then tried to play some games but started having issues.
Issue on version 5.0: When I boot Dolphin I get a popup that says "Trying to read from invalid SYSCONF". Another windows says "Unknown entry point @711b!". I get the the sysconfig popup whenever I try clicking on the controller menu of the Dolphin UI as well.
Issue on v5.0 and latest development build: Games boot up very slow at 1-5 frames per second, audio skips, and then Dolphin eventually becomes unresponsive.
Troubleshooting so far: Restarted my computer.
computer specs:
Windows 10 Home
Intel i7-6700K 4GHz
NVIDIA GTX 970
16 GB RAM
Issue on version 5.0: When I boot Dolphin I get a popup that says "Trying to read from invalid SYSCONF". Another windows says "Unknown entry point @711b!". I get the the sysconfig popup whenever I try clicking on the controller menu of the Dolphin UI as well.
Issue on v5.0 and latest development build: Games boot up very slow at 1-5 frames per second, audio skips, and then Dolphin eventually becomes unresponsive.
Troubleshooting so far: Restarted my computer.
computer specs:
Windows 10 Home
Intel i7-6700K 4GHz
NVIDIA GTX 970
16 GB RAM
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Triforce Source Code
Where could I find the triforce branch source code? Googling lead me to a dead redirect and forum searches yielded nothing. A GitHub search lead to some game configurations, but nothing concrete. If anyone could lead me to it, it would be much appreciated.
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Wii Balance board no dolphin + Modulo bluetooth
*Este tópico é especialmente para brasileiro e falantes da lingua Portuguesa, pois as informações aqui sitadas já estão em postagens americanas.
Pessoal eu resolvi trazer esse post para ajudar o pessoal que não fala muito inglês (assim como eu kkk) e querem jogar jogos da balance board do wii como o Wii fit. O Dolphin dá o suporte total ao acessório, como vocês mesmo podem ver nas configurações de controles, Porém ela só vai funcionar perfeitamente se você usar um adaptador bluetooth compátivel com a função Bluetooth Passthrough. Eu testei com adaptadores genéricos, tanto um simples quanto outro 4.0, ambos dão o mesmo o problema, que é desconectar a Balance board. Para o wii remote é tranquilo, qualuqer adaptador funciona, mas para usar a balance board tem que usar um modolu compativel com o Bluetooth Passthrough, ou usar uma placa Bluetooth do próprio wii com um cabo usb. Aqui no fórum disponibilizaram o esquema para fazer essa adptação, eu fiz e deu super certo, porém é um pouco chatinho fazer as soldas, pois os pontos são pequenos, exige um pouco de abilidade, mas vale a pena fuciona perfeitamente. Existem alguns adaptadores compátiveis que foram listados do wiki do dolphin, vou deixar o link de tudo que eu citei aqui em baixo:
Modulo Bluetooth caseiro: https://forums.dolphin-emu.org/Thread-how-to-wire-a-wii-s-bluetooth-module-to-a-pc-usb-port
https://www.youtube.com/watch?v=oV4hZxbOkXI&ab_channel=C0rn3j
https://rys.pw/converting_wii_s_bluetooth_module_to_a_usb_dongle
Lista de adaptadores compatíveis:
https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough#Forcing_a_specific_adapter
Ah para especificar melhor o problema dos adaptadores genéricos e a Balance board, eles conectam ela tudo certinho como um wii remote normal, porém por algum motivo, quando você começa a jogar ela perde a cconexão com o pc, tendo que reconecta-la novamente, mas dura pouco tempo ela perde a conexão novamente.
