Gecko is still in development but has reached a state where most games I tested work very well, though some will still have varying degrees of issues. Refer to the screenshot databases to gauge compatiblity:
Note
Not all games are tracked and they are only infrequently updated! The screenshot service makes a best effort attempt to enter games by pressing random buttons. Just because a game doesn't go ingame, doesn't mean it actually doesn't.
Gecko now also has a community driven compatibility database! Feel free to leave a vote when trying out games. The database is still new, so please take the ratings with a grain of salt!
Gecko is developed with homebrew development and reverse engineering in mind, but also aims to provide a faithful and playable experience!
- Cross-platform: Windows, Linux and macOS
- x86 and ARM supported on each platform
- More platforms supported if compiling yourself
- Cranelift based JITs
- PowerPC, DSP, vertex decoder
- Upscaling 1x - 4x
- Texture packs
- Implements Dolphin style pack support
- Controller support
- Xbox, Steam, etc.
- PS5 DualSense Wiimote motion control
- Starlet HLE
- IPL skip patches for NTSC and PAL
wgpubased renderer backend- Supports all major platforms
weslbased specialized shader compiler- JIT and shader cache
- FIFO recorder, player and debugger
- Compatible with Dolphin
- GameCube memory cards
- Savestates
- Frame pacing
- Modular audio backend, defaults to
cpal- Supports mixing audio sinks
- Supports dumping to .wav files
- MCP server
- Lua scripting system for runtime introspection
- A beautiful yet advanced egui-based debugging UI
- Experimental freecam in the debugger
- Symbol parsing from ELFs and IDA Pro databases
- IDA Pro loaders for DOL and Apploader
- RenderDoc captures with all sorts of debug markers
- ISO and RVZ support
- Supports either compressed as ZIP
- Included multitool, supports:
- IPL decode/encode
- SYSCONF decode/encode
- setting.txt decode/encode
- DVD filesystem extraction
- Disassembler for PPC and DSP
- Various built-in diagnostics for JIT and GX
- Support for web browser
Prebuilt releases (including debug builds) can be downloaded here. Gecko boots most games without any system files, using Dolphin's DSP ROM and an IPL HLE. Real dumps can still be used and are more accurate, please refer to the "Required Files" chapter.
A modern and friendly experience is provided via gecko (short preview on YouTube):
On first launch, a guided setup popup asks for an optional DSP ROM (dsp_rom.bin), DSP coefficient ROM (dsp_coef.bin), GameCube IPL and your game folders. It validates and copies the system files with the correct names, automatically decodes an encoded IPL, saves your settings and scans your games. You can skip setup for now or reopen it from Settings -> Guided Setup.
Enable Settings -> Boot -> IPL HLE (GameCube) to boot GameCube discs using Hazel's built-in IPL replacement, even if a real IPL is installed. The setting is saved as ipl_hle = true in config.toml and applies the next time you launch a game. Guided setup enables HLE automatically if you leave the IPL file empty. Disable HLE to use your real IPL. Skip IPL (GameCube) then controls whether its boot animation is skipped. Either boot method uses Dolphin's DSP ROM unless real DSP dumps are configured.
You can also import an optional Wii NAND folder containing title/ and shared2/. The wizard copies it into fs/ (or GECKO_FS_ROOT) only if that destination does not already exist, preserving existing saves. Otherwise, leave NAND unselected to keep existing storage or generate it on first boot.
