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
 
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
Thats certainly strange, both should show up as different NROs. And they do that on Spharia. I'll have to test on HB menu to see. Anything else that seems strange to you?


I'm currently using this option:

switch/raikopon.nro
switch/dekopon.nro
 
Last edited by Raibatsu,
Has anyone managed to get CTGP-7 working ? The launcher keeps asking me to install Mario Kart 7 even though the game and the v1.2 update are installed. On Azahar Android this can apparently be fixed by using “Insert Cartridge”, but I can’t find that option in Dekopon. Is there a shortcut or is this feature not implemented yet?
 
I'm playing zelda link between worlds and the performance is great, but during the fight against the witch it was very bad. Fps very low and soon after crashed. What a pity, because I'm enjoying the game a lot.
 
  • Sad
Reactions: dragonz
I'm playing zelda link between worlds and the performance is great, but during the fight against the witch it was very bad. Fps very low and soon after crashed. What a pity, because I'm enjoying the game a lot.
Could you please send me your save file? that way I can test out what causes the crash and hopefully fix the issue.
 
  • Like
Reactions: ISHOWMANI
The emulator has been updated to v1.5.0.
Download Link: Releases 1.5.0 | GitHub
Changelog:
  • An option to modify, update and make your own layout. Your saved layout is available in the same area where you can find other layouts.
  • Ingame overlay has been replaced by the same Settings UI used in main menu/library menu.
  • Added option to Reset to Default or Reset to Library.
  • Considerable amount of QoL changes to make the emulator's UI feel more refined using controller.
  • The CPU Clock now changes by 1% instead of 25% (requested by Joko).
  • Added a bunch of features from Dekopon (most of them are untested, but should work since we're the same tree?):
    -- Added Split GPU and CPU threads.
    -- Added lightning LUT wrap fix.
    -- Added Nintendo Labo 3D support.
    -- Added cartridge insertion support.
    -- Added arctic base/setup tool support.
 
The emulator has been updated to v1.5.0.
Download Link: Releases 1.5.0 | GitHub
Changelog:
  • An option to modify, update and make your own layout. Your saved layout is available in the same area where you can find other layouts.
  • Ingame overlay has been replaced by the same Settings UI used in main menu/library menu.
  • Added option to Reset to Default or Reset to Library.
  • Considerable amount of QoL changes to make the emulator's UI feel more refined using controller.
  • The CPU Clock now changes by 1% instead of 25% (requested by Joko).
  • Added a bunch of features from Dekopon (most of them are untested, but should work since we're the same tree?):
    -- Added Split GPU and CPU threads.
    -- Added lightning LUT wrap fix.
    -- Added Nintendo Labo 3D support.
    -- Added cartridge insertion support.
    -- Added arctic base/setup tool support.
Awesome ! Does this fix the yuga boss fight ?

Also, In A Link Between Worlds, I noticed a small stutter the first time certain 2D elements appear, such as the A-button prompt when interacting with a bush or the first dialogue box. It seems like the emulator may be loading or preparing an asset on first use. Would it be possible to add some kind of texture/resource preloading or persistent cache option to reduce these first-time hitches? I understand it may increase startup time or memory usage, but it could be useful as an optional setting.
 
Awesome ! Does this fix the yuga boss fight ?

Also, In A Link Between Worlds, I noticed a small stutter the first time certain 2D elements appear, such as the A-button prompt when interacting with a bush or the first dialogue box. It seems like the emulator may be loading or preparing an asset on first use. Would it be possible to add some kind of texture/resource preloading or persistent cache option to reduce these first-time hitches? I understand it may increase startup time or memory usage, but it could be useful as an optional setting.
I haven't had time to look at game fixes yet. This update mainly focuses on emulator UI overhaul. I did pull changes from Dekopon so maybe that helps with the crashes? I haven't had the time to test it yet. I also have to look at how to optimize how the pipelines are build so they take less time on certain games like Kirby.

Also, yes there are still stutters because of the CPU, GPU and memory stalling. The emulator has a ton of potential for optimizations. I plan on taking a look at those after I am done with some more QoL changes.
 

Site & Scene News

Popular threads in this forum