Homebrew Citra - Unofficial \ Chinese builds discussion

drwhojan

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While playing Kid Icarus Uprising, after a certain period of time the game always crashes and leaves this error in the log:
[1081.630820] Kernel <Error> core/hle/kernel/handle_table.cpp:Create:28: Unable to allocate Handle, too many slots in use.
[1081.630827] Debug <Critical> core/hle/result.h:operator():397: Assertion Failed!
Tried to Unwrap empty ResultVal

I think it has something to do with unhandled textures (whatever that means, I'm not very experienced in debugging stuff), but if anyone knows how to prevent this sort of crash, it would be highly appreciated.

You could report it under
https://github.com/citra-emu/citra/issues

--------------------- MERGED ---------------------------

Ok ^ Seems to be more like it.

Here's a much better DSP_DSP service's with thanks to NarcolepticK
https://github.com/Jhon591/citra/commit/99f21134da923bb4d9f0ce6ce06bc8b3b1ef6d83

Game Starts Up, Any game from start, and bytes random changed, this one from PM X/Y

Code:
[   3.522557] Service.DSP <Critical> core\hle\service\dsp\dsp_dsp.cpp:Service::DSP::DSP_DSP::WriteProcessPipe:176: buffer[0] = 0, buffer[1] = 0, buffer[2] = 0, buffer[3] = 0, buffer[4] = 0, buffer[5] = 0, buffer[6] = 0, buffer[7] = 0, buffer[8] = 2C, buffer[9] = 60, buffer[10] = EC

PM X/Y Only Where Music Dose Kick In!

Code:
[  23.767685] Service.DSP <Critical> core\hle\service\dsp\dsp_dsp.cpp:Service::DSP::DSP_DSP::WriteProcessPipe:176: buffer[0] = 1, buffer[1] = 0, buffer[2] = 0, buffer[3] = 0, buffer[4] = 0, buffer[5] = 0, buffer[6] = 0, buffer[7] = 0, buffer[8] = 1, buffer[9] = 0, buffer[10] = 0
[  23.787836] Service.DSP <Critical> core\hle\service\dsp\dsp_dsp.cpp:Service::DSP::DSP_DSP::WriteProcessPipe:176: buffer[0] = 1, buffer[1] = 0, buffer[2] = 2, buffer[3] = 0, buffer[4] = 0, buffer[5] = 0, buffer[6] = 0, buffer[7] = 0, buffer[8] = 1, buffer[9] = 0, buffer[10] = 0
 
Last edited by drwhojan, , Reason: Added info.
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RuberCuber

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I should have mentioned that this was one of ValentinvaneIslande's builds (and we all know the attitude citra devs take towards unofficial builds)
 

drwhojan

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I should have mentioned that this was one of ValentinvaneIslande's builds (and we all know the attitude citra devs take towards unofficial builds)

These pulls are also used in the citra canary
https://github.com/citra-emu/citra-canary/releases

Kind of like a unofficial build by them self's

--------------------- MERGED ---------------------------

i will try to add xbrz to my builds after i finish with implementing brightness functions
I tried to add it but I could not add it

One off my old forked branches still had xbrz
https://github.com/neoragna/3DSEMUCITRA/commit/3e125ac90f3083f4aba135f06c51516193721772

https://github.com/neoragna/3DSEMUCITRA/commits/master

Issue is the gl_rasterizer_cache.cpp has changed a lot, It would take a pro to rebase it to latest build.
 
Last edited by drwhojan, , Reason: Added info.
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Kalikrates

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Thanks. I Know Valentin's builds and i keep an eye on them. Works great but FMV's run slow. I was asking like bruhhh for a site to follow drwhojan builds, if you don't mind
 
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drwhojan

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Thanks. I Know Valentin's builds and i keep an eye on them. Works great but FMV's run slow. I was asking like bruhhh for a site to follow drwhojan builds, if you don't mind

If a new build is up on my side see my commits
https://github.com/Jhon591/citra/commits/master

Click on the green check - then chose the build you like and click on it, then see ARTIFACTS to download the build either build as full build are update to replace the files with.
 
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Kalikrates

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AMD, yes; GPUs, not specifically. The Ryzen Build was tailor made from AMD's Ryzen 3/5/7 CPUs (Processors).

