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

Is this emulator compatible of patches/mods? I'd love to play Ocarina of Time 3D with the Single Screen Experience mod on my Switch!
Yeah. All mods should work as they do on normal Azahar. Actually been using that mod for testing recently and it's pretty good. Seems 3x res is possible in the game with it with minimal gpu overclock.
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Also @alexgg1014 you should see if the new update fixes your issue or not.
 
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Yeah. All mods should work as they do on normal Azahar. Actually been using that mod for testing recently and it's pretty good. Seems 3x res is possible in the game with it with minimal gpu overclock.
Post automatically merged:

Also @alexgg1014 you should see if the new update fixes your issue or not.
Oh, that's amazing! What is your folder structure for mods? I'm a bit confused on that.

I can't even make my games show up in the roms folder. They just don't appear, but they are all decrypted .3ds files
 
Last edited by verypedro,
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Oh, that's amazing! What is your folder structure for mods? I'm a bit confused on that
Mods go in /switch/dekopon/load/mods/<TITLE_ID>/ which TITLE_ID would be 0004000000033500 for US Zelda OOT 3D. Under that, you should have your romfs/exefs folders and exheader.bin for the mod.
 
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With the new build, Kirby: Triple Deluxe runs at full speed almost all the time without overclocking and 2x resolution and fps never really drop below 55 fps.

With experimental settings enabled, it runs at a steady 60 fps! Only occasional shader rendering causes stuttering.

For Luigis Raceway on mk7 selecting "skip texture copy" is enough to ensure the track runs at full speed.

Thx, that's really impressive :)

Edit: On the contrary in Pokémon Omega Ruby the experimental settings seem to reduce cpu and gpu load but the game is running worse with them turned on. So it seems to depend on the specific game if they are helpful or not
 
Last edited by albarapa,
Game Controlled is what it defaults to already, same as Tico. All the default settings are basically identical across the two emulators sans new3DS mode.
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A new proper release has just been released. Get it here: https://github.com/PalindromicBreadLoaf/dekopon/releases/tag/v2.0.0

New (if you've been keeping up with the RC builds some aren't so new) features include:
  • Proper 3D support implemented via Nintendo Labo/Nintendo Virtual Boy addons
    • This works best in the full screen top only layout.
  • Savestate support
    • Do not rely on these entirely for saving. While they should be stable, they may not be compatible across versions.
  • A brand new settings menu layout
    • Along with this, a bunch more settings are now available for users to edit.
  • Arctic Base/Arctic Setup Tool support
    • If you have DNS blocking Nintendo's servers, you will not be able to use the Arctic Setup Tool.
  • Cartridge insertion support
  • Screen stretching
  • More granular emulated CPU clock tuning
  • Experimental movie throttle
  • Experimental render skipping
  • Re-enabling of LTO
  • GPU Async mode
    • This has the potential to crash games, but sometimes gives a good performance boost.
    • This also requires a restart of the emulator, unlike every other setting.
  • Fix miscellaneous crashes in games

Please report any issues that you may have with this build. The next build is most likely to focus more on performance than new features. Enjoy!
It appears this build has broken A Link Between Worlds. Just get a black screen and can't bring mini menu up.
 
I tried the latest release, and it's awesome! Thank you so much 🧡

Currently, it seems that running "Status Monitor Overlay" and then returning to "Ultrahand Overlay" menu, it crashes the menu overlay - which didn't happen in older builds. Also in Status Monitor it appears the fourth core as running at 100%.

Nothing has changed other than updating the emu. These are widely used overlays, so I assume you might be interested in this situation. I use an Erista (v1).
 
I tried the latest release, and it's awesome! Thank you so much 🧡

Currently, it seems that running "Status Monitor Overlay" and then returning to "Ultrahand Overlay" menu, it crashes the menu overlay - which didn't happen in older builds. Also in Status Monitor it appears the fourth core as running at 100%.

Nothing has changed other than updating the emu. These are widely used overlays, so I assume you might be interested in this situation. I use an Erista (v1).
I don't have that problem. Are you using the tesla or the ultrahand status monitor overlay with ultrahand?
 
I am using 2.5.2 so maybe its the update? There is also a newer version of status monitor so you may try this out
The only thing that changed between when the emulator interacted fine with the rest of the system and now, was that I updated Dekopon. I will try another version of monitor, but either way it might be telling of something going on with the emu. Absolutely nothing else misbehaves.
 
I tried the latest release, and it's awesome! Thank you so much 🧡

Currently, it seems that running "Status Monitor Overlay" and then returning to "Ultrahand Overlay" menu, it crashes the menu overlay - which didn't happen in older builds. Also in Status Monitor it appears the fourth core as running at 100%.

