Homebrew Citra - Unofficial \ Chinese builds discussion

drwhojan

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"268MHz" is just an approximate value documented by CPU(?), and is not from what 268123480 is directly converted.
The value 268123480 comes from https://www.3dbrew.org/wiki/Hardware, where it says
Note that this is still not confirmed as an exact value. Actually, the exact clock rate can slightly vary from one product to another, so there is no "true value" for clock rate. citra just take this value as an average. I guess a value with error of +/-1% still works.

Thanks wwylele, just recompiling now, Seems it is that very little fraction that is causing some minor issue with certain games. Ie saving/loading issues est. also audio ticks is a very small part of it too like you say 0.1% .

Will keep posted to confirm, The fix keeps original speed audio and video satanic.
 
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JayFoxRox

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How is MHz Calculated Hz as ull ? , like 268MHz to 268123480ull
Try this site comes up with 268000000 ... and not 268123480
http://www.rapidtables.com/convert/frequency/mhz-to-hz.htm

Cheers

Some sites say it should be 266MHz

"ull" is not a unit.. it's a type information for the programming language. (unsigned long long ~ 64 bit unsigned integer).

M in Hz (Hz = 1/s or.. events per second = frequency) stands for Mega which is 1e6 or 100000. so 268MHz literally means: 268*1000000*1/s which is.. 268000000*1/s or also 268000000Hz = 268MHz for short.
The same M is also in MB = Megabyte and so many other values. G stands for Giga and means 1e9 or 1000000000 = 1000*M = G.. check the SI unit prefixes.

As indicated by wwylele the value is already somewhat accurate as it has been measured on a real system and the mean was calculated.
You should also be aware of the clock divide and PLLs etc. which are used to generate these frequencies.
You only can find / produce some high frequencies in nature, so what you usually do is that you take an even higher frequency and divide that. You also modulate the frequency over time to avoid a constant high-frequency as it could mean vibrations which can be heard. It also means radio noise which makes you fail CE and FCC tests. So if we say it's 268MHz it's accurate enough already and what the system designers aimed for. In reality it's probably closer to 268123480 on average but probably goes up and down all the time to avoid said problems (I'm not sure, but maybe the system is also able to under- or overclock).

If games crash with a slightly different clock that's probably caused by bad CPU emulation, bad threading or missed interrupts etc.
The clock itself is probably not the cause of the problem, so there is not a chance that we'll change it drasticly, just to fix games: the clock is correct as is.
If we were to change stuff around just to get games working better we'd break a ton of other games.
Instead we document features, implement them as documented until the entire system is done. Changing anything which is already implemented as documented would be a disaster.

//Edit: Also this is starting to go offtopic again.. if you need coding help you should ask those questions elsewhere. You don't have to report every tiny detail here either - nobody cares. This is for completed builds which actually do something, not "Citra Unofficial Build Developer Support/Discussion" or something. Also this is still gbatemp / Homebrew development - I think having 2 Citra topics is already a bit of a stretch so we don't really need a third one?
 
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drwhojan

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Thanks for the explanation jayfoxrok, I am trying to do this proper as source coding goes, like you say no shitty hex, I see where you mean it will take quite some time as a New B goes, Keep one thing in mind though reverse/back to front... some think about it just can't put my thing er on it ...

I'm just reading to You and wwylele post, and get into it.

But agreed, no one here cares, I should have put some into the official topic, would have been more useful there.

Just trying to get use to github are other too.

Thanks all for you're helps.
 
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emmauss

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Thanks for the explanation jayfoxrok, I am trying to do this proper as source coding goes, like you say no shitty hex, I see where you mean it will take quite some time as a New B goes, Keep one thing in mind though reverse/back to front... some think about it just can't put my thing er on it ...

I'm just reading to You and wwylele post, and get into it.

But agreed, no one here cares, I should have put some into the official topic, would have been more useful there.

Just trying to get use to github are other too.