Pessoal eu resolvi trazer esse post para ajudar o pessoal que não fala muito inglês (assim como eu kkk) e querem jogar jogos da balance board do wii como o Wii fit. O Dolphin dá o suporte total ao acessório, como vocês mesmo podem ver nas configurações de controles, Porém ela só vai funcionar perfeitamente se você usar um adaptador bluetooth compátivel com a função Bluetooth Passthrough. Eu testei com adaptadores genéricos, tanto um simples quanto outro 4.0, ambos dão o mesmo o problema, que é desconectar a Balance board. Para o wii remote é tranquilo, qualuqer adaptador funciona, mas para usar a balance board tem que usar um modolu compativel com o Bluetooth Passthrough, ou usar uma placa Bluetooth do próprio wii com um cabo usb. Aqui no fórum disponibilizaram o esquema para fazer essa adptação, eu fiz e deu super certo, porém é um pouco chatinho fazer as soldas, pois os pontos são pequenos, exige um pouco de abilidade, mas vale a pena fuciona perfeitamente. Existem alguns adaptadores compátiveis que foram listados do wiki do dolphin, vou deixar o link de tudo que eu citei aqui em baixo:
Modulo Bluetooth caseiro: https://forums.dolphin-emu.org/Thread-how-to-wire-a-wii-s-bluetooth-module-to-a-pc-usb-port
https://www.youtube.com/watch?v=oV4hZxbOkXI&ab_channel=C0rn3j
https://rys.pw/converting_wii_s_bluetooth_module_to_a_usb_dongle
Lista de adaptadores compatíveis:
https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough#Forcing_a_specific_adapter
Ah para especificar melhor o problema dos adaptadores genéricos e a Balance board, eles conectam ela tudo certinho como um wii remote normal, porém por algum motivo, quando você começa a jogar ela perde a cconexão com o pc, tendo que reconecta-la novamente, mas dura pouco tempo ela perde a conexão novamente.
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support
When i start my rom i am met with a black screen like it was loading and then it closes can anyone help me?
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Dolphin to Wii NAND transfer?
Hi. So im in a situation where sometimes I play on real hardware, and sometimes on emulation, i felt like using the same NAND would work, when first transferring the NAND from the Wii to Dolphin worked perfectly no problem, what i can't figure out is transferring the NAND from Dolphin back to the Wii. Ive tryed to search everywhere to no avail. Is this possible? If it is, how do I do it?
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problems with emulator
I have a computer that runs with 8GB worth of ram with only .13 of that being used and my emulator is running really slowly with usually having 10FPS and the most I have gotten so far is 30FPS any idea on how to fix this? (i also have problems with the audio but thats for a different post)
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Bluetooth Passthrough on a second Bluetooth device
Hello!
Long time lurker and documentation has been well past good enough to learn just about anything I've needed but now I have a question and thus a reason to create an account and post.
I recently stumbled upon Bluetooth Passthrough, a feature that lets Dolphin take control of the Bluetooth device completely instead of relying on emulation through the OS Bluetooth stack. This is phenomenal and I need it. I usually don't emulate games that need the Wii remote much because it hasn't been accurate enough. This changes things for me.
However, I use an Xbox Wireless Adapter for Windows with my PC to connect a Xbox One controller. I'm pretty sure the controller uses another protocol than Bluetooth but I'm afraid it will stop working if I plug Bluetooth USB adapter into my computer and use Zadig. Maybe the adapter has Bluetooth as well? I'm not sure.
On another computer I have a Bluetooth USB-adapter that I use for wireless headset and a mouse. I understand that I can't use it as a Bluetooth Passthrough device and for my headset at the same time:
But can I use a second USB device and use that one for the passthrough to Dolphin? Has anybody done this?
Long time lurker and documentation has been well past good enough to learn just about anything I've needed but now I have a question and thus a reason to create an account and post.
I recently stumbled upon Bluetooth Passthrough, a feature that lets Dolphin take control of the Bluetooth device completely instead of relying on emulation through the OS Bluetooth stack. This is phenomenal and I need it. I usually don't emulate games that need the Wii remote much because it hasn't been accurate enough. This changes things for me.
However, I use an Xbox Wireless Adapter for Windows with my PC to connect a Xbox One controller. I'm pretty sure the controller uses another protocol than Bluetooth but I'm afraid it will stop working if I plug Bluetooth USB adapter into my computer and use Zadig. Maybe the adapter has Bluetooth as well? I'm not sure.
On another computer I have a Bluetooth USB-adapter that I use for wireless headset and a mouse. I understand that I can't use it as a Bluetooth Passthrough device and for my headset at the same time:
Quote:WARNING: While a libusb driver is installed, other programs/devices will not be able to use your Bluetooth device. This can be easily reverted in Windows Device Manager and instructions are provided below.
But can I use a second USB device and use that one for the passthrough to Dolphin? Has anybody done this?
