Dekopon - (Mostly) Fullspeed 3DS Emulation on Nintendo Switch

Hey, I saw your fork actually. I borrowed code from two of your commits as they were helpful here, so thanks for those. I think we have the same goal here actually, so it may be best if you want to create PRs for future features you implement as I'll most likely accept them rather than have us both be working on the same thing at once. Or you can maintain your own fork if you wish to. I'm not going to stop you from doing that.
Post automatically merged:

A new release just dropped: https://github.com/PalindromicBreadLoaf/dekopon/releases/tag/v1.2.1
Hi, I am honored and very happy to see you acknowledge my work. I think I will keep working on getting my fork developed for now, since my aim is to be experimental and speedy instead of being accurate and/or stable. I will try to keep my fork in the same tree as yours since I do not wish to go a completely different route. Feel free to take pulls from my fork as well if you see any feature that you think is needed. I couldn't develop this fork if it weren't for you building everything in the first place.

However, if I do see any bugs or crashes, I will definitely report to you via the Issues and PR tabs. And if there is genuinely a feature that I think is stable enough that can be added to your fork, I will try my best to make a clean PR. I'm not a very good coder so I'm not confident in how I do stuff.

Once again, I am very thankful for you and Dan for being super chill guys and letting me add and modify stuff from your individual repos.

Massive cheers!
 
This includes many of the features that have been requested by people, including, but not limited to:
  • More screen layouts
  • More upscaling and filtering options are exposed
  • Disable right-eye rendering is now an option
  • More control binding options
  • New quick menu options and a new look
  • Minor performance bumps
  • Cheats/mods/texture pack support
Disabling right-eye rendering is a huge performance boost for games that don't break with it on. It can be toggled on/off live from the quick menu, so be sure it give it a shot.

Be sure to say if there were any regressions or issues that you found with this version, or if you have any feature requests.
Thanks for the update.

Got a question, though. Was right eye always rendering before this update? If so, then this means the performance would improve compared to previous versions?

I don't know much about 3DS emulation, so sorry if my question is stupid.
 
Thanks for the update.

Got a question, though. Was right eye always rendering before this update? If so, then this means the performance would improve compared to previous versions?

I don't know much about 3DS emulation, so sorry if my question is stupid.
Yeah, before this everything rendered both eyes always. Disabling the right eye increases performance by a lot in games that don't break from it. SM3DL, for example, went from 50% speed to 100% speed just by disabling the right eye.
 
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I have tested mk7 and the first cup works great but the second cup with first race its laggy...even with the new version
The Wuhu Island track in Flower Cup? I can't say I have the same experience there. For me it ran fullspeed the entire time in handheld at 1x resolution.
 
Yeah, before this everything rendered both eyes always. Disabling the right eye increases performance by a lot in games that don't break from it. SM3DL, for example, went from 50% speed to 100% speed just by disabling the right eye.
Performance improved significantly! Thanks a lot for that! :bow:
One question: is it possible to add an option to the quick menu to change the texture filter? Or does the game need to be closed for the change to take effect?
 
When playing SRWUX with a 700MB custom texture pack, loading is extremely slow—taking 10 minutes every time the game starts—much like when the "preload textures" feature is enabled, even though that feature is actually turned off. The same issue occurs when using Tico. In contrast, other games load quickly by default when using custom textures, and launching SRWUX with custom textures via Azahar on PC is also very fast.
However, the program crashes in less than 10 minutes when playing SRWUX with custom textures, whereas it runs perfectly fine without issues when using tico.
2026072205392200-DB1426D1DFD034027CECDE9C2DD914B8.jpg
 
When playing SRWUX with a 700MB custom texture pack, loading is extremely slow—taking 10 minutes every time the game starts—much like when the "preload textures" feature is enabled, even though that feature is actually turned off. The same issue occurs when using Tico. In contrast, other games load quickly by default when using custom textures, and launching SRWUX with custom textures via Azahar on PC is also very fast.
However, the program crashes in less than 10 minutes when playing SRWUX with custom textures, whereas it runs perfectly fine without issues when using tico.
View attachment 582949
Does the game load at normal speed without textures? Also what clocks and resolution set to? We don’t have a ton of RAM to work with, so custom textures can very quickly run out of RAM, so I wonder if I missed an area that needs checked.
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Can I request CPU clock go up to 800% or more (if that is possible)
I’m sure I could add that, but why? I’m not sure the Switch could even handle that.
 
Does the game load at normal speed without textures? Also what clocks and resolution set to? We don’t have a ton of RAM to work with, so custom textures can very quickly run out of RAM, so I wonder if I missed an area that needs checked.
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I’m sure I could add that, but why? I’m not sure the Switch could even handle that.
Yes,the game loads quickly without textures,clocks 2400-998-2400,resolution 2x.
 
Do you perhaps now what best to turn off/on when playing a game like pokemon omega saphire. There is some stuttering/lag when entering and exiting a battle, or is it just a matter of playing and rendering.
 
Sure. It'll be in the next release.

Does that game use the 3DS' gyroscope? If so it could be that maybe the gyro is too much? Or is it like the whole image jitters around? Is there any way you could get a video of this happening because I don't own that particular game.

Yes, that is something that is true. I believe it's because I don't have any hardware accelerated video decode at the moment, but I may be wrong on that. Haven't exactly looked into it much to be honest.

i just remembered that citra mmj fix this kind of problem before. idk what he did to fix the fmv but you can see there's a FMV HACK option on his fork.

btw the request i made about remap swap screen and unbound, tnx to this it is now easy to play some games that really need a quick swap with one button only.

When playing SRWUX with a 700MB custom texture pack, loading is extremely slow—taking 10 minutes every time the game starts—much like when the "preload textures" feature is enabled, even though that feature is actually turned off. The same issue occurs when using Tico. In contrast, other games load quickly by default when using custom textures, and launching SRWUX with custom textures via Azahar on PC is also very fast.
However, the program crashes in less than 10 minutes when playing SRWUX with custom textures, whereas it runs perfectly fine without issues when using tico.
View attachment 582949

you should first determine if you're using a very big custom texture, x4 x8, for more stable custom
texture replacement you should convert that to lower resolution like x2 resolution only. and i think thats enough for a switch
 
Last edited by tehrzky,
btw i just remembered that citra mmj fix this kind of problem before. idk what he did to fix the fmv but you can see there's a FMV HACK option on his fork.



you should first determine if you're using a very big custom texture, x4 x8, for more stable custom
texture replacement you should convert that to lower resolution like x2 resolution only. and i think thats enough for a switch
No.I have already used png image compression convert that to lower resolution
 
yeah, its a verified bug. I created an issue on GitHub with a fix for it. Hopefully will be looked and updated soon
Ah thats why, happens to all building when exiting them. The stuttering when entering and exiting a battle got a bit better but need to play with the settings. Thanks for that
 

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