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

Have you done any overclocking? CPU and RAM are both big contributors to overall performance on titles that are lacking.
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ZR and ZL are used by some 3DS titles, so I don't really want to use them for other things. Maybe in the eventual update that allows for button remapping that could be supported.
oh. im not aware of that. yeah please do the button remapping so some user can bind this option on button in-game. pressing r3 make all the time prone to drifting (in my experience lol). tnx
 
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Not sure what I'm doing wrong.
 
I have a bunch of games in cci that played fine on citra pc but only 2 show on azahar. What's the correct way to convert games?
If they're encrypted you'll have to decrypt them. I don't know the process for that. I was incorrect in my statement before that the emulator could do it itself. That was me misunderstanding how the code works. Otherwise they should just work.
I was wrong before. You have to decrypt the ROM externally, then use the decrypted ROM on the emulator. Sorry about that confusion.
 
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If they're encrypted you'll have to decrypt them. I don't know the process for that. I was incorrect in my statement before that the emulator could do it itself. That was me misunderstanding how the code works. Otherwise they should just work.

I was wrong before. You have to decrypt the ROM externally, then use the decrypted ROM on the emulator. Sorry about that confusion.
Any possibility of remapping buttons? I like swapping my shoulder buttons!
 
New release just dropped! Get it here: https://github.com/PalindromicBreadLoaf/dekopon/releases/tag/v1.1.0

Main features are:
  • Improved CPU performance (thanks PabloMK7)
  • Virtual touch input
  • More screen layouts
  • Controls remapping
  • System language toggle
  • In-game overlay
  • Custom quick selects for screen layouts
The new menu is accessed via `+` and `-` together (the same as the old game quit). The settings menu contains most of the other changes.

The next release will be focused on mod and cheat support.
 
New release just dropped! Get it here: https://github.com/PalindromicBreadLoaf/dekopon/releases/tag/v1.1.0

Main features are:
  • Improved CPU performance (thanks PabloMK7)
  • Virtual touch input
  • More screen layouts
  • Controls remapping
  • System language toggle
  • In-game overlay
  • Custom quick selects for screen layouts
The new menu is accessed via `+` and `-` together (the same as the old game quit). The settings menu contains most of the other changes.

The next release will be focused on mod and cheat support.
Hate to be that guy but it's broken Link between Worlds.

Only loads when New 3ds mode is on but the prev build was almost perfect FPS. 😢

ACTUALLY.......😱 as I'm typing this the game has suddenly burst into full FPS after leaving it for a few mins 🤷 🥳 i assume some shaders business was being performed??

Maybe something to try if it happens with other games... Just give a few mins 👍
 
Hate to be that guy but it's broken Link between Worlds.

Only loads when New 3ds mode is on but the prev build was almost perfect FPS. 😢

ACTUALLY.......😱 as I'm typing this the game has suddenly burst into full FPS after leaving it for a few mins 🤷 🥳 i assume some shaders business was being performed??

Maybe something to try if it happens with other games... Just give a few mins 👍
Yes, some shader code was changed, so you may have to recompile all shaders from scratch. I personally didn't notice anything that bad, but it's good to note it can take that long for shader compilation stutter to clear up. Although new3DS mode shouldn't change anything at all in that title.
 
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Yes, some shader code was changed, so you may have to recompile all shaders from scratch. I personally didn't notice anything that bad, but it's good to note it can take that long for shader compilation stutter to clear up. Although new3DS mode shouldn't change anything at all in that title.
How is async shader compilation implemented? Is it the case that shaders are always compiled just in time or is it like normal shader compliation but with the benefit of getting into gameplay earlier? The question comes up because I don't really like the micro stutters that occur when shaders are compiled during gameplay. That's why I'm asking myself if it's better to deactivate async shader compilation and let the game sit for some time, or to activate it.

Also, can you implement a notification that pops up when shaders are being compiled, so we know whether stuttering occurs because of performance issues or because of shader compilation?

Thank you for your help!
 

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