I was gonna say, I thought I remembered the announcement thread herehttps://gbatemp.net/threads/experimental-switch-emulator-in-c.495982/
There is, but it's named poorly, so it's not incredibly obvious to the untrained eye.
An emulator in C#? That's actually really interesting. I find it even more incredible how it's already running a game at a semi-playable speed, especially this early into the Switch's life cycle.https://gbatemp.net/threads/experimental-switch-emulator-in-c.495982/
There is, but it's named poorly, so it's not incredibly obvious to the untrained eye.
Please Please New New New Videos Emulation Channel❤
in the sysdata folder. It's like Citra 3DS where you put the shared_font.bin on sysdata.I dumped the shared fonts from my Switch, where should I put them?
Did you use the Canary build? Nightly build doesn't display well.Dumped fonts and keys. Trying to launch xci and there is no signs of errors but nothing is on screen, just black with fluctuating fps. After a long wait heard the sound, but still nothing on screen. When extracted manually then everything works. But whole xci's wont start. Am I doing something wrong? Somebody tried to launch xci's without extraction? (Tried on different titles like disgaea and odyssey)
Umm. Have you tried dumping the shared_font.bin? If you want to play Mario Odyssey or other games, you need shared_font.bin.Tried both now, but still nothing except for the sound. Extracted again to ".nca" and also pure "main" but got the same result on both... This is quite strange, because I remember that last time I tried that worked. Also the latest Nightly(991) just crashed. Maybe some late changes messed things up.
Checked log and there seems to be some hardware errors - dunno, maybe they lifted up some hardware requirements (my gpu is an old laptop 555m)
The first critical error is:
Render.OpenGL <Critical> video_core/renderer_opengl/gl_rasterizer.cpp:RasterizerOpenGL:99: Sync fixed function OpenGL state here!
Then just couple Errors:
HW.GPU <Error> video_core/command_processor.cpp:WriteReg:48: Special buffer methods other than Bind are not implemented
And
HW.GPU <Error> video_core/renderer_opengl/gl_rasterizer.cpp:ConfigureFramebuffers:309: RenderTargetFormat is not configured
Then one critical repeats over and over:
Render.OpenGL <Critical> video_core/renderer_opengl/renderer_opengl.cppebugHandler:439: API ERROR 1282: GL_INVALID_OPERATION error generated. Invalid VAO bound.
With rarely in between:
Render.OpenGL <Critical> video_core/renderer_opengl/renderer_opengl.cppebugHandler:439: API ERROR 1282: GL_INVALID_OPERATION error generated. Array object is not active.
Wait, so we can play Mario Oddysey already?