Wait. Isn't the SaveGame Config contains firmware?Maybe how to guild on "take the firmware from the home menu"
Wait. Isn't the SaveGame Config contains firmware?Maybe how to guild on "take the firmware from the home menu"
Wait. Isn't the SaveGame Config contains firmware?
Yep.Not sure, if is could be any of them, with a lot of data within.., only one one has one line only that is..
00000001.metadata
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Edit: O you mean the system "config" from the nand folder..
Yep.
nand/data/<zeros>/sysdata/00010017
I dunno.I have no idea how would one patch that into a Owned Game converted to ROM though..
I dunno.
Anyways, I've dumped my 2DS, load System Settings(2DS dump), and this is what it looks like:
View attachment 112362
Same goes to the Official Canary Build too.
However, it will freeze because it lacks system keyboard.
It's Nintendo being Nintendo. A lazy fuck but did the job done.I wonder why they nether used the NINTENDOo2DS logo on a N2DSXL ... but NINTENDOo3DS
I tested on the recent Canary build and nope.I will try test the latest Canary build and see if it will also fix the problem.
Well. If you don't want to play 3DS or Wii U Emulator, then don't.wii is the newest console you can emulate thats worth emulating cemu and cirta don't run most games perfectly so i would not get a powerful pc just for this emulator.
Appveyor has been queing windows builds for a week now.
They've already mentioned it like few pages ago(around 349 or 350)any progress about fixing pokemon x and y now
As for the explanation... let me try explain in a simpleway. Think of the 3ds as a pc, like every pc it needs an operation system. A part of the operation system is the kernel which manages running programs and gives access to the hardware. It also preforms scheduling which tells how long a program should run. The 3ds uses a special kernel called a microkernel what that basically means is that system calls (if a program needs hardware access i.e access to the GPU it accesses them through a system call) are also treated as a normal program. Citra as an emulator must emulate every aspect of this kernel. Now addticks messes with the scheduler timings which in turn messes with how long a system call needs to wait and how long it runs. Now u might be thinking "Oh just let all the system call run immediately without waiting" while that maybe true thats not the whole story. System processes running in the background waiting for request from other programs (games / other system calls) will also get speedup meaning it will check for the request more frequently which will fill the backlog of stuff that needs to be processed which translates to the main program(games) getting buried in the backlog which translates to the game thinking "Oh the system is lagging better make myself run faster" which fill fills the backlog even more until the game reaches a comfortable "speed". I hope u can see how hacky of a workaround this is and why im not adding it in my build because games runs better without any addticks manipulation. Ive said this before the current bottleneck making games slow is the vertex processing which is handled by the cpu phantom is working hard to move that to gl which will make the bottleneck gone and games wil run butter smooth.
Err... i meant to post this on the unnoficial build thread whoopsJust a small update to the texture scaling feature. I finally figured out whats causing all the artifacts, turns out 3ds does some weird texture data stuff that xBRz doesnt expect. I patched the xBRz to account for these edge cases so everything should be fine.
Have some screenshots ☆*:.。.o(≧▽≦)o.。.:*☆
What bug was it? Also making it official is but a pull request awayJust a small update to the texture scaling feature. I finally figured out whats causing all the artifacts, turns out 3ds does some weird texture data stuff that xBRz doesnt expect. I patched the xBRz to account for these edge cases so everything should be fine.
Have some screenshots ☆*:.。.o(≧▽≦)o.。.:*☆
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Err... i meant to post this on the unnoficial build thread whoops