Homebrew Citra - Unofficial \ Chinese builds discussion

drwhojan

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If Channel PIPE3 then ^ out of data message.
Code:
Audio.DSP <Warning> audio_core\hle\hle.cpp:AudioCore::DspHle::Impl::PipeRead:111: pipe_number = 3 is out of data, application requested read of 2 but 0 remain
Debug <Critical> core\hle\kernel\hle_ipc.cpp:Kernel::HLERequestContext::GetIncomingHandle::<lambda_5b8bed065a9ccf31778fdb58c4ff802c>::operator ():79: Assertion Failed!

Or

[  12.278801] Audio.DSP <Warning> audio_core\hle\hle.cpp:AudioCore::DspHle::Impl::PipeRead:111: pipe_number = 2 is out of data, application requested read of 32 but 0 remain
 
Last edited by drwhojan,
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drwhojan

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My give up / no go lol, But yes it dose seem they needs to be a lot more work to that of the Audio! in audio/dsp maybe other places in the Citra files..

More then meats the eye!.
 
Last edited by drwhojan, , Reason: fixed info

alexj9626

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How is Pokemon Super Mystery Dungeon running on Citra? Is it fully playable? I read on the official Citra site for the game that it runs ok with some glitches. Anything to know? Wanna give it a try since i sold my 3ds.
 
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drwhojan

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drwhojan

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Why on earth is the Audio / Binary in reverse ?

DSP_RAM_PADDR = 0x1FF00000,
Binary / Audio

DSP_RAM_PADDR = 0x1FF40000,
Audio / Binary

They is no think recorded for 0x1FF00000 ?, Unless a Physical Memory..
Correct should be as link
https://3dbrew.org/wiki/DSP:ConvertProcessAddressFromDspDram

Then
Code:
DSP_DSP::WriteProcessPipe:119: channel=2, size=0x4, buffer_size=4 <- Audio 2 Channel
DSP_DSP::WriteProcessPipe:119: channel=3, size=0x20, buffer_size=20 <- Binary 3 Channel

Hang on that's not.. is it? ^ below

ASSERT(buffer.size() >= 20);
buffer[20] = 1;
-----------------------

Becomes Correct as..

Code:
    switch (pipe) {
   case DspPipe::Audio:
       ASSERT(buffer.size() >= 4);
       buffer[4] = 1;
       break;
       switch (pipe2) {
       case DspPipe::Binary:
           ASSERT(buffer.size() >= 8);
           buffer[20] = 1;
           break;
       }


To Add to this ^ fix below

hle.cpp
Code:
void DspHle::Impl::PipeWrite(DspPipe pipe_number, const std::vector<u8>& buffer) {
   switch (pipe_number) {
   case DspPipe::Audio: {
       if (buffer.size() != 4) {
           std::copy(buffer.begin(), buffer.end(),
                     std::back_inserter(pipe_data[static_cast<std::size_t>(DspPipe::Audio)]));
           LOG_ERROR(Audio_DSP, "DspPipe::Audio: Unexpected buffer length {} was written",
                     buffer.size());
       case DspPipe::Binary: {
           if (buffer.size() != 8) {
               std::copy(buffer.begin(), buffer.end(),
                         std::back_inserter(pipe_data[static_cast<std::size_t>(DspPipe::Binary)]));
               return;
           }
       }
       }


New Layout Update
Code:
WriteProcessPipe:120: channel=2, size=0x4, buffer_size=4 <- PM X/Y Extra Sounds
WriteProcessPipe:120: channel=3, size=0x20, buffer_size=20 <- Unknown

ReadPipeIfPossible:181: channel=2, peer=0, size=0x0002, pipe_readable_size=0x0020 <- Unkown
ReadPipeIfPossible:181: channel=2, peer=0, size=0x001E, pipe_readable_size=0x001E <- Unkown

ReadPipeIfPossible:181: channel=3, peer=0, size=0x0020, pipe_readable_size=0x0000 <- PM X/Y Music
is Reading in CMD / No Music Fix ?

Enable LOG_WARNING on this channel / ReadPipeIfPossible / And CMD goes nuts on this channel 3 binary

43343342.jpg
 
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drwhojan

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Last edited by drwhojan, , Reason: fixed info

drwhojan

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https://github.com/citra-emu/citra/pull/4483

^ Fixed Donkey Kong Country Returns 3D / Bad Sand Sound issue.

Seems to be one re-start loop issue heard at the start of the game.

Files to temp boot/load the game attached.
-------
EDIT: DKCR sound Test
Citra-CC-MSVC_03_12_2018
https://www29.zippyshare.com/v/eTaoWBdv/file.html
EDIT ^ attached updated citra_qt

edit need to workout a more accurate speed and time out..

Edit: No where nr accurate to the real hardware, But a hell of a lot better speed.
Code:
        const u64 boost_timeout = 20000; // Boost threads that have been ready for > this long
        u64 delta = current_ticks - thread->last_running_ticks;

        if (thread->status == ThreadStatus::Ready && delta > boost_timeout) {
            const s32 priority = std::max(ready_queue.get_first()->current_priority - 0, 40u);
            thread->BoostPriority(priority);
 

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Zer0Thunder

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Hey guys, just got into 3ds emulation. Could someone tell me a good build to play Kid Icarus on a low end PC? Every version I've tried give me poor framerates and/or too many crashes. The only one that gets me up to semi consistent 60 fps crashes a lot

My specs: i5 6500, GTX750ti, 8 GB RAM

Thx
 

valentinvanelslande

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drwhojan

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https://github.com/citra-emu/citra/pull/4483

^ Fixed Donkey Kong Country Returns 3D / Bad Sand Sound issue.

Seems to be one re-start loop issue heard at the start of the game.

Files to temp boot/load the game attached.
-------
EDIT: DKCR sound Test
Citra-CC-MSVC_03_12_2018
https://www29.zippyshare.com/v/eTaoWBdv/file.html
EDIT ^ attached updated citra_qt

edit need to workout a more accurate speed and time out..

Edit: No where nr accurate to the real hardware, But a hell of a lot better speed.
Code:
        const u64 boost_timeout = 20000; // Boost threads that have been ready for > this long
        u64 delta = current_ticks - thread->last_running_ticks;

        if (thread->status == ThreadStatus::Ready && delta > boost_timeout) {
            const s32 priority = std::max(ready_queue.get_first()->current_priority - 0, 40u);
            thread->BoostPriority(priority);

Some how it needs to be worked out how to find its own Boost Time Out and Current Priority, and Time Out / Ticks, But i'm no pro for this.. Hope they get around to it some time!.
 

drwhojan

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@drwhojan gameplay is 15FPS for some reason

Edit: Also, doesn't save progress. It just crashed.

The core timing has changed over time, this is what I was trying to mention two post above ^^, it did originally freeze, it just need time out to be worked out better, the original fix years ago may have been a hack and was removed, if some coder can work out how to do its own thread/core timing in ticks are other.

I'll see if I can get it at its best later, without random freezing. the slow fps is down to this also, this game is also hard on the fps anyway.

Basic-ly its a current_priority boost then a boost timeout
-----

I wish someone can mention the static sound fix for this game on #4483 as I'm Flagged on my account, anyone ?

I nether seed the game was fixed, only the static sound fixed by that branch.
 
Last edited by drwhojan, , Reason: added info

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