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Dolphin Triforce Merge
Will the Triforce branch be merged with the regular Dolphin in further versions? I was just knowing because the Triforce branch is no longer updated since 4.0-315, or maybe it will be in continuous development someday.
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Dolphin graphics dialog box too long
So I am having problems with the Graphics and Config dialog boxes in the dolphin emulator. For those in the know, the dialog boxes of the config and graphics are too long, so I have to resize it (even some tabs in the graphics configuration have an empty area), but when I start dolphin again they restore to their old very long sizes. Any solutions for it?
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Reflexion about pixel perfect renderer
Hello there,
I was wondering, even if Dolphin have no big trouble translating every GameCube GPU call correctly into PC graphics API calls, does it absolutely mimic the output of a real console ? I mean, GlideN64 for example is a very accurate high level N64 graphic plugin, but even at 240p, Angrylion and Parallel are capable to emulate things like dithering, several VI post processing steps, witch makes the final output very different.
I like how emulation can enhance games, but I sometimes also like playing my games exactly like it was back in the day with a CRT shader. Would Dolphin benefit from an optimised software renderer for this purpose ?
I was wondering, even if Dolphin have no big trouble translating every GameCube GPU call correctly into PC graphics API calls, does it absolutely mimic the output of a real console ? I mean, GlideN64 for example is a very accurate high level N64 graphic plugin, but even at 240p, Angrylion and Parallel are capable to emulate things like dithering, several VI post processing steps, witch makes the final output very different.
I like how emulation can enhance games, but I sometimes also like playing my games exactly like it was back in the day with a CRT shader. Would Dolphin benefit from an optimised software renderer for this purpose ?
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CPyou
is 4415u cpu good for running dolphins games?
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Animal Crossing GBA Connectivity Issues
I'm trying to get the GBA connection to work in Animal Crossing. I've read various posts and guides, including this guide from this same forum, and the wiki. Nothing yet has worked for me, though. I apologize, by the way, for posting a new thread about this; I attempted to bump an old thread about GBA connectivity, but it turned out new comments were disabled.
I'm wondering if anyone can tell me what I'm doing wrong.
My set-up is the following:
To attempt to connect Dolphin and VBA, I do the following:
The GBA splashscreen plays in VBA, but nothing happens in Dolphin. My understanding is that the two emulators should now be connected, although I haven't been able to accomplish that. None of the GBA-dependent features in Animal Crossing activate.
I've also attempted to connect by following the previous steps, but selecting GameCube as the link type before closing VBA and launching Dolphin. I have also tried by starting VBA first. Regardless of which order I follow, I haven't ever seen any indication in Dolphin that it's connected to a GBA.
Thank you to anyone who can explain how to get this to work.
I'm wondering if anyone can tell me what I'm doing wrong.
My set-up is the following:
- I'm using Dolphin 5.0.
- I have controller port 1 set to Standard Controller, and port 2 set to GBA.
- I've disabled do not have DualCore or CPU Clock Override.
- I'm using VisualBoyAdvance-M 2.1.4
- I have a functioning GBA BIOS, and I've set up the pathway to it in VBA.
- In the Emulation menu, I've disabled Skip BIOS and [/i]Pause while inactive[/i]
- In the Options > Game Boy Advance menu, I've enabled Use BIOS file
- In the Options > Link menu, I've enabled Local mode and Link at boot
To attempt to connect Dolphin and VBA, I do the following:
- I open VBA
- I go to Options > Link > Type and select Nothing
- I close VBA
- I start Dolphin, launch Animal Crossing, and load my save file.
- I start VBA. I now change the link type it to GameCube
- In VBA, I click
- File[/i] > Open and select the GBA BIOS.
The GBA splashscreen plays in VBA, but nothing happens in Dolphin. My understanding is that the two emulators should now be connected, although I haven't been able to accomplish that. None of the GBA-dependent features in Animal Crossing activate.
I've also attempted to connect by following the previous steps, but selecting GameCube as the link type before closing VBA and launching Dolphin. I have also tried by starting VBA first. Regardless of which order I follow, I haven't ever seen any indication in Dolphin that it's connected to a GBA.
Thank you to anyone who can explain how to get this to work.
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