Gecko

June 13, 2026 ยท View on GitHub

Gecko

A cross-platform GameCube/Wii emulator and debugger written in Rust.

Status

Gecko is still in development. While many games work well, most will likely have varying degrees of visual glitches or will be outright broken. Refer to the screenshot databases to gauge compatiblity:

Note

Not all games are tracked. 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!

Features

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
  • Controller support
    • Xbox, Steam, etc.
    • PS5 DualSense Wiimote motion control
  • Starlet HLE
  • IPL skip patches for NTSC and PAL
  • wgpu based renderer backend
    • Supports all major platforms
  • wesl based specialized shader compiler
  • JIT and shader cache
  • FIFO recorder, player and debugger
    • Compatible with Dolphin
  • GameCube memory cards
  • 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
  • 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

Usage

Prebuilt releases (including debug builds) can be downloaded here. GameCube and Wii require system files to use the emulator, please refer to the "Required Files" chapter. Minimal commands to launch a game:

# Launch a GameCube game
./tinyapp --ipl IPL.decoded.bin --dsp dsp_rom.bin --coef dsp_coef.bin --skip-ipl --dvd YourGame.rvz

# Launch a Wii game
./tinyapp --dsp dsp_rom.bin --coef dsp_coef.bin --dvd YourGame.rvz

A more modern and friendly experience is provided via gecko (short preview on YouTube):

launcher

It 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. The decoded GameCube IPL and DSP files are expected to be inside the system folder and must be named exactly as follows:

<gecko exe 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 file folder (user provided!)
    IPL.bin                  # GameCube only (must be decoded! see multitool)
    dsp_rom.bin              # GameCube and Wii
    dsp_coef.bin             # GameCube and Wii
  fs/                        # Wii NAND, auto-generated if missing (or drop in a Dolphin/real dump)

Controls

Gamepads 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.

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

GameCube

GamepadAction
Left stickMain stick
Right stickC-stick
D-padD-pad
SouthA
WestB
EastX
NorthY
StartStart
L2 R2L / R (analog)
R1Z

Wii

GamepadAction
GyroIR pointer (if available)
Right stickIR pointer or D-pad
Left stickNunchuk stick
D-padD-pad
SouthA
R2B
West1
North2
StartPlus
SelectMinus
GuideHome
L1Nunchuk C
L2Nunchuk Z
R1Shake (pads without sensors)
R3Recenter pointer
Hotkeys

tinyapp and debugger:

KeyAction
SpaceStart emulation from the splash screen (--wait flag)
F10Trigger a RenderDoc capture (requires renderdoc-capture feature)
F11Screenshot the full window
F12Screenshot the emulated framebuffer only

gecko player window:

KeyAction
F10Toggle borderless fullscreen
F11Toggle the FPS and emulation speed overlay
F12Screenshot the emulated framebuffer to <gecko exe dir>/screenshots/
Keyboard bindings (hardcoded)

GameCube

KeyAction
Arrow keysMain stick
I K J LD-pad (up/down/left/right)
XA
ZB
CX
VY
EnterStart
AL
SR
DZ

Wii

Wiimote:

InputAction
Mouse movementIR pointer
Left mouseA
Right mouseB
Arrow keysD-pad
11
22
HomeHome
-Minus
=Plus
Left ShiftShake (motion)

Nunchuk:

KeyAction
W S A DAnalog stick
QZ
EC

Required files

Gecko does not ship any system files.

Reference SHA-256 hashes (these are the files the project is developed against):

FileSHA-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.bin49d987ee1eab29a157425b82d54516957a81e1bac247c8834e494642605c3e8c
dsp_coef.bind7741279c2e8ec5c5fb318f8fbdd6de6bf583520d288e836a5383233a4238179

GameCube

  • IPL (NTSC and PAL tested)
  • DSP IROM
  • DSP coefficient ROM

If you only have an encoded IPL, decode it first with multitool:

multitool ipl --action decode private/IPL.bin private/IPL.decoded.bin

Wii

A 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 arguments

Examples

Examples 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  # may also require a DSP depending on the 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 debugger

The CLI options are largely the same across the sub projects (such as the debugger). For more options, see --help.

Projects

This is a table of the main projects. Refer to crates/ to find out about all available projects.