The launcher scans the configured GameCube and Wii folders for .iso, .rvz and .zip files. Double-clicking on a row opens a dedicated player window for that game. For manual setup, place optional DSP dumps and, if using real IPL boot, a decoded GameCube IPL inside system using the names below. Data paths are relative to the working directory or GECKO_DATA_DIR when set:
<gecko data dir>/
config.toml # settings, auto-generated
cache/library.bin # cached library, auto-generated
screenshots/ # F12 screenshots, auto-generated
internal/ # contains SRAM and memory cards, auto-generated
system/ # system files, copied by guided setup
IPL.bin # GameCube real IPL boot only (must be decoded! see multitool)
dsp_rom.bin # optional, GameCube and Wii
dsp_coef.bin # optional, GameCube and Wii
fs/ # Wii NAND, auto-generated if missing (or drop in a Dolphin/real dump)If you're a developer you may want to use tinyapp or debugger instead, the quickest way to boot up a game is:
# Launch a GameCube game with the built-in IPL HLE and Dolphin's DSP ROM
./tinyapp --dvd YourGame.rvz
# Launch a GameCube game with a real IPL (skip the boot animation)
./tinyapp --ipl IPL.decoded.bin --dsp dsp_rom.bin --coef dsp_coef.bin --skip-ipl --dvd YourGame.rvz
# Launch a Wii game with real DSP dumps (optional)
./tinyapp --dsp dsp_rom.bin --coef dsp_coef.bin --dvd YourGame.rvzGamepads are supported on all frontends through SDL3. Xbox, DualSense (PS5) and anything else SDL recognizes works out of the box. Keyboard and mouse stay active.
On Wii, the pointer source is picked automatically based on what the connected gamepad can do: gyro aiming on a DualSense (press R3 to recenter), right stick otherwise, mouse as the fallback. The DualSense touchpad can also act as an pointer. Its accelerometer drives Wiimote motion directly, so physically shaking the controller shakes the Wiimote. Pads without motion sensors use R1 as a shake button instead. The right stick doubles as the Wiimote D-pad whenever it is not serving as the pointer, and game rumble is forwarded to the controller on both GameCube and Wii.
Bindings, pointer source, sensitivity and axis inversion are configurable in gecko under Settings > Controller Bindings, persisted in the [input] section of config.toml (see other/example.conf for every option). tinyapp uses the default bindings and points with the mouse. Pass --pointer gyro|stick|touchpad|auto to override.
Keyboard and player-window hotkeys are configurable the same way under Settings > Keyboard Bindings, persisted in the [keyboard] section of config.toml. The keyboard and hotkey tables below are the defaults.
Note
DualSense motion sensors and rumble on Linux require hidraw permissions. Install the steam-devices package (or an equivalent udev rule for 054c:0ce6) and replug the controller. Without it the pad still works, but falls back to buttons and sticks only.
Default gamepad bindings
| Gamepad | Action |
|---|---|
| Left stick | Main stick |
| Right stick | C-stick |
| D-pad | D-pad |
South |
A |
West |
B |
East |
X |
North |
Y |
Start |
Start |
L2 R2 |
L / R (analog) |
R1 |
Z |
| Gamepad | Action |
|---|---|
| Gyro | IR pointer (if available) |
| Right stick | IR pointer or D-pad |
| Left stick | Nunchuk stick |
| D-pad | D-pad |
South |
A |
R2 |
B |
West |
1 |
North |
2 |
Start |
Plus |
Select |
Minus |
Guide |
Home |
L1 |
Nunchuk C |
L2 |
Nunchuk Z |
R1 |
Shake (pads without sensors) |
R3 |
Recenter pointer |
Hotkeys
tinyapp and debugger:
| Key | Action |
|---|---|
Space |
Start emulation from the splash screen (--wait flag) |
F5 |
Save state (overwrites the game's existing state) |
F7 |
Load state |
F8 |
Attach / detach Nunchuk (Wii only) |
F9 |
Switch Wiimote upright / sideways (Wii only) |
F10 |
Trigger a RenderDoc capture (requires renderdoc-capture feature) |
F11 |
Screenshot the full window |
F12 |
Screenshot the emulated framebuffer only |
gecko player window:
| Key | Action |
|---|---|
Space |
Pause / resume emulation |
Tab |
Toggle the speed limit (run uncapped) |
F5 |
Save state (overwrites the game's existing state) |
F7 |
Load state |
F10 |
Toggle borderless fullscreen |
F11 |
Toggle the FPS and emulation speed overlay |
F12 |
Screenshot the emulated framebuffer to <gecko data dir>/screenshots/ |
Keyboard bindings
| Key | Action |
|---|---|
| Arrow keys | Main stick |
I K J L |
D-pad (up/down/left/right) |
X |
A |
Z |
B |
C |
X |
V |
Y |
Enter |
Start |
A |
L |
S |
R |
D |
Z |
Wiimote:
| Input | Action |
|---|---|
| Mouse movement | IR pointer |
| Left mouse | A |
| Right mouse | B |
| Arrow keys | D-pad |
1 |
1 |
2 |
2 |
Home |
Home |
- |
Minus |
= |
Plus |
Left Shift |
Shake (motion) |
Nunchuk:
| Key | Action |
|---|---|
W S A D |
Analog stick |
Q |
Z |
E |
C |
The main gecko app and tinyapp load Dolphin tex1_ texture packs automatically from
texturepacks/<game ID>/ in the data directory (the working directory by default,
or GECKO_DATA_DIR).
