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systems:gamecube [2022/10/13 05:06] – [GameCube adapter for Wii U USB passthrough] alt tab no longer applies atarisystems:gamecube [2026/05/21 19:34] (current) – [Multi-disc games] lbrpdx
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 ===== BIOS ===== ===== BIOS =====
  
-No Nintendo GameCube emulator in Batocera needs a BIOS file to run. 
  
 +^ MD5 checksum ^ Share file path  ^ Description ^
 +| ''db92574caab77a7ec99d4605fd6f2450'' | ''bios/GC/EUR/IPL.bin'' | European BIOS file |
 +| ''b17148254a5799684c7d783206504926'' | ''bios/GC/JAP/IPL.bin'' | Japanese BIOS file |
 +| ''b17148254a5799684c7d783206504926'' | ''bios/GC/USA/IPL.bin'' | American BIOS file |
 ===== ROMs ===== ===== ROMs =====
  
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 If you have a Riivolution patch, first create its JSON file as [[emulators:dolphin#riivolution_patches|outlined on the Dolphin emulator page]]. If you have a Riivolution patch, first create its JSON file as [[emulators:dolphin#riivolution_patches|outlined on the Dolphin emulator page]].
 +
 +If wanting to play a game with Game Boy Advance Link functionality, read the "GBA Link" section which follows.
 +
 +==== Multi-disc games ====
 +
 +A ''.m3u'' playlist file can be used for multi-disc games. Create the ''.m3u'' text file, and enter the filenames of the ROMs for the game on a new line each. For example:
 +
 +<file m3u Tales of Symphonia.m3u>
 +Tales of Symphonia - Disc 1.rvz
 +Tales of Symphonia - Disc 2.rvz
 +</file>
 +
 +Make sure this ''.m3u'' file is saved with **Unix end of lines** (if you use Windows, use an editor that can save Unix file formats, **not** Notepad).
 +This playlist file would be saved next to its respective ROMs. EmulationStation will hide the additional discs (Batocera **v31** and higher).
 +
 +The resulting file structure would look like this:
 +
 +<code>
 +roms/
 +└─ gamecube/
 +   ├─ Tales of Symphonia.m3u
 +   ├─ Tales of Symphonia - Disc 1.rvz
 +   └─ Tales of Symphonia - Disc 2.rvz
 +</code>
 +
 +<WRAP center round info>
 +If changing settings in ''dolphin-emu-config'', leave the "Change Discs Automatically" checkbox checked.
 +</WRAP>
 +
 +Refer to [[:cd_image_formats#multi-disc_games|multi-disc games]] for more info.
 +
 +==== GBA Link ====
 +
 +<WRAP center round todo>
 +This is a more complicated feature, screenshots would be helpful.
 +
 +Is this available just for standalone or both libretro and standalone?
 +</WRAP>
 +
 +In Batocera **v36** and higher, **GBA (Internal)** is a **GAMECUBE PORT # TYPE** option for port. In addition, there is an **Auto e-Reader** option (FIXME is this yet another controller type option or is it its own separate option?) that will attach a GBA to port 2 with one of the three e-Reader models loaded. There are different methods of connecting based on the GameCube game.
 +
 +The GBA's controls are mapped to the matching physical controller, so a GBA on port 2 would be controlled by the Player 2 controller.
 +
 +=== No Cartridge ===
 +
 +For games like //The Legend of Zelda: Four Swords Adventures//, //Final Fantasy Crystal Chronicles//, or games that used it as an optional control like //The Legend of Zelda: The Wind Waker//, the GBA was connected without a cartridge inserted, and the game loads the program into memory when needed. For a game like this, you only have to set the controller type.
 +
 +For //Pac-Man Vs.//, note that the GBA is connected to Port 4. If you have less than 4 controllers connected, the GBA player will not be able to control the game.
 +
 +=== With Cartridge ===
 +
 +Batocera can automatically load a GBA ROM into connected GBA(s). This uses a ''.gbl'' file, similar to an ''.m3u'' playlist. The first line of the file should be the GameCube ROM's filename. Each additional line is a GBA ROM, loaded in order. If you have more GBAs connected than ROMs in the file, the last ROM will be repeated. Filenames can be a full path, or relative to their ROM folder. The GBA's save file will be synced if it exists.
 +
 +In many cases, the GBA is supposed to be turned off until the GameCube game prompts you. To simulate this, hold ''[SELECT]'' & ''[START]'' on the GBA's controller while it is loading. Eventually, the logo will turn a solid color and the Nintendo logo will disappear. When the game tells you to connect the GBA, press {{:wiki:east.png?20&nolink|East button (A SNES)}} to boot the game.
 +
 +<file - Pokémon Box (with Emerald inserted).gbl>
 +Pokémon Box - Ruby & Sapphire (USA).rvz
 +Pokémon - Emerald Version (USA, Europe).7z
 +</file>
 +
 +If controller #2 is set to GBA, then Pokémon Emerald will be loaded.
 +
 +=== e-Reader ===
 +
 +The e-Reader requires use of the mouse to navigate the GBA's menu and load card images (When the ''Auto e-Reader'' option is used, Player 2's analog stick will be mapped to control the mouse, and ''[L2]'' & {{:wiki:west.png?20&nolink|West button (Y SNES)}} to left-click, ''[R2]'' & {{:wiki:north.png?20&nolink|North button (X SNES)}} to right-click.
 +
 +As an example, //Animal Crossing// has an e-Reader machine in the in-game post office. Use the machine, and it will prompt you to put the e-Reader in communications mode. Select Communication on the e-Reader, and continue on both. When it prompts you to scan a card, right-click on the GBA screen and select ''Scan e-Reader Card(s)'' from the menu. From here, you can select the file for the card you want to load. 
 +
 ===== Emulators ===== ===== Emulators =====
  
