That was merged with the master branch 18 days ago, so my build which was based on master a 2-3 days ago will have it.@Leo121 do you plan adding this? https://github.com/citra-emu/citra/pull/1613
That was merged with the master branch 18 days ago, so my build which was based on master a 2-3 days ago will have it.@Leo121 do you plan adding this? https://github.com/citra-emu/citra/pull/1613
Yeah but that upscales the resolution, so it's not as good looking as it could be.you can use the 3rd party program showed a few pages ago. http://www.airesoft.co.uk/windowwatcher
you don't need QT, just visual studio community which is free.Yeah but that upscales the resolution, so it's not as good looking as it could be.
Hey does somebody want to build a version of Citra that disables Windows preventing the window from being a resolution higher than the monitor? That would allow games to be played "fullscreen" without upscaling by stretching the window to go halfway twice fullscreen size vertically. There's info on how to do that here
http://stackoverflow.com/questions/6123410/can-a-window-be-resized-past-the-screen-size-offscreen
I would do it it but QT is being horrible right now, something about an expired license. I thought QT was free.
Quickly clone or download Merrymages audio build and grab the externals and pt them in the build you are making.Cmake is giving me errors with QT this and SD2 something and whatnot. I followed the instructions here
https://citra-emu.org/wiki/Building-For-Windows
Looks like your doing it wrong. Make sure that missing external is in the path it shows in log.No good.
computer and open citra directly.For some reason leo's new build still doesn't let me get past the truck. Player gets out and looks up at the sky as it hangs. :\
--------------------- MERGED ---------------------------
[ 459.149317] Render.OpenGL <Error> video_core\renderer_opengl\renderer_opengl.cppebugHandler:451: API ERROR 1282: GL_INVALID_OPERATION error generated. Texture name does not refer to a texture object generated by OpenGL.
[ 459.151501] Render.OpenGL <Error> video_core\renderer_opengl\renderer_opengl.cppebugHandler:451: API ERROR 1282: GL_INVALID_OPERATION error generated. Texture name does not refer to a texture object generated by OpenGL.
^using shaderjit gives me this error
Citra-qt. The .exe is for drag and drop. But enable and disable Shader JIT is required. So, recommended to use qt and a little easier, Game Directory List.Sorry i didn't get it? Did you mean by running citra.exe instead of citraqt? If so, citra.exe doesn't start.
Yeah, same for me. I tried 5-6 times and every single time it crashed around the time Brandon/May looked up to the sky.For some reason leo's new build still doesn't let me get past the truck. Player gets out and looks up at the sky as it hangs. :\
--------------------- MERGED ---------------------------
[ 459.149317] Render.OpenGL <Error> video_core\renderer_opengl\renderer_opengl.cppebugHandler:451: API ERROR 1282: GL_INVALID_OPERATION error generated. Texture name does not refer to a texture object generated by OpenGL.
[ 459.151501] Render.OpenGL <Error> video_core\renderer_opengl\renderer_opengl.cppebugHandler:451: API ERROR 1282: GL_INVALID_OPERATION error generated. Texture name does not refer to a texture object generated by OpenGL.
^using shaderjit gives me this error
Seems that you're booting Pokemon X and Y. The latest audio didn't fix the error in X and Y. Only ORAS and other games.i know citra ins wip project
but i tested latest leo build , and pokemon seems to be damn slow ?
also without save file i cant event bypass choosing name and gender screen
Here's a solutio....Yeah, same for me. I tried 5-6 times and every single time it crashed around the time Brandon/May looked up to the sky.
EDIT: It's pretty random for me. This time it froze inside the truck. These errors always pop up, though:
[ 175.885053] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:108: Fatal error!
[ 175.885430] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:116: PID: 0x00000000_0x00000000
[ 175.885656] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:117: REV: 55192
[ 175.885829] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:118: AID: 0x00000000_0x00000000
[ 175.885959] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:119: ADR: 0x00200B58
[ 175.886101] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:121: RSL: 0xD90103FA
[ 175.886260] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:122: Level: 27
[ 175.886387] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:123: Summary: 8
[ 175.886513] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:124: Module: 64
[ 175.886759] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:125: Desc: 1018
Not sure why the player model appears on screen as it doesn't seem to appear on the 3DS. Besides, the last I tried that branch it had a memory leak.Hey @Leo121. Can you try to merge this?
This, somehow, fixed the "Out of bounce Models" on Pokemon ORAS.
https://github.com/citra-emu/citra/pull/1621
Here's the image
https://i.imgur.com/jRf0T36.png