Homebrew Citra - Unofficial \ Chinese builds discussion

drwhojan

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@xmeee978

About the Super Mario 3D land, this is now added
https://github.com/citra-emu/citra/pull/3283

And will be in the canary build to test..

Although i was not sure if I was compiling in Clang format.

Sorry got a little on today getting my Insulin changed est, so will be back later on!
 

Elu

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Thanks for all your work guys. Is Pokemon X/Y fixed or you still get that black screen at the beginning?
 

drwhojan

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Thanks for all your work guys. Is Pokemon X/Y fixed or you still get that black screen at the beginning?
Nope The freeze is still there

The game is not waiting on any think.. Nore any Errors at that point in CMD, Are Warnings, Just using server helpers are Demo..
Could Any future LLE Audio fix it ?.. Who knows we wait, Why its it drawing a black screen on new game was the question..
Is it waiting some Unimplemented AAC audio..
------

I know channel 3 was fixed in the game, with missing part of pipe3, Fixing only some sounds that's not there in the official build of any.
 
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Slidingbass

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The game is not waiting on any think.. Nore any Errors at that point in CMD, Are Warnings, Just using server helpers are Demo..

Could Any future LLE Audio fix it ?.. Who knows we wait, Why its it drawing a black screen on new game was the question..

Is it waiting some Unimplemented AAC audio..
Actually wwylele researched it LLE'ing the DSP in the citra would probably fix xy
 
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drwhojan

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Actually wwylele researched it LLE'ing the DSP in the citra would probably fix xy

I know seen it at the tieba baidu / not sure if a lowed to post it since the page has no build of citra to it...

Cat out the bag / since OCT 2017, Was Posted to Me, But cannot find the original post..

EDIT: immediate mode ?..

Code:
Also, i have new informations about Pokemon XY :

<jroweboy> right, it sounds like to me like its not a fatal error state or anything like that, its just doing something like "while (event not signalled) draw black transition screen"
<jroweboy> i was going to look into reing the dsp pipe3 stuff because i'm curious to see if that has some mystical "audio callback" or something that would tell the game that an audio effect finished
<jroweboy> so what i'm trying to say, is i wonder if its because pipe3 isn't researched, we aren't triggering the pipe interrupt for it, and the game will just sit there waiting for the interrupt
<jroweboy> (we only trigger the dsp interrupt for pipe2 right now when its initialized or on wakeup)
<Subv> we always trigger the pipe 3 interrupt event along with the audio pipe event
<Subv> pipe2 is audio
<Subv> the game isn't waiting on any event, nor does it poll any event's completion status via WaitSynchronization(no_timeout)
<jroweboy> where are you seeing that we trigger pipe3 interrupt? and the names are just guess work as far as I remember (@merry could clarify that point)
<Subv> see AudioTickCallback
<Subv> the game draws that black quad using immediate mode, btw
<jroweboy> ah shoot, didn't see that one in my searching :/ I was looking at pipe.cpp where the actual implementations go
<merry> most games check https: //github. com /citra-emu/citra/blob/master/src/audio_core/hle/dsp.h#L326 to see if things finish playing afaik
<Subv> why are we so sure it's audio that's causing the problem?
<jroweboy> no one but the users are ;) but there aren't any other current explanations, and the fact that games that use pipe3 all freeze in different places means its something that should be looked into.
<jroweboy> or at least suggests that
<merry> personally I'd wait for DSP LLE
<merry> if that's the case
<jroweboy> DSP LLE... hmm... i wonder if there was anyone around here thats interested in running LLE components ;D
<merry> i'd probably not push it to citra officially? it'll probably just be one of my experiment things
<jroweboy> i'm just making a little joke about how Subv's lately been putting a bunch of effort into running lle services along side hle ones
 
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drwhojan

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Anyone let us know with the "Alola Photo Club" Fix are Not with this ?..

