Homebrew Official Citra - New 3DS Emulator

xiraiya

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I've had no luck getting Pokemon Sun/Moon to run on a pure official release (but had pretty reliable success on unofficial versions), they all freeze at the same point during a cutscene or when loading a save. Finding consolidated information for this stuff is somewhat difficult, has there been any progress on the Pokemon games in regards to the official version? And if so is the slowdown over time/memory leak still an issue?
 

simonrule

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hello guys can any one tell me what is the best build for fire emblem awakening because the game is working fine with me the problem is the lag in battle mode and cutscenes it's very laggy.
i use intel hd 4000 i did some videos on youtube and there some users that have highest pc specs but they have the same problem that i have
 

LG_

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hello guys can any one tell me what is the best build for fire emblem awakening because the game is working fine with me the problem is the lag in battle mode and cutscenes it's very laggy.
i use intel hd 4000 i did some videos on youtube and there some users that have highest pc specs but they have the same problem that i have
The game will "lag" in pre rendered videos and battle animations, this is normal. There is no fix, just play this way or disable battle animations
 

Transdude1996

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Just decided to test out a few of my games, here are the results (I'm using the Bleeding Engine build):
  • 3D Out Run - Unplayable: Cashes the emulator when you select "Start Game"
  • Asphalt 3D - Playable: I only tried part of a race, and outside of the low frame rate (Which I think is caused by my system), every seemed to be working alright.
  • Sonic Generations - Unplayable: The game will not load beyond the title screen)
  • Tim Clancy's Splinter Cell 3D - Unplayable: Infinitely loads on first loading screen (It is prior to accessing the main menu)
Just wanted to let people know.

Two more games to add the to compatibility list (if one exists).
  • OlliOlli - Unplayable: Nothing is displayed after opening the game.
  • Woah Dave! - Playable: Tested a few of the modes, and the game seems to be working properly.
 

nekoakuma

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Is there any way to change the countrycode (not language or 3DS region)? I didn't find any way to do it in the settings so I navigated to \citra\app-0.1.56\user\nand\data\00000000000000000000000\sysdata\00010017\0000000\config and have it open in a hex editor but can't find the right offset.

Offset 167.


If you're having the same issue as I did, where it would always show as "RUSSIA", here's how I fixed it:


Found the list of country codes: (same as wii/dsi list)
http://wiibrew.org/wiki/Country_Codes

Russia is 100. 64 in hex.
Open config in HxD, search hex "64".
Change to 01 (JAPAN).

That seemed to do the trick for me.

Now if someone could point me to the state name/sub-region...

(edit: this is on latest bleeding edge 0.1.63)
 
Last edited by nekoakuma,
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xiraiya

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Offset 167.


If you're having the same issue as I did, where it would always show as "RUSSIA", here's how I fixed it:


Found the list of country codes: (same as wii/dsi list)
http://wiibrew.org/wiki/Country_Codes

Russia is 100. 64 in hex.
Open config in HxD, search hex "64".
Change to 01 (JAPAN).

That seemed to do the trick for me.

Now if someone could point me to the state name/sub-region...

(edit: this is on latest bleeding edge 0.1.63)
I tried this mthod out and when I set it to 49 for United States, it changed to Czech Republic in Pokemon. Did I miss something?

EDIT: I FIXED IT! So apparently I missed the part in the explanation where you have to change the Country code from Decimal into Hex

49 = 73 in Hex, so converting 49 into 31 produces the following result
BYeLtX.png


Pokemon now detects my country as United States, thank you so much.
 
Last edited by xiraiya,
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jroweboy

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Two more games to add the to compatibility list (if one exists).
  • OlliOlli - Unplayable: Nothing is displayed after opening the game.
  • Woah Dave! - Playable: Tested a few of the modes, and the game seems to be working properly.
The developer of woah Dave actually hopped on IRC once and thanked the devs for making the emulator. Asked if he could help with anything, but that was a year ago so I don't remember what happened next. I'd have to search my IRC logs to see what else was said. Just thought it was kinda xool
 

Dragios

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Marcus_ms

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JayFoxRox

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Earlier today, I've been investigating why Pokemon outlines fail. I do have a working solution but it's pretty slow and hacky code.
I'm not going to integrate it probably as I don't know if it causes regressions and I'm not sure how to best convert between texture formats.

The reason for the whole thing is related to 2 bugs / missing features in texture forwarding:
  1. The depth buffer (D24S8) is used as a RGBA8 texture. That means that the cached texture is first flushed (which is slow and happens at least once per frame!) and then reuploaded (in reduced resolution = pixelation). My solution is to download the depth buffer to the CPU (very slow + it happens twice as the original copy is also necessary), then re-upload it as RGBA8 in the original size. This basicly cuts my framerate in half so it's not a good solution yet.
    (I also had an alternative solution where I used the depth buffer correctly. OpenGL will then interpret the data differently (= small visual errors) but it boosts performance by 5-10 FPS as we can avoid all flushes.)
  2. The other issue is that the Stencil buffer is not cleared correctly (causing lines where they shouldn't be). It looks like the texture cache is cleared correctly, but the texture is instead uploaded from memory again (where it wasn't cleared). My solution is to clear both copies of the texture (which is probably a sane configuration anyway).
    I'm not sure why this happens yet though.
Obligatory images OR/AS (Master / Prototype):

ejjPCsT.png


6et3ewN.png


Bonus images S/M (Master / Prototype) - thanks to Leo121:

vKgYT3T.png


uksDwxv.png


The code is temporarily hosted at https://github.com/JayFoxRox/citra/commits/pockeymans .
PLEASE DO NOT RELEASE BUILDS WITH THAT CODE. IT'S PURELY FOR FIGURING OUT THE CAUSE OF THE ISSUE.

Note that I had to test on AS as I don't have access to the other Pokemon games yet.
I'm assuming this will fix a lot of games though (other Pokemon games included.).
 
Last edited by JayFoxRox,

Jobenblue

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What is the issues of orasxysm crashing during "cutscenes"? I was able to get out of the truck and into the house, but crashed going into my room (AS), and SM crashes outside the players house right before panning into the players room at the very beginning. Is my hardware not powerful enough?
 
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