Homebrew Official Citra - New 3DS Emulator

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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cadaguti

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Hi,

I don't know if this is the correct place, but if anyone is interested or if it is useful, I've found values of NAND config file which I think were unknown:

Block ID: 0x000B0003
Size: 0x4
Flags: 0xE
Description: First 16 bits are latitude coordinates, second 16 bits are longitude coordinates (I don't know if these coordinates are the country region coordinates, or the exact place where the 3DS was configured). Although, I supose it uses Wi-Fi to get the coordinates, but I can't confirm it.

Country info: Byte 2 (previous to country code) is the country region code.
 
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arkhamsaiyan

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OKAY so thats bullshit. Got all the way to Andross on Star Fox 64 3d and yes there were a lot of FPS drops but it didnt bother me too much but as soon as you clear the level into the fight with Andross (The Green smoke room in the 64 version but in the 3ds its red) Using no cheats and no hacks and when you see andross, The screen does a 180 and you have to fight him upside down. I couldn't get it done but just fyi
 

drwhojan

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OKAY so thats bullshit. Got all the way to Andross on Star Fox 64 3d and yes there were a lot of FPS drops but it didnt bother me too much but as soon as you clear the level into the fight with Andross (The Green smoke room in the 64 version but in the 3ds its red) Using no cheats and no hacks and when you see andross, The screen does a 180 and you have to fight him upside down. I couldn't get it done but just fyi

well they's an old saying, you can't bullshit a bullshitter! lols.
 

JayFoxRox

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when you see andross, The screen does a 180 and you have to fight him upside down. I couldn't get it done but just fyi

If you have a savegame shortly before that point in the Game + some screenshots + you can run it on a recent master build, we'll be able to create a proper bug report for it and look into it.
 

arkhamsaiyan

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If you have a savegame shortly before that point in the Game + some screenshots + you can run it on a recent master build, we'll be able to create a proper bug report for it and look into it.

Okay thank you for getting back to me on this I wasn't aware that an official would see this. I know that you do not offer support for the bleeding-edge builds and I didn't know if you wanted a report from my own build from a nightly because the nightlies are still not available on my end.. That and my own builds are kinda slow when I build them. But I would be more than happy to take a couple screenshots and send it your way
 
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arkhamsaiyan

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Okay thank you for getting back to me on this I wasn't aware that an official would see this. I know that you do not offer support for the bleeding-edge builds and I didn't know if you wanted a report from my own build from a nightly because the nightlies are still not available on my end.. That and my own builds are kinda slow when I build them. But I would be more than happy to take a couple screenshots and send it your way
HW.GPU <Critical> core\hw\gpu.cpp:MemoryFill:95: invalid start address 0x00000000 this is the error that shows and here is a screenshot
w2.jpg
w.jpg


--------------------- MERGED ---------------------------

there ya go @JayFoxRox
 

RocketRobz

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Whenever I try to run a game using a command line in the latest nightly, there's no window that shows the top&bottom screen, just the debug text is shown.
 

gdeliana

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I do not understand the bleeding edge changelog, it is only readme.md file saying which changes have been merged. And in every release it is the same changes????

I just bought a Core i7 3612QM for my laptop, and it has 7000 passmark, BUT STILL citra is using only 20% of it and the speed is not full.

I don't know but it seems that citra is slowing down in open areas or places with a lot of geometry and special effects. There is s.m.th wrong in general with the 3d renderer, maybe polygons are not rendered in opengl. Otherwise 3ds graphics is just even worse than psp. We have ppsspp using only 30% of my cpu and running even better then the PSP itself :D
 

LG_

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I do not understand the bleeding edge changelog, it is only readme.md file saying which changes have been merged. And in every release it is the same changes????

I just bought a Core i7 3612QM for my laptop, and it has 7000 passmark, BUT STILL citra is using only 20% of it and the speed is not full.

I don't know but it seems that citra is slowing down in open areas or places with a lot of geometry and special effects. There is s.m.th wrong in general with the 3d renderer, maybe polygons are not rendered in opengl. Otherwise 3ds graphics is just even worse than psp. We have ppsspp using only 30% of my cpu and running even better then the PSP itself :D
I don't even know if you're looking at the right place for the changelog, but check the BE Github https://github.com/citra-emu/citra-bleeding-edge. There you can see details about what changed and what changes are coming.
What is the CPU clock ? Citra uses only one CPU core at the moment, if you're using a quad core, 20% is ok. The emulator is in development and optimisation is not a priority now (as we have lots of features still no implemented, we need to aim at making the emulator more "complete" and then going to the optimisations), you should not expect 100% in most games. Also: don't compare the 3DS with the PSP, they're totally different in every way you look (memory, CPU, GPU, number of screens is a great point too...).
 

gdeliana

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Ok, i see, there is a lemonbot readme file on every citra BE release. Ok, i got it!! Thanks

I don't even know if you're looking at the right place for the changelog, but check the BE Github https://github.com/citra-emu/citra-bleeding-edge. There you can see details about what changed and what changes are coming.
What is the CPU clock ? Citra uses only one CPU core at the moment, if you're using a quad core, 20% is ok. The emulator is in development and optimisation is not a priority now (as we have lots of features still no implemented, we need to aim at making the emulator more "complete" and then going to the optimisations), you should not expect 100% in most games. Also: don't compare the 3DS with the PSP, they're totally different in every way you look (memory, CPU, GPU, number of screens is a great point too...).
 