In the Gecko app, use Settings -> Graphics -> Texture Packs (restart game) to
toggle replacements. In tinyapp, use --no-texture-packs to disable them or
--texture-pack-dir <directory> to select a different pack root.
tinyapp, debugger and the gecko player support saving and loading GameCube and Wii emulation state with F5 and F7. The debugger also provides Save State and Load State menu actions. In gecko, these hotkeys are configurable under Settings > Keyboard Bindings; requests made while paused are processed after emulation resumes.
Each game has one state slot at <data dir>/cache/<game ID>/state.gkst; saving again overwrites it. The data directory defaults to the executable's directory and can be overridden with GECKO_DATA_DIR. Sessions without a game ID use cache/default/state.gkst.
tinyapp and debugger can also load a state immediately after boot with --load-state <file>.
In debugger, open Windows > GX, expand Freecam and enable Unlock camera. Freecam controls are not exposed in tinyapp or the gecko player.
| Input | Action |
|---|---|
| Hold right mouse button and move | Look around |
W A S D |
Move forward, left, backward and right |
Q / E |
Move down / up |
Shift |
Move 5x faster |
| Mouse wheel | Adjust movement speed |
The panel also provides a speed slider and Reset view button. Game input is suspended while freecam is enabled; disable Unlock camera to return to normal controls.
Gecko does not ship original console ROMs. A built-in IPL HLE replacement is available for GameCube disc boot.
Note
Gecko embeds Dolphin's DSP ROM replacement (dsp_rom.bin and dsp_coef.bin from Data/Sys/GC, source in docs/DSP/free_dsp_rom) and uses it whenever no DSP dump is provided. It is written by the Dolphin team, not dumped from hardware. It covers the common AX and Zelda audio ucodes, however, it may still cause issues. If anything misbehaves, try real dumps.
Reference SHA-256 hashes (these are the files the project is developed against):
| File | SHA-256 |
|---|---|
IPL.bin (NTSC, encoded) |
7228bd8f0171008e71c48788eef5e0fd5abce8ef85f1d00327c6f3368113d2a5 |
IPL.decoded.bin (NTSC) |
31e9aa82d972a423d9b7ea7bdbdcff0aff86c3ed953600ca841fe24f3f577051 |
PAL_IPL.bin (PAL, encoded) |
a5fd3ab0ed3d63ad365990cbf522f9f175e01d3b37e5f30a8e5a103cbbc749fd |
PAL_IPL.decoded.bin (PAL) |
011b66ce68d8dcb4f37460fcb322215bcda7df79072aeca22fdc690499deabac |
dsp_rom.bin |
49d987ee1eab29a157425b82d54516957a81e1bac247c8834e494642605c3e8c |
dsp_coef.bin |
d7741279c2e8ec5c5fb318f8fbdd6de6bf583520d288e836a5383233a4238179 |
- IPL for real IPL boot only (NTSC and PAL tested); not required with IPL HLE
- DSP IROM (optional, Dolphin's is used by default)
- DSP coefficient ROM (optional, Dolphin's is used by default)
For IPL HLE in tinyapp, pass --dvd without --ipl. In the gecko app, enable Settings -> Boot -> IPL HLE (GameCube).