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 | **PERFORMANCE HACKS ''gamecube.perf_hacks''** | Increase emulator performance, at the cost of accuracy/stability. Settings set to "True" with this option: Defer EFB copies to RAM ''DeferEFBCopies'', Scaled EFB Copy ''EFBScaledCopy'', EFB Copies ''EFBToTextureEnable'', Skip Presenting Duplicate Frames ''SkipDuplicateXFBs'', XFB copies ''XFBToTextureEnable'', Force Texture Filtering ''ForceFiltering'', Arbitrary Mipmap Detection ''ArbitraryMipmapDetection'', Disable Copy Filter ''DisableCopyFilter'', Force 24-Bit Color ''ForceTrueColor''. Settings set to "False" with this option: Bounding Box ''BBoxEnable'', Ignore Format Changes ''EFBEmulateFormatChanges''.\\ => Off ''0'', On ''1''. | | **PERFORMANCE HACKS ''gamecube.perf_hacks''** | Increase emulator performance, at the cost of accuracy/stability. Settings set to "True" with this option: Defer EFB copies to RAM ''DeferEFBCopies'', Scaled EFB Copy ''EFBScaledCopy'', EFB Copies ''EFBToTextureEnable'', Skip Presenting Duplicate Frames ''SkipDuplicateXFBs'', XFB copies ''XFBToTextureEnable'', Force Texture Filtering ''ForceFiltering'', Arbitrary Mipmap Detection ''ArbitraryMipmapDetection'', Disable Copy Filter ''DisableCopyFilter'', Force 24-Bit Color ''ForceTrueColor''. Settings set to "False" with this option: Bounding Box ''BBoxEnable'', Ignore Format Changes ''EFBEmulateFormatChanges''.\\ => Off ''0'', On ''1''. |
 | **USE PAD PROFILES ''gamecube.use_pad_profiles''** | Search for custom configured joystick profiles.\\ => Off ''0'', On ''1''. | | **USE PAD PROFILES ''gamecube.use_pad_profiles''** | Search for custom configured joystick profiles.\\ => Off ''0'', On ''1''. |
 +| **GAMECUBE PORT 1 TYPE ''gamecube.dolphin_port_1_type''** | Change what's plugged into the virtual GameCube ports. DK Bongos are a music game accessory used only for certain Donkey Kong games on the GameCube. GBA (Internal) refers to the use of emulated Game Boy Advance players for games which utilized the Game Boy Advance player adapter, available since Batocera **v36**. \\ => None ''0'', Standard Controller ''6'', GameCube Adapter for Wii U ''12'', Steering Wheel ''8'', Dance Mat ''9'', DK Bongos ''10'', Keyboard ''7'', GBA (Internal) ''13''. |
 +| **GAMECUBE PORT 2 TYPE ''gamecube.dolphin_port_2_type''** | \\ => None ''0'', Standard Controller ''6'', GameCube Adapter for Wii U ''12'', Steering Wheel ''8'', Dance Mat ''9'', DK Bongos ''10'', Keyboard ''7'', GBA (Internal) ''13''. |
 +| **GAMECUBE PORT 3 TYPE ''gamecube.dolphin_port_3_type''** | \\ => None ''0'', Standard Controller ''6'', GameCube Adapter for Wii U ''12'', Steering Wheel ''8'', Dance Mat ''9'', DK Bongos ''10'', Keyboard ''7'', GBA (Internal) ''13''. |
 +| **GAMECUBE PORT 4 TYPE ''gamecube.dolphin_port_4_type''** | \\ => None ''0'', Standard Controller ''6'', GameCube Adapter for Wii U ''12'', Steering Wheel ''8'', Dance Mat ''9'', DK Bongos ''10'', Keyboard ''7'', GBA (Internal) ''13''. |
 | **ANISOTROPIC FILTERING ''gamecube.anisotropic_filtering''** | Improves clarity of distant textures.\\ => Off ''0'', 2x ''1'', 4x ''2'', 8x ''3'', 16x ''4''. | | **ANISOTROPIC FILTERING ''gamecube.anisotropic_filtering''** | Improves clarity of distant textures.\\ => Off ''0'', 2x ''1'', 4x ''2'', 8x ''3'', 16x ''4''. |
 | **DUAL CORE MODE ''gamecube.dual_core''** | Usually not much faster than single core mode. Decreases stability.\\ => Off ''0'', On ''1''. | | **DUAL CORE MODE ''gamecube.dual_core''** | Usually not much faster than single core mode. Decreases stability.\\ => Off ''0'', On ''1''. |
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 Save it as a [[:udev_rules|udev rule]] to ''userdata/system/udev/rules.d/51-gcadapter.rules'' (there is no need to "reload" the udev rules, if you want to be sure just reboot Batocera). Save it as a [[:udev_rules|udev rule]] to ''userdata/system/udev/rules.d/51-gcadapter.rules'' (there is no need to "reload" the udev rules, if you want to be sure just reboot Batocera).
  
-You must activate "Custom Pad Profile" and select "GameCube Adapter for Wii U" in Dolphin's controller settings. [[:built_file_manager|Open Dolphin from the file manager]], attach the Adapter, and it should become selectable. +Then activate "Custom Pad Profile" and select "GameCube Adapter for Wii U" in Dolphin's controller settings. [[:built_file_manager|Open Dolphin from the file manager]], attach the Adapter, and it should become selectable.
  
 ==== Custom Pad Profile ==== ==== Custom Pad Profile ====
  • systems/gamecube.1665637583.txt.gz
  • Last modified: 4 years ago
  • by atari