Mingw: https://ci.appveyor.com/project/Jhno591/citra/build/1.0.50/job/6d5tcayt5xn0lie7/artifacts
MSVC: https://ci.appveyor.com/project/Jhno591/citra/build/job/jri03npclem32vk9/artifacts

I placed the value into a new location, so i don't have to remove the test on compile.
https://github.com/Jhon591/citra/commit/8180e9dd21a6e484dc944ea6d7e6265562b8e469

Also keeping the "frame pacing" and not pumping up the FMV, Almost matching the value of the, Ticks;
-----

Edit Nice one a almost correct implement what makes "Kid Icarus Uprising" load up!
https://github.com/citra-emu/citra/pull/3344/files

Based on wwylele cec.
 
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warweeny

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Anyone let us know with the "Alola Photo Club" Fix are Not with this ?..

Mingw: https://ci.appveyor.com/project/Jhno591/citra/build/1.0.50/job/6d5tcayt5xn0lie7/artifacts
MSVC: https://ci.appveyor.com/project/Jhno591/citra/build/job/jri03npclem32vk9/artifacts

I placed the value into a new location, so i don't have to remove the test on compile.
https://github.com/Jhon591/citra/commit/8180e9dd21a6e484dc944ea6d7e6265562b8e469

Also keeping the "frame pacing" and not pumping up the FMV, Almost matching the value of the, Ticks;


Based on wwylele cec.

framepacing is broken in that build :P
 

drwhojan

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framepacing is broken in that build :P

The one in red speed 100 / FPS 60 , Are one in green frame: ms , ?

4332432.jpg
 
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drwhojan

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That looks like perfect framepacing to me, i could be wrong :P

Lol, the only way to know is to make sure the citra, limit framerate is checked.

Maybe with some games its ok I don't know..
-----

Anyways i'm off for the night, Have a few Beers and Popcorn, and movie on netfix lol
 
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Sevenbolts

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The best way to test that so far is to try it out with Bravely Default.
When the FramePacing is okei, it will always show 30 FPS in the lower-right part of the screen,
if it's not, it will display more than 30, usually between 37 and 41 FPS (which makes the animations of the game choppy).
The Builds that don't have this problem so far are the ones BEFORE SpeedUp_HMW (1.0.30).
Missing_Part_Of_PIPE3-ReBased (1.0.49) is the only build AFTER 1.0.29 that DOES NOT have any problem with FramePacing.
Both 1.0.47, 1.0.50 and 1.0.52 have the problem.
Hope this feedback helps. :)
 
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Sevenbolts

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https://imgur.com/a/BVdXp

game should be 30, yet registers 25 as full speed, sometimes 24 or 26.
massive stutters too.
It seems that to have constant 30 FPS and no stuttering in 7th Dragon, you should use builds BEFORE SpeedUp_HMW (1.0.30), just like Bravely Default.
Missing_Part_Of_PIPE3-ReBased (1.0.49) is the only build AFTER 1.0.29 that DOES NOT have any problem with FramePacing.
Both 1.0.47, 1.0.50 and 1.0.52 have the problem.
Any versione after that will cause that kind of problem.

Also, after build dy (1.0.26), Pokemon Alpha Sapphire will have increased boot time, till the last one, where is tripled.
 
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Kaito9x

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Anyone let us know with the "Alola Photo Club" Fix are Not with this ?..

Mingw: https://ci.appveyor.com/project/Jhno591/citra/build/1.0.50/job/6d5tcayt5xn0lie7/artifacts
MSVC: https://ci.appveyor.com/project/Jhno591/citra/build/job/jri03npclem32vk9/artifacts

I placed the value into a new location, so i don't have to remove the test on compile.
https://github.com/Jhon591/citra/commit/8180e9dd21a6e484dc944ea6d7e6265562b8e469

Also keeping the "frame pacing" and not pumping up the FMV, Almost matching the value of the, Ticks;
-----

Edit Nice one a almost correct implement what makes "Kid Icarus Uprising" load up!
https://github.com/citra-emu/citra/pull/3344/files

Based on wwylele cec.
MingW worked. :gba:
2018f90cd876-1def-4e98-a595-3c5153df086b.png
 

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