CrateDescription
appEnd-user library browser (binary name gecko): iced-based game list, double-click to play, per-game player window
tinyappLightweight emulator application with an egui/wgpu GUI, optional Lua scripting
debuggerInteractive GUI debugger built on egui with rendering support, hooks and scripting capabilities
webWebAssembly build of the emulator for browser deployment via wasm-bindgen, with optional debug UI
multitoolCLI utility for analyzing, disassembling and extracting GC/Wii binaries/images (DOL, IPL, ISO/RVZ) with support for PPC and DSP
fifoplayerPlays (and debugs via --debug) a recorded .dff fifo log. Supports replays generated from Dolphin and Gecko's debugger

Building

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 version

Release builds compile out all tracing output (the gecko crate pins tracing with release_max_level_off), so --release binaries are silent. Build with --profile dev if you want log messages.

Features

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

tinyapp

FlagDefaultDescription
fps-counteronEmulator-core driven FPS counter (forwards gecko/fps-counter).
scriptingoffEnables Lua scripting support and the --script CLI option (pulls in gecko/hooks + the scripting crate).
scripting-mut-trapsoffImplies scripting: lets scripted hooks re-register themselves at runtime (gecko/hooks-mut-traps).
audio-wav-dumpoffForwards gecko/audio-wav-dump: write all emulated audio to a .wav sink while running.
renderdoc-captureoffForwards backend-wgpu/renderdoc-capture: load the RenderDoc in-app API and emit debug markers.
jit-statsoffForwards gecko/jit-stats: per-block PPC JIT stats, block-frequency CSV dumps and more.
gx-statsoffForwards gecko/gx-stats: GX submission and draw-call counters surfaced by the core.
profileoffForwards gecko/profile: in-process profiler (Windows-only kernel IP sampler).
hotpathoffCompiles hotpath::measure instrumentation into the core and the wgpu backend; reports on shutdown.
hotpath-allocoffImplies hotpath: swaps the global allocator for a counting allocator that attributes allocs to hot functions.
hotpath-cpuoffImplies hotpath: samples CPU time per measured function via hotpath/hotpath-cpu.
hotpath-tuioffImplies hotpath: renders the live hotpath TUI instead of dumping a report on exit.

debugger

debugger always builds with gecko/hooks, gecko/audio-wav-dump, image/symbols (ELF/IDA symbol parsing), and the full scripting crate enabled.

FlagDefaultDescription
scripting-mut-trapsoffSame as in tinyapp: re-registerable scripted hooks (gecko/hooks-mut-traps + scripting/hooks-mut-traps).
renderdoc-captureoffForwards backend-wgpu/renderdoc-capture. With this enabled, F10 triggers a RenderDoc capture of the next frame.

gecko

FlagDefaultDescription
jitonCranelift-backed JIT for Gekko, DSP, and GX vertex decode. Without it the core falls back to interpreters.
hooksoffMemory/instruction trap hook surface used by scripting, the debugger, and tooling like dsptestrunner.
hooks-mut-trapsoffImplies hooks: allows hooks to mutate trap state.
audio-wav-dumpoffCompiles the hound-backed .wav audio sink.
fps-counteroffCompiles the core FPS counter for more accurate measurements.
jit-statsoffImplies jit: per-block JIT hit counts, idle-skip stats, CSV dumps (pulls in backtrace).
gx-statsoffGX command-processor / BP / XF submission counters.
vtx-jit-validateoffImplies jit + gx-stats. Runs both the GX vertex JIT and interpreter for every draw and reports drift between them.
profileoffPer-block PPC/DSP heatmap profiler; on Windows it also enables a kernel-IP sampler via windows-sys.
rendersink-blackboxoffWraps EmptyRenderSink::exec in std::hint::black_box. Useful for benchmarking.
hotpathoffCompiles hotpath::measure instrumentation across the core hot loops.

backend-wgpu

FlagDefaultDescription
renderdoc-captureoffPulls in the renderdoc crate and enables the in-app capture API + debug markers.
hotpathoffInstruments the wgpu sink (incl. crossbeam channels) for hotpath reporting.

web

FlagDefaultDescription
debugoffBundles the in-browser debugger UI (pulls in dbglib and egui-phosphor). Enabled for the /dbg build.

tinybench

FlagDefaultDescription
(default)โ€”Forwards gecko/rendersink-blackbox so the renderless benchmark loop doesn't get optimized away.
jit-statsoffForwards gecko/jit-stats for benchmarking.

Why?

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 hour in this one Wii game called Final Fantasy Crystal Chronicals: The Crystal Bearers. It wasn't a well received game but I loved it so much, I chose my online persona "Layle" after the main protagonist. I figured it would be cool to spend some years learning about emulation development with the goal to eventually run the game in my own emulator!

Sister Projects

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.