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JayFoxRox

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Thanks. However a706f6a is unfortunately *not* a master/nightly revision but bleeding-edge (which has experimental features, has no support and is unsuited for debugging purposes).
We need a test / screenshots on a recent master build + a savegame so it's easy to reach the faulty stage.
A recent master build has any commit hash from the right: https://github.com/citra-emu/citra/commits/master (without being "dirty" = unmodified)

Aside from that the screenshots are good :)

Also, did you modify your log behaviour (can also happen if you used unofficial builds in the past)?
The actual log should have WAY more content then that which might hint what the problem is.
The current default log behaviour (sdl2-config.ini / qt-config.ini) should be
Code:
[Miscellaneous]
log_filter=*:Info
 

Satoshi121

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@JayFoxRox @wwylele Can one of you please explain why every build of citra spams with this whenever i try to launch a games that requiers CRO

"
[ 8.602784] Debug.Emulated <Critical> core\hle\svc.cpp:Break:418: Emulated program broke execution!
[ 8.604289] Debug.Emulated <Critical> core\hle\svc.cpp:Break:434: Break reason: PANIC
[ 8.604928] Debug.Emulated <Critical> core\hle\svc.cpp:Break:418: Emulated program broke execution!
[ 8.606805] Debug.Emulated <Critical> core\hle\svc.cpp:Break:434: Break reason: PANIC
[ 8.608666] Debug.Emulated <Critical> core\hle\svc.cpp:Break:418: Emulated program broke execution!
[ 8.609376] Debug.Emulated <Critical> core\hle\svc.cpp:Break:434: Break reason: PANIC
[ 8.611040] Debug.Emulated <Critical> core\hle\svc.cpp:Break:418: Emulated program broke execution!
[ 8.611592] Debug.Emulated <Critical> core\hle\svc.cpp:Break:434: Break reason: PANIC
[ 8.613239] Debug.Emulated <Critical> core\hle\svc.cpp:Break:418: Emulated program broke execution!
[ 8.614026] Debug.Emulated <Critical> core\hle\svc.cpp:Break:434: Break reason: PANIC
"
 

LG_

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@JayFoxRox @wwylele Can one of you please explain why every build of citra spams with this whenever i try to launch a games that requiers CRO

"
[ 8.602784] Debug.Emulated <Critical> core\hle\svc.cpp:Break:418: Emulated program broke execution!
[ 8.604289] Debug.Emulated <Critical> core\hle\svc.cpp:Break:434: Break reason: PANIC
[ 8.604928] Debug.Emulated <Critical> core\hle\svc.cpp:Break:418: Emulated program broke execution!
[ 8.606805] Debug.Emulated <Critical> core\hle\svc.cpp:Break:434: Break reason: PANIC
[ 8.608666] Debug.Emulated <Critical> core\hle\svc.cpp:Break:418: Emulated program broke execution!
[ 8.609376] Debug.Emulated <Critical> core\hle\svc.cpp:Break:434: Break reason: PANIC
[ 8.611040] Debug.Emulated <Critical> core\hle\svc.cpp:Break:418: Emulated program broke execution!
[ 8.611592] Debug.Emulated <Critical> core\hle\svc.cpp:Break:434: Break reason: PANIC
[ 8.613239] Debug.Emulated <Critical> core\hle\svc.cpp:Break:418: Emulated program broke execution!
[ 8.614026] Debug.Emulated <Critical> core\hle\svc.cpp:Break:434: Break reason: PANIC
"
What games are you testing ?
 

ileikoranges

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So i'm using the newest BE and citra is using more than one core, i know its citra using all these cores since when i close citra, the graphs go all the way down to 0% usage, the cpu % fluctuates a lot making the fps fluctuate and become unstable, if i force citra to use only one core and one thread, by setting the affinity on task manager to one core, the fps is more stable, other cores are still slightly used though, does this happen to anyone else? Can this be fixed because if it is fixed than performance will be more stable instead of changing constantly.

(task manager allowing citra to use any core) = performance fluctuates, NOTE so many fluctuations in graph making fps drop
5645656456.PNG
4534565654.PNG


(citra forced to use only one core/thread) = performance stability increased, NOTE very little fluctuations and making fps stay as high as possible
56456546564.PNG
756786586.PNG


This happens in all builds i try, official and unofficial.
 
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