Thanks all for you're helps.
if you are now modifying the source code, could you fork it on github and sync.that way you can track the changes.
 

Miguel Gomez

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Booting Kirby: Right Back at Ya! in Citra Emulator!
6QKLMu0.png

fEn7V7T.jpg

Why would I watch this in the emulator when there's already a video on Youtube? BTW. It has a very low framerate.

Mario and Sonic at the Rio 2016 Olympic Games boots in Citra!
 
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Clector

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@Miguel Gomez Yes, some videos works and others no, 1.1.0-X Promotional Videos works and have a better speed that later standole videos, other ones like Ambassador Certificate can"t as you won"t be able to pass the extdata creation.
 

drwhojan

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if you are now modifying the source code, could you fork it on github and sync.that way you can track the changes.

More hasle then what it's worth bud.

No all but some are Genuine, Half of the Chinese are just ripping of what others do that's for sure. but how's who... xd

The whole ticket for Certain Game Fixes, Is the "Video and Audio not bean that "Sync", and the Video by 0.1% is the ticket, no think about speed.
F42F44 -> F42F43 , edit 268123480 to 268123500 , 500 effects the first byte, F4 to F5 , So not right, my guess has to be about 268 to get 44 to 43 by reducing it correctly.

The audio ticks are 100% correct that's for sure, ie 1310252ull;
 
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emmauss

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More hasle then what it's worth bud.

No all but some are Genuine, Half of the Chinese are just ripping of what others do that's for sure. but how's who... xd
it would make it easier to release personal builds without being scolded by @JayFoxRox about GPL. you could just tag the git commit build to the release, as along as that release is build only on that commit and no other branch or commit was added after committing in git. then most of the points @JayFoxRox have been trying to put across would be adhered to.you could even become a contributor to the main repo if you do things right.
 

drwhojan

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it would make it easier to release personal builds without being scolded by @JayFoxRox about GPL. you could just tag the git commit build to the release, as along as that release is build only on that commit and no other branch or commit was added after committing in git. then most of the points @JayFoxRox have been trying to put across would be adhered to.you could even become a contributor to the main repo if you do things right.

I'll try thanks.

that was you would have to wait ages for some one to a low you to merge there files

It's a lot easy er to just to add in locally the branch, make a src folder, make folders with in folder's citra/citra_qt est add correct files to them folders, make a backup of original citra, try compiling, get any errors refix and try again,

Ie: Implemented CRO++ #1948 , Overhaul Input handling into InputCore. Add Gamepad support. #1995

This is the best video out there, one I learned from, for my first starter.


for gitbash
Code:
git clone --recursive https://github.com/citra-emu/citra.git

List left

EDIT: gs-new-refactor - https://github.com/JayFoxRox/citra/pull/2/files
CRO++ - https://github.com/citra-emu/citra/pull/1948/files
w-buffer - https://gitlab.slkdev.net/citra-emu...b572551f34a907094ca059de8a724c9b1?view=inline
Control archive - https://github.com/citra-emu/citra/pull/1748 by JamePeng, reviewing
frame layouts - https://github.com/citra-emu/citra/pull/1753 by jroweboy, reviewing
gs new refactor - https://github.com/JayFoxRox/citra/tree/gs-new-refactor by JayFoxRox, work in progress
kernelsetstate - https://github.com/citra-emu/citra/pull/1567 by JamePeng, reviewing, stale
pipe3 - https://github.com/MerryMage/citra/commit/de95045d10aeb5ff3edc3c3702f1fa9b6b19dabe by MerryMage, work in progress, stale
soc getaddrinfo - https://github.com/citra-emu/citra/pull/1696 by ObsidianX, reviewing, stale
update apt func2 - https://github.com/citra-emu/citra/pull/1668 by JamePeng, reviewing, stale
motion sensor - https://github.com/citra-emu/citra/pull/1951 by me, work in progress, reviewing
EDIT: Overhaul Input handling into InputCore. Add Gamepad support. #1995 https://github.com/citra-emu/citra/pull/1995

(Filtered) Already merged list ^ , can wwylele are other confirm what is now fully merged out of the list ? , Into the Official Citra build ^ thanks.

