Pour tous ceux qui savent comment libtesla fonctionne sous le capot - non, je n'ai pas agrandi le framebuffer qu'il ne l'était à l'origine. Et ce n'est pas un fichier séparé.
Released 0.8.0 version adding Micro mode.
I needed something to have a fast way to move my eyes between different data and decided to color type of stats with light red color.
Released 0.8.0 version adding Micro mode.
I needed something to have a fast way to move my eyes between different data and decided to color type of stats with light red color.
I had just downloaded update. only to find it updated again in last 2 hours xD thnx. great new functionality will test near future. So I assume tesla plugin with overlay environment doesnt need update for 16.0?
I had just downloaded update. only to find it updated again in last 2 hours xD thnx. great new functionality will test near future. So I assume tesla plugin with overlay environment doesnt need update for 16.0?
I had just downloaded update. only to find it updated again in last 2 hours xD thnx. great new functionality will test near future. So I assume tesla plugin with overlay environment doesnt need update for 16.0?
Released 0.8.1 update that moves from reading FPS by using dmnt:cht to reading from SaltyNX SharedMemory.
This solves issue with thread desyncing, audio cracking, etc. that you may have encountered when playing games while using NX-FPS. It may also solve issues with some random detection of game running when actually that was not correct (since we don't rely anymore on offset writing to / reading from file on sdcard).
It requires NX-FPS 0.4+ and SaltyNX 0.5.0+ to read FPS.
I was working on it since April 2022 but couldn't figure out why it didn't work when I was trying to use SaltyNX SharedMemory with more than one plugin. Now everything seems to work flawlessly. Edited ReverseNX-RT code to support SharedMemory for testing purposes, but I guess I will release it too since I put some work into it and code is already merged anyway into repo.
Released 0.8.2 version that patches handle and memory leak + added workaround for race condition in docked mode that randomly crashes all overlays (You can find pull request to main libtesla repo HERE)
"It shows only if you didn't change filename of overlay file (So it should be "Status-Monitor-Overlay.ovl"). This is because we need to reload overlay to change framebuffer dimensions without taking more RAM, and Tesla Menu (and libtesla with it) doesn't provide info about filename of overlay that was loaded."
"It shows only if you didn't change filename of overlay file (So it should be "Status-Monitor-Overlay.ovl"). This is because we need to reload overlay to change framebuffer dimensions without taking more RAM, and Tesla Menu (and libtesla with it) doesn't provide info about filename of overlay that was loaded."
Apparently, it does work if you have two copies of the ovl: one with the prefix and another with the original name (I assume it reloads the second file)
I got some requests from people to add this into my overlay after original Switch-OC-Suite got nuked, so here it is.
Version 0.8.3:
Add Battery Power Flow stat into Full, Mini, Micro modes and Battery/Charger tab
Add Battery Current Flow into Battery/Charger tab
Change Battery Voltage from 45s average to average of 5 to match better with Battery Current Flow and get faster responses to changes in voltage at the cost of slightly less accurate readings
Fix a random issue with allocing memory for reading Wi-Fi password and battery stats
Reused code from Switch-OC-Suite for reading max17050 registers, so thanks to KazushiMe for writing such easy to use functions.
Also thanks to CTCaer's Hekate from which I took max17050.h and calculation formulas for reading battery stats from max17050 chip.
Battery Power Flow is calculated based on Battery Voltage and Battery Current Flow. They are read once every second and what you see is an average of 5 short period readings to smooth out fluctuations. There was an option to get 45s average that is constantly updated by chip and so value is pretty accurate, but you won't be able to see changes immediately, so decided to use slightly less accurate method to get faster responses.
And because there was too low space for Micro mode to put new data when FPS is read, I have decided to delete units from first two temperatures, and when FPS is read cut decimals of temperatures.
Post automatically merged:
And preview of new mode (hide youtube's bottom bar to see it at the beginning ).
Green line is if FPS is withing range 29.9-30.1 or 59.9-60.1 (not represented by number rendered in background because it's rounded, but from actual reading from plugin), blue if value matches Y position on graph with previous value (aka closest pixel on left). Anything else is white.
As you can see in Xenoblade Chronicles 3 with unlocked framerate FPS is jumping all around while when bringing back stock FPS settings line is green all the time.
I need to resolve few small graphical glitches before releasing. It's not about what you see on video, because they are not that visible like one pixel sometimes rendering on the right side of graph and disappearing.
Graph has exactly 61 pixels of height to represent each rounded to integer FPS as pixel. It can move from top to bottom (this option will be also added to classical FPS Counter).
After few years I have finally tackled graph. So we are close to 1.0.0 release.
If you have any ideas for another graphs I can implement, give me a tip with proper explanation how this should work.
Finally at least one equation I have learned in middle school was useful.
After few years I have finally tackled graph. So we are close to 1.0.0 release.
If you have any ideas for another graphs I can implement, give me a tip with proper explanation how this should work.
Finally at least one equation I have learned in middle school was useful.
White line is the default color. Green line is if it's rounded 30.0 or 60.0 aka -0.05/+0.04
If it's any X.0 that is not 30.0 or 60.0 with this rounding error, it's purple. So those white dots are actually showing when FPS on this height is not matching with what this height represents.
Colors show only if previous frame was in the same range error.
So f.e.
29.90 - white
29.96 - white
30.04 - green
30.01 - green
30.09 - white
39.90 - white
39.96 - white
40.04 - purple
40.01 - purple
40.09 - white
It makes framepacing issues more visible, though rare occurrences of white dots are not necessarily a sign of issues with framepacing (it is necessary to synchronize with vsync event to figure out such very small issues and for now I have no idea how to do that). Constant white line at 30 and 60 FPS height actually is.
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