Oh, i see. i have an AMD card that works quite bad with Citra. The Intel Integrated GPU works way better in comparison. Must be the classic problem of AMD cards with OpenGL.
 

gbatempfan1

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Looks like encrypted .cia support some time, nice one wwylele
https://github.com/citra-emu/citra/pull/4181

For those wondering how that works, you'll need to create an \user\sysdata\aes_key.txt

It should be formatted as follows:
Code:
generator=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x2CKeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x25KeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x18KeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x1BKeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x0DKeyN=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x2DKeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x2DKeyN=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x31KeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x31KeyY=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x31KeyN=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x3DKeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common0=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common1=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common2=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common3=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common4=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common5=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Where XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX is the appropriate key. Canary right now can load non-decrypted .3ds files, and after this pull CIA as well.
I will not share the keys, you'll have to dump them yourself, but depending on the program you use, they might be called one of the following names:


generator goes by the alias ctr-scrambler. It is also the constant used in the KeyScrambler Function, if you've ever seen the formula.

common0-5 also go by ctr-Slot0x3DKeyY-# where # is 0-5 and also by 0x3D KeyY

You only need the first two common keys, where 0 is eshop, 1 is system, but the others can be used by this pull if a CIA uses them.
 
Last edited by gbatempfan1,

drwhojan

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For those wondering how that works, you'll need to create an \user\sysdata\aes_key.txt

It should be formatted as follows:
Code:
generator=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x2CKeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x25KeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x18KeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x1BKeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x0DKeyN=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x2DKeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x2DKeyN=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x31KeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x31KeyY=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x31KeyN=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
slot0x3DKeyX=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common0=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common1=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common2=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common3=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common4=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
common5=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Where XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX is the appropriate key. Canary right now can load non-decrypted .3ds files, and after this pull CIA as well.
I will not share the keys, you'll have to dump them yourself, but depending on the program you use, they might be called one of the following names:


generator goes by the alias ctr-scrambler. It is also the constant used in the KeyScrambler Function, if you've ever seen the formula.

common0-5 also go by ctr-Slot0x3DKeyY-# where # is 0-5 and also by 0x3D KeyY

You only need the first two common keys, where 0 is eshop, 1 is system, but the others can be used by this pull if a CIA uses them.


Strangely that Citra don't support .cia format, what build was it ?..
 

gbatempfan1

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Strangely that Citra don't support .cia format, what build was it ?..

Decryption of .3ds/.cci is the only thing working right now in canary. You'll have to have your aes_key.txt setup like I showed above, with the 0x3D keys when the cia stuff is merged. It seems valentinvanelslande is adding the pulls early though if you want to test its current state.

I read the pull requests on how the decryption works, the information I gave is to help people have things ready for when the feature is available.
 
Last edited by gbatempfan1,
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drwhojan

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Decryption of .3ds/.cci is the only thing working right now in canary. You'll have to have your aes_key.txt setup like I showed above, with the 0x3D keys when the cia stuff is merged. It seems valentinvanelslande is adding the pulls early though if you want to test its current state.

Yes, I did that keys in text.

Looks like it might need the file extention

game_list.cpp

const QStringList GameList::supported_file_extensions = {"cia", "3ds", "3dsx", "elf", "axf",
"cci", "cxi", "app"};

Then manually merge wwylele code, but was just having few conflict issues.

I'll test his build and thanks.
 

drwhojan

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Decryption of .3ds/.cci is the only thing working right now in canary. You'll have to have your aes_key.txt setup like I showed above, with the 0x3D keys when the cia stuff is merged. It seems valentinvanelslande is adding the pulls early though if you want to test its current state.

I read the pull requests on how the decryption works, the information I gave is to help people have things ready for when the feature is available.

Sorry miss read, got you thanks.

So yes ".cia extension" support is some what need too!, in both file_sys and loader folders - est.
----
@valentinvanelslande

PIPE_3_Update
https://github.com/Jhon591/citra/commit/bc1277401c707f5aaa54bec0a2bbf89c23367d3d

Any advice.. , Still works with PM X/Y Extra Sounds from start of the game.
 
Last edited by drwhojan, , Reason: Added info.
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