If using a real IPL and you only have an encoded copy, decode it first with multitool (guided setup does this automatically):
multitool ipl --action decode private/IPL.bin private/IPL.decoded.binA NAND is generated on boot whenever fs/ is missing. The folder can be overriden using the GECKO_FS_ROOT environment variable.
# optional!
GECKO_FS_ROOT=/path/to/dolphin-nand tinyapp --dvd wii_game.rvz # ... and other argumentsExamples you might find useful:
multitool ipl --action decode ipl.encoded.bin ipl.decoded.bin
multitool sysconf --action decode fs/shared2/sys/SYSCONF SYSCONF.txt # edit, then re-encode
multitool sysconf --action encode SYSCONF.txt fs/shared2/sys/SYSCONF
multitool setting --action decode fs/title/00000001/00000002/data/setting.txt setting.decoded
multitool setting --action encode setting.decoded fs/title/00000001/00000002/data/setting.txt
multitool dvd --extract game.rvz
tinyapp --dol homebrew.dol
tinyapp --dvd game.iso --ipl ipl.decoded.bin --dsp dsp_rom.bin --coef dsp_coef.bin --skip-ipl
debugger --dvd game.rvz --ipl ipl.decoded.bin --dsp dsp_rom.bin --coef dsp_coef.bin --script example.lua
fifoplayer recording.dff # just the player
fifoplayer recording.dff --debug # enable the debuggerThe CLI options are largely the same across the sub projects (such as the debugger). For more options, see --help.
This is a table of the main projects. Refer to crates/ to find out about all available projects.
| Crate | Description |
|---|---|
app |
End-user library browser (binary name gecko): iced-based game list, double-click to play, per-game player window |
tinyapp |
Lightweight emulator application with an egui/wgpu GUI, optional Lua scripting |
debugger |
Interactive GUI debugger built on egui with rendering support, hooks and scripting capabilities |
web |
WebAssembly build of the emulator for browser deployment via wasm-bindgen, with optional debug UI |
multitool |
CLI utility for analyzing, disassembling and extracting GC/Wii binaries/images (DOL, IPL, ISO/RVZ) with support for PPC and DSP |
fifoplayer |
Plays (and debugs via --debug) a recorded .dff fifo log. Supports replays generated from Dolphin and Gecko's debugger |
git submodule init && git submodule update
cargo build -p gecko-app --release # game launcher (binary: gecko)
cargo build -p tinyapp --release # tinyapp
cargo build -p debugger --release # debugger
cargo build -p multitool --release # multitool
cargo build -p fifoplayer --release # fifo player and debugger
wasm-pack build crates/web --target web --out-dir pkg --release # web versionRelease builds compile out all tracing output (the
geckocrate pinstracingwithrelease_max_level_off), so--releasebinaries are silent. Build with--profile devif you want log messages.
Features below are listed based on the frontend crate that supports them. Most of them are simply forwarded into the core gecko and backend-wgpu crates, so the underlying flag of the same name is what actually toggles the behavior. These can be useful when debugging the emulator itself and when investigating various issues (example: performance bugs in games).
