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: Only NTSC 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.
Features
Gecko is developed with homebrew development and reverse engineering in mind, but also aims to provide a faithful and playable experience!
- PowerPC JIT (Cranelift)
- DSP JIT (Cranelift)
- GX vertex decode JIT (Cranelift)
- 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
- Compatible with Dolphin
- 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; also supports either packed as a 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
There is currently no way to save games for GameCube. Wii save games are supported naturally via NAND.
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):

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
cache/library.bin # cached library
system/ # system file folder (!)
IPL.bin # GameCube only
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
Keybindings are currently hardcoded!
GameCube
| 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 |
Wii
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 |
Global
| Key | Action |
|---|---|
Space | Start emulation from the splash screen (--wait flag) |
F10 | Trigger a RenderDoc capture (requires renderdoc-capture feature) |
F11 | Screenshot the full window |
F12 | Screenshot the emulated framebuffer only |
Projects
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 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 wasm-pack build crates/web --target web --out-dir pkg --release # web version
Release 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
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. For exact build invocations refer to the GitHub CI actions file.
tinyapp
| 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
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. |
gecko
| 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. |
backend-wgpu
| 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. |
web
| Flag | Default | Description |
|---|---|---|
debug | off | Bundles the in-browser debugger UI (pulls in dbglib and egui-phosphor). Enabled for the /dbg build. |
tinybench
| 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. |
Required files
Gecko does not ship any system files.
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 |
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
Usage
Example invocations:
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
The CLI options are largely the same across the sub projects (such as the debugger). For more options, see --help.
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.