Raikopon - a speedy, experimental 3DS emulator for Nintendo Switch (Dekopon Fork)

Whenever I start a game, I get the message “Pipelines are being created” and a counter that counts from 0 to x. Once this process is complete, a counter counting from 0 to y appears, followed by one counting from 0 to z. In the cases I tested x < y < z.

In Kirby, the values are around x = 5000, y = 10000, and z = 30000 or something like that, if I remember correctly. So it simply takes a very long time for the counter to finish and the game to start. In other games, the x, y, and z values are fairly small, and you only have to wait about 20 to 30 seconds, but with Kirby, it’s more like 7 minutes.

Maybe I accidentally changed something in the settings which causes this. Am I the only one having this problem?

I don't think so, there is no setting apart from async shader compilation being off that could cause this issue. Let me verify this with Kirby: Triple Deluxe. I had already tested and optimized for Kirby Robobot so I thought Triple Deluxe would serve the same way.
 
Hey Raibatsu, awesome work with your version of the port. Right now since each has enough difference, If say I wanted to keep both Dekopon and Raikopon what is the best way to do that. Just asking since if I keep both NRO in the dekopon folder only one of them show up on the HB menu. Which of the options below should i use, or should it be something completely different from either options? Thanks!

Option 1
switch/dekopon/dekopon.nro
switch/raikopon.nro

option 2
switch/dekopon/dekopon.nro
switch/raikopon/raikopon.nro
 

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