Homebrew Citra - Unofficial \ Chinese builds discussion

kim13

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I changed the language to korean after Petalburg Woods but the emulator keep crash when I try to enter GYM of the city is there a fix please?
 

drwhojan

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What the...
There are some games that spam non-stop in the console(like Bravely Default)and that reduces the speed.

The default logging settings is Info(user\config\qt-config.ini)
Code:
[Miscellaneous]
log_filter=*:

At the title screen where I choose which save to load,the speed while "Info" is the filter,is 120fps but if I set it to Critical(this usually means no log because if you are getting Critical messages,be ready for a crash),the the speed goes to 220fps

So if you see that the console is spamming non stop messages,changing that option will increase the speed.
If you set it to Debug(which output even more info),you'll understand what I'm talking about on any game(the speed loss is huge)

This dose kind of work well with the errors on cmd list thanks, I look at it better in morning

But edit
[Miscellaneous]
log_filter=*:Critical

Yep, Best to set of default in the compiling, maybe to filter the other, not sure *:

log_filter=*:Critical*:est...
Might work but to late, tomoz
are
[Miscellaneous]
log_filter=*:Critical
log_filter=*:est ..
 
Last edited by drwhojan,

el_gonz87

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Drwhojan. Tried the latest build, it works well with Pokemon Omega Ruby.

For some reason a PR broke fire emblem fates, it won't get to main menu (now it crashes). I tested with nightly build and it works, so I will go checking now which upcoming PR breaks it...
 

drwhojan

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Drwhojan. Tried the latest build, it works well with Pokemon Omega Ruby.
For some reason a PR broke fire emblem fates, it won't get to main menu (now it crashes). I tested with nightly build and it works, so I will go checking now which upcoming PR breaks it...

thank you let us know, also you replaced the User folder from the other build you had ?, I could not post the full monty form restrictions here.

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

Damn when i seen 3D i hoped it would of :-( . Hopefully since they have Red+Blue mode working they can split the image to give side by side.

I can't really see any 3D in these videos, but it only show's much on certain parts of the game, like Zelda ALBW cut scenes work well... est
------------
Also BaiUhongr has removed his Citra 3D post too :wtf:
 
Last edited by drwhojan,

drwhojan

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JayFoxRox

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Sadly no. I just edit the video.

Anyways, Mario 3D Land:


Didn't anybody pay attention in school? This should be fairly straightforward

https://github.com/wwylele/citra/co...984#diff-a656ac74fb8b591b53b4cec7feb89300R428

Just change this to give you 2 side by side images.. (here comes my attempt with huge lack of motivation):

//Edit: https://github.com/JayFoxRox/citra/pull/30

Obviously untested and requires adding SideBySide to the list of modes. It also currently assumes that your television will stretch the image back to full dimensions and that the image is fullscreen [= no image borders]. Linux users can do this using devilspie, no idea which tools Windows users can use..
I also made some assumptions about the values in the layout, simply because I never worked with that code and was too lazy to compile it.
Keep in mind that this is a hack. For actual 3D Citra would simply render to 2 seperate framebuffers (Left and Right) and your graphics driver would choose how it presents it (using active 3D / time multiplexed, side-by-side, color shifted / anaglyphic, passive 3D / interlaced, .. w/e)
 
Last edited by JayFoxRox,

el_gonz87

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thank you let us know, also you replaced the User folder from the other build you had ?, I could not post the full monty form restrictions here.

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

I can't really see any 3D in these videos, but it only show's much on certain parts of the game, like Zelda ALBW cut scenes work well... est
------------
Also BaiUhongr has removed his Citra 3D post too :wtf:

Yep I have a backup of my home folder dump and I use it on both your build and the master build.

Yours goes through intro so it boots the game, but crashes as soon as it tries to render the title screen. Master build works fine, I wonder if it was the 3D branch... Will start to test some of your older builds
 

SantoshShlok

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Yep I have a backup of my home folder dump and I use it on both your build and the master build.

Yours goes through intro so it boots the game, but crashes as soon as it tries to render the title screen. Master build works fine, I wonder if it was the 3D branch... Will start to test some of your older builds
me too
 

drwhojan

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Didn't anybody pay attention in school? This should be fairly straightforward

https://github.com/wwylele/citra/co...984#diff-a656ac74fb8b591b53b4cec7feb89300R428

Code:
    case EmuWindow::StereoscopicMode::SideBySide:
        float l = (float)layout.top_screen.left/2.0f;
        float w = (float)layout.top_screen.GetWidth()/2.0f;
        DrawSingleScreenRotated(screen_infos[0], l,
                                (float)layout.top_screen.top, w,
                                (float)layout.top_screen.GetHeight(), true, true);
        DrawSingleScreenRotated(screen_infos[1], (float)layout.width/2.0f+l,
                                (float)layout.top_screen.top, w,
                                (float)layout.top_screen.GetHeight(), true, true);
        break;
    }
    // Draw bottom screen
    switch (render_window->GetStereoscopicMode()) {
    case EmuWindow::StereoscopicMode::LeftOnly:
    case EmuWindow::StereoscopicMode::RightOnly:
    case EmuWindow::StereoscopicMode::Anaglyph:
      DrawSingleScreenRotated(screen_infos[2], (float)layout.bottom_screen.left,
                              (float)layout.bottom_screen.top, (float)layout.bottom_screen.GetWidth(),
                              (float)layout.bottom_screen.GetHeight(), true, true);
        break;
    case EmuWindow::StereoscopicMode::SideBySide:
        // For side by side we duplicate the image so it appears 2D on a 3D display
        float l = (float)layout.bottom_screen.left/2.0f;
        float w = (float)layout.bottom_screen.GetWidth()/2.0f;
        DrawSingleScreenRotated(screen_infos[2], l,
                                (float)layout.bottom_screen.top, w,
                                (float)layout.bottom_screen.GetHeight(), true, true);
        DrawSingleScreenRotated(screen_infos[2], (float)layout.width/2.0f+l,
                                (float)layout.bottom_screen.top, w,
                                (float)layout.bottom_screen.GetHeight(), true, true);
        break;
    }

Could you add this to wwyleles file ?, don't know why added it right, but msvs2015 coming up with red error
DrawSingleScreenRotated should be under the case ...

also I added in this from vsub post, seams to work quite well
https://github.com/Jhno591/Citra/commit/365077a6426b9a6e68b1df118e03dacf8a21b98d
https://github.com/Jhno591/Citra/commits/master

thanks.

emu_windows.h
enum StereoscopicMode { LeftOnly, RightOnly, Anaglyph, SideBySide };
 
Last edited by drwhojan,

kim13

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The screen stay bugged like that with error in console in red after I enter the GYM @Chutchai
tdM9pMe.png
 
Last edited by kim13,

Miguel Gomez

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The screen stay bugged like that with error in console in red after I enter the GYM @Chutchai
tdM9pMe.png
Take note that Pokemon Centers(ALL Pokemon Centers) will crash in Korean. You can bypass Rustboro. But you can't heal Pokemon at the Pokemon Center. The only way to heal them is to stack up a lot of potions or go back to Petalburg(English Language) and heal.
 

kim13

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Take note that Pokemon Centers(ALL Pokemon Centers) will crash in Korean. You can bypass Rustboro. But you can't heal Pokemon at the Pokemon Center. The only way to heal them is to stack up a lot of potions or go back to Petalburg(English Language) and heal.
Thank you so much for the answer but the problem is it's not a pokemon center it's the first GYM
 

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