Expand build feature flags
| Flag | Default | Description |
|---|---|---|
fps-counter |
on | Emulator-core driven FPS counter (forwards gecko/fps-counter). |
scripting |
off | Enables Lua scripting support and the --script CLI option (pulls in gecko/hooks + the scripting crate). |
scripting-mut-traps |
off | Implies scripting: lets scripted hooks re-register themselves at runtime (gecko/hooks-mut-traps). |
audio-wav-dump |
off | Forwards gecko/audio-wav-dump: write all emulated audio to a .wav sink while running. |
renderdoc-capture |
off | Forwards backend-wgpu/renderdoc-capture: load the RenderDoc in-app API and emit debug markers. |
jit-stats |
off | Forwards gecko/jit-stats: per-block PPC JIT stats, block-frequency CSV dumps and more. |
gx-stats |
off | Forwards gecko/gx-stats: GX submission and draw-call counters surfaced by the core. |
profile |
off | Forwards gecko/profile: in-process profiler (Windows-only kernel IP sampler). |
hotpath |
off | Compiles hotpath::measure instrumentation into the core and the wgpu backend; reports on shutdown. |
hotpath-alloc |
off | Implies hotpath: swaps the global allocator for a counting allocator that attributes allocs to hot functions. |
hotpath-cpu |
off | Implies hotpath: samples CPU time per measured function via hotpath/hotpath-cpu. |
hotpath-tui |
off | Implies hotpath: renders the live hotpath TUI instead of dumping a report on exit. |
debugger always builds with gecko/hooks, gecko/audio-wav-dump, image/symbols (ELF/IDA symbol parsing), and the full scripting crate enabled.
| Flag | Default | Description |
|---|---|---|
scripting-mut-traps |
off | Same as in tinyapp: re-registerable scripted hooks (gecko/hooks-mut-traps + scripting/hooks-mut-traps). |
renderdoc-capture |
off | Forwards backend-wgpu/renderdoc-capture. With this enabled, F10 triggers a RenderDoc capture of the next frame. |
| Flag | Default | Description |
|---|---|---|
jit |
on | Cranelift-backed JIT for Gekko, DSP, and GX vertex decode. Without it the core falls back to interpreters. |
hooks |
off | Memory/instruction trap hook surface used by scripting, the debugger, and tooling like dsptestrunner. |
hooks-mut-traps |
off | Implies hooks: allows hooks to mutate trap state. |
audio-wav-dump |
off | Compiles the hound-backed .wav audio sink. |
fps-counter |
off | Compiles the core FPS counter for more accurate measurements. |
jit-stats |
off | Implies jit: per-block JIT hit counts, idle-skip stats, CSV dumps (pulls in backtrace). |
gx-stats |
off | GX command-processor / BP / XF submission counters. |
vtx-jit-validate |
off | Implies jit + gx-stats. Runs both the GX vertex JIT and interpreter for every draw and reports drift between them. |
profile |
off | Per-block PPC/DSP heatmap profiler; on Windows it also enables a kernel-IP sampler via windows-sys. |
rendersink-blackbox |
off | Wraps EmptyRenderSink::exec in std::hint::black_box. Useful for benchmarking. |
hotpath |
off | Compiles hotpath::measure instrumentation across the core hot loops. |
| Flag | Default | Description |
|---|---|---|
renderdoc-capture |
off | Pulls in the renderdoc crate and enables the in-app capture API + debug markers. |
hotpath |
off | Instruments the wgpu sink (incl. crossbeam channels) for hotpath reporting. |
| Flag | Default | Description |
|---|---|---|
debug |
off | Bundles the in-browser debugger UI (pulls in dbglib and egui-phosphor). Enabled for the /dbg build. |
| Flag | Default | Description |
|---|---|---|
| (default) | — | Forwards gecko/rendersink-blackbox so the renderless benchmark loop doesn't get optimized away. |
jit-stats |
off | Forwards gecko/jit-stats for benchmarking. |
Why do we get a new Wii emulator? Well, it all started a few years ago. I wanted to do something nostalgic and as a kid I spent countless hours playing one Wii game in particular: Final Fantasy Crystal Chronicles: The Crystal Bearers. I think it wasn't a well received game, but I loved it so much that I named the username I usually go by, "Layle", after its main protagonist. I figured it would be cool to spend a few years learning about emulator development, with the goal of eventually running the game in my own emulator!
Gecko is being developed alongside other amazing emulators that shaped how Gecko came to be. Without them, Gecko wouldn't exist!
Besides these "sister projects", Dolphin has also been a major contributor in many ways.