Nothing has changed other than updating the emu. These are widely used overlays, so I assume you might be interested in this situation. I use an Erista (v1).
Horizon doesn’t give applications access to the fourth core, so that can’t have been something I did. That’s reserved for the OS/applets. It’s weird that happened after updating, but I shouldn’t be able to cause an issue there. I use the Horizon OC monitor with ultrahand constantly, so it’s not an issue with that.
It appears this build has broken A Link Between Worlds. Just get a black screen and can't bring mini menu up.
It works fine on my end, just takes a second to load. Shaders do need to be recompiled again since I did change some stuff with them, but no deleting should be necessary.
 
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Horizon doesn’t give applications access to the fourth core, so that can’t have been something I did. That’s reserved for the OS/applets. It’s weird that happened after updating, but I shouldn’t be able to cause an issue there. I use the Horizon OC monitor with ultrahand constantly, so it’s not an issue with that.

It works fine on my end, just takes a second to load. Shaders do need to be recompiled again since I did change some stuff with them, but no deleting should be necessary.
I know that, that makes it even weirder, so out of nowhere, and it only happens with this. At least I'll let it be on the record, just in case!

Thank you for your work, it's immensely appreciated. You're doing something incredible, I'm very happy about it. And I know others are too.
 
I know that, that makes it even weirder, so out of nowhere, and it only happens with this. At least I'll let it be on the record, just in case!

Thank you for your work, it's immensely appreciated. You're doing something incredible, I'm very happy about it. And I know others are too.
Does it still happen or was it just the one time? If it's frequent there's one thing I'd want to look at in the emulator, but if it was a one-off then I don't think it's worth looking in to.
 
Yeah. All mods should work as they do on normal Azahar. Actually been using that mod for testing recently and it's pretty good. Seems 3x res is possible in the game with it with minimal gpu overclock.
Post automatically merged:

Also @alexgg1014 you should see if the new update fixes your issue or not.
Wow, that was quick — thanks! I tested it and it now launches correctly. Really appreciate it, you’re doing amazing work with Dekopon.

I also wanted to ask for some advice regarding Pokémon X. I’m trying to get it running at 2x resolution while maintaining a stable 30 FPS in handheld mode.

At 1x I can use around 1224 MHz CPU, 460 MHz GPU and 1600 MHz RAM, but at 2x I usually need around 1500–1700 MHz CPU to get close to stable performance. In comparison, Mario Kart 7 and Super Mario 3D Land can run at 2x with much lower overclock.

Also, for some reason the Pokémon X title screen runs at around 14 FPS, even though gameplay performs better after loading the save. Is that expected, or is there any setting you would recommend changing?

Would you suggest using Async GPU, adjusting the emulated CPU clock, or trying any of the experimental skip options specifically for Pokémon X?
 
Wow, that was quick — thanks! I tested it and it now launches correctly. Really appreciate it, you’re doing amazing work with Dekopon.

I also wanted to ask for some advice regarding Pokémon X. I’m trying to get it running at 2x resolution while maintaining a stable 30 FPS in handheld mode.

At 1x I can use around 1224 MHz CPU, 460 MHz GPU and 1600 MHz RAM, but at 2x I usually need around 1500–1700 MHz CPU to get close to stable performance. In comparison, Mario Kart 7 and Super Mario 3D Land can run at 2x with much lower overclock.

Also, for some reason the Pokémon X title screen runs at around 14 FPS, even though gameplay performs better after loading the save. Is that expected, or is there any setting you would recommend changing?

Would you suggest using Async GPU, adjusting the emulated CPU clock, or trying any of the experimental skip options specifically for Pokémon X?
I don't know specifically for that game, as I've never tested it, but async GPU is what you should try first, that can have big games in some games with in theory no downside (unless it crashes). Emulated CPU clock will probably make the game lag, so don't bother with that. I assume disable right eye is already enabled? If not be sure to give that a shot. You should try to enable the experimental option only if you need extra performance, as they do skip draws that may be important, but they can be good performance boosts if they don't break the rendering.
 
I don't know specifically for that game, as I've never tested it, but async GPU is what you should try first, that can have big games in some games with in theory no downside (unless it crashes). Emulated CPU clock will probably make the game lag, so don't bother with that. I assume disable right eye is already enabled? If not be sure to give that a shot. You should try to enable the experimental option only if you need extra performance, as they do skip draws that may be important, but they can be good performance boosts if they don't break the rendering.
Bro thx for everything, it could be possible a rotate ui setting or something like that? Bc i use a flip grip and it would be Great to dont have to rotate the switch. 😉
 

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