Homebrew Citra - Unofficial \ Chinese builds discussion

Marya

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Can we somehow change this default citra name ingame to something else?
If so, please tell me how to do so :P
 

Marya

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plus there are some particles missing in story of seasons, like flying grass particles, some marks above our head during events etc, around 6 months ago, they used to be there and now there gone... odd...
edit: used an old unofficial build where the particles can be seen but its very slow and outdated...
 
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LG_

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plus there are some particles missing in story of seasons, like flying grass particles, some marks above our head during events etc, around 6 months ago, they used to be there and now there gone... odd...
edit: used an old unofficial build where the particles can be seen but its very slow and outdated...
Those particles are GS related and will not be fixed until GS code is rebased to be implemented in the master builds again. The "Citra" text is the default name that is used until the software keyboard is supported (this PR https://github.com/citra-emu/citra/pull/2334).
 

Marya

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Those particles are GS related and will not be fixed until GS code is rebased to be implemented in the master builds again. The "Citra" text is the default name that is used until the software keyboard is supported (this PR https://github.com/citra-emu/citra/pull/2334).
So what was the last fastest build they were featured in?
Sorry for being bossy and asking too much :(
 

LG_

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Marya

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Letrax

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So Super Mystery Dungeon seems to run pretty good... Well until
the cutscene where Rayquaza appears in front of Deoxys.
Is there any way around that crash yet?
 

drwhojan

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Dang. I thought this was finally going to be it for controller support. Seems like it'll be a few weeks away now. Well, by the time it's fully implemented, I'll get a nice jump in Citra features seeing as I'm still using the build you made for me at the beginning of his month.

Well manged to Debug the Original InputCore Re-based 4 Citra + CBE-170 , took little doing
https://github.com/Jhno591/citra/commits/master

Debug - Rebase InputCore https://github.com/Jhno591/citra/commit/e6409c460d232b318c96b1a8c35f79422e4260c2

need to now add in one are two from
https://github.com/FernandoS27/citra/branches

Then some from my older one
https://github.com/Jhno591/citra2/commits/master

But if wwylele can figure out why gup.cpp cannot be added into gpu.h ?, should not make a differ but compiling error, fine compiling as is though .

EDIT: be four merging this, make sure Cheats are merged first.
 

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wwylele

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Well manged to Debug the Original InputCore Re-based 4 Citra + CBE-170 , took little doing
https://github.com/Jhno591/citra/commits/master

InputCore https://github.com/Jhno591/citra/commit/e6409c460d232b318c96b1a8c35f79422e4260c2

need to now add in one are two from
https://github.com/FernandoS27/citra/branches

Then some from my older one
https://github.com/Jhno591/citra2/commits/master

But if wwylele can figure out why gup.cpp cannot be added into gpu.h ?, should not make a differ but compiling error, fine compiling as is though .
Just because they conflict and you are not likely resolving the conflict in the right programming way.
 
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drwhojan

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Just because they conflict and you are not likely resolving the conflict in the right programming way.

So adding your from gpu.cpp and remove from
-/// 268MHz CPU clocks / 60Hz frames per second
-const u64 frame_ticks = BASE_CLOCK_RATE_ARM11 / 60;

into gpu.h cases it...

Originally it was to move gpu.cpp into gpu.h
/// 268MHz CPU clocks / 60Hz frames per second
static constexpr u64 frame_ticks = 268123480ull / 60;

But compiling just underscores the BASE_CLOCK_RATE_ARM11 / 60; as error

Although leaving it as is, OK no effect on speed, xbox360 pad works fine
 
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Mugiwara.

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Is there any unnoficial build that includes controller support that also has the latest improvements that were done in Bleeding Edge version? i would love to play some OoT with it, now that they fixed the audio, i know there's xpadder but it just doesn't cut for analog movement, and now ALBW seems perfect as well.


Or if anyone could compile something like that, that would be awesome :)
 

drwhojan

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SonofUgly

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Made a build with more frame layout options. Set the Layout to Large, and then you can change the size ratio between the two screens (like if you wanted the top screen to be 1.5x the bottom screen you'd set it to 3x | 2x). It's a bit funky though, if you try to set the secondary screen to be bigger than the primary screen it'll just make them both the same scale, so use swap screen if you want the small screen to be bigger. Plus added some extra resolution options no one will probably use. Also build provided is built with VS and not mingw so it'll be a bit slower than other posted builds.
Screenshot: http://i.imgur.com/lr48e7V.png
Download: http://www.mediafire.com/file/809ap9uqdudxg8f/Citra_frame-res.zip
Source: https://github.com/SonofUgly/citra/commits/master
Update on this: I redid the layout dropdown so now you can place the small screen in 12 different positions around the main one. Pic: http://i.imgur.com/BfCnAH5.png
And also added a custom layout section so you can move around the screens exactly how you want. Pic: http://i.imgur.com/WGI5kaP.png
Download: https://github.com/SonofUgly/citra/releases/tag/d0e1fa7
Source: https://github.com/SonofUgly/citra/tree/screen-layout-2
 
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ts61fa

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jroweboy

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Can we somehow change this default citra name ingame to something else?
If so, please tell me how to do so :P
You'd need software keyboard support. The current code basically says to the game "I typed citra and pressed ok" which worked enough for most cases. Recently (like a year ago actually) fincs put a bunch of work into reverse engineering the software keyboard and how games communicate with it, so I used his research and I wrote the code for it in citra, but i've been lazy the last month and haven't fixed it up. Been too hooked on video games again :P
 

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