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

I was talking about chinese builds that can play games very well

look at the first page, sadly cof
 
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drwhojan

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it would make it easier to release personal builds without being scolded by @JayFoxRox about GPL. you could just tag the git commit build to the release, as along as that release is build only on that commit and no other branch or commit was added after committing in git. then most of the points @JayFoxRox have been trying to put across would be adhered to.you could even become a contributor to the main repo if you do things right.

I was trying to upload to github all I get is files to big, it says try to upload about 100 files only lol

Guess need to add original branch then work from there.
 
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Miguel Gomez

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user\sdmc\Nintendo 3DS\00000000000000000000000000000000\00000000000000000000000000000000\title\00040000 -> Add save folder's/files

AS ?
"AS" as Alpha Sapphire
Where was pokemon AS save location in Citra?
Alpha Sapphire save file is 0011c500.
Just go here to look for the TitleID. The name of the save folder is their titleid.
For example, Pokemon Alpha Sapphire - 000400000011C500 where 00040000 is the folder of their location and 0011c500 is the titleid.

No matter what region, they all share the same folder.
 

rleo_gamer

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I'll try thanks.

that was you would have to wait ages for some one to a low you to merge there files

It's a lot easy er to just to add in locally the branch, make a src folder, make folders with in folder's citra/citra_qt est add correct files to them folders, make a backup of original citra, try compiling, get any errors refix and try again,

Ie: Implemented CRO++ #1948 , Overhaul Input handling into InputCore. Add Gamepad support. #1995

This is the best video out there, one I learned from, for my first starter.


for gitbash
Code:
git clone --recursive https://github.com/citra-emu/citra.git

List left

EDIT: gs-new-refactor - https://github.com/JayFoxRox/citra/pull/2/files
CRO++ - https://github.com/citra-emu/citra/pull/1948/files
w-buffer - https://gitlab.slkdev.net/citra-emu...b572551f34a907094ca059de8a724c9b1?view=inline
Control archive - https://github.com/citra-emu/citra/pull/1748 by JamePeng, reviewing
frame layouts - https://github.com/citra-emu/citra/pull/1753 by jroweboy, reviewing
gs new refactor - https://github.com/JayFoxRox/citra/tree/gs-new-refactor by JayFoxRox, work in progress
kernelsetstate - https://github.com/citra-emu/citra/pull/1567 by JamePeng, reviewing, stale
pipe3 - https://github.com/MerryMage/citra/commit/de95045d10aeb5ff3edc3c3702f1fa9b6b19dabe by MerryMage, work in progress, stale
soc getaddrinfo - https://github.com/citra-emu/citra/pull/1696 by ObsidianX, reviewing, stale
update apt func2 - https://github.com/citra-emu/citra/pull/1668 by JamePeng, reviewing, stale
motion sensor - https://github.com/citra-emu/citra/pull/1951 by me, work in progress, reviewing
EDIT: Overhaul Input handling into InputCore. Add Gamepad support. #1995 https://github.com/citra-emu/citra/pull/1995

(Filtered) Already merged list ^ , can wwylele are other confirm what is now fully merged out of the list ? , Into the Official Citra build ^ thanks.

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



look at the first page, sadly cof


drwhojan have you implemented all of these to the latest build you gave
 

drwhojan

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drwhojan have you implemented all of these to the latest build you gave
Only the ones listed, "Ie: Implemented CRO++ #1948 , Overhaul Input handling into InputCore. Add Gamepad support. #1995" and [RFC] Emulate motion sensor in frontend #1951

It's not that easy to just go banging then in, some have bad conflicts
, Ie not finished, and will case bad errors on compiling.

What ones are important out of the list ?, And i'll give it a try, What most of them do ?, not much of an idea.

Take a look at each one and check for "All checks have passed"
 
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