Homebrew Citra - Unofficial \ Chinese builds discussion

drwhojan

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@drwhojan thank you for your testing, it looks like there is a high possibility that all these audio's bug-fixed games can run in at good FPS before Xmas , good work @wwylele ! :rofl2: By the way @MerryMage also involve in merging LLE too? That is great ..

Yes he/she is.

Canary 1116 released,gonna test it out to see whether improvement on FPS or not ^_^

Its just don't like the core/system timing ticks slowing it down to cadge up with the music and audio, one speeds it up and you don't hear it like it was originally.. but speed is up again with deadlock/freezing

These https://github.com/wwylele/teakra/c...f981905#diff-61ba56a5441b3b32e729c9fb98686c68

"ticks" needs quite a spot on balance maybe, mostly crash if use numbers, So some sort of measure tester to see what ticks in numbers its using.
------

Yes JIT and Down clocking good too as mention on his PR
 
Last edited by drwhojan, , Reason: fixed info
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drwhojan

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What about DSP HLE?
We can use LLE to figure out missing protocol in HLE (pipe3, aac decoding etc.) and stub/fix/implement them. @B3n30 has been making great progress on this.

Well if the extra sounds was already in WriteProcessPipe and implementing Binary linked to PipeWrite
in hle.cpp , Then the Music must be working off LoadComponent are other's hes using within his LLE on Binary are Buffer maybe..

Edit Are without this ^ , Can just put a LOG_WARNING on ReadPipeIfPossible and see what it Reads on Log are CMD on his branch while the music part.
----------

WriteProcessPipe:102: channel=2, size=0x4, buffer_size=4

EDIT:
HLE
ReadPipeIfPossible:163: channel=3, peer=0, size=0x0020, pipe_readable_size=0x0000
LLE
ReadPipeIfPossible:163: channel=3, peer=0, size=0x0020, pipe_readable_size=0x0020

HLE:
No Warnings
LLE:
WriteProcessPipe:102: channel=3, size=0x20, buffer_size=20

Making one
Code:
    // This behaviour was confirmed by RE.
    // The likely reason for this is that games tend to pass in garbage at these bytes
    // because they read random bytes off the stack.
    switch (pipe) {
    case DspPipe::Audio:
        ASSERT(buffer.size() >= 4);
        buffer[4] = 1;
        break;
    case DspPipe::Binary:
        ASSERT(buffer.size() >= 8);
        buffer[4] = 1;
        buffer[20] = 1;
        break;
    }

But ReadPipeIfPossible ?

This is braking it are else it dose not appear in LLE
Code:
[  30.035654] Service.DSP <Info> core\hle\service\dsp\dsp_dsp.cpp:Service::DSP::DSP_DSP::RegisterInterruptEvents:251: Unregistered interrupt=2, channel=3
[  30.043343] HW.Memory <Error> core\memory.cpp:Memory::MemorySystem::Read:140: unmapped Read8 @ 0x00000050;

Are Maybe LLE: LoadComponent:180: called size=0x35378, prog_mask=0x000300FF, data_mask=0x003500FF
 
Last edited by drwhojan, , Reason: fixed info
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X Virus

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Looks like X/Y is payable at normal FPS on canary 1118 and above for intel core CPU, not sure for AMD CPU (Ryzen) though, it always suck when it comes to emulation.....
 
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drwhojan

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Looks like X/Y is payable at normal FPS on canary 1118 and above for intel core CPU, not sure for AMD CPU (Ryzen) though, it always suck when it comes to emulation.....

Na, Just the HLE is now on default and will not work this game fully, When change audio to LLE fine.. But not much bean done in few days now to work on speeding it up a bit.

I wish B3n30 the best with working on some think new, As mention on wwylele PR
 
Last edited by drwhojan, , Reason: fixed info

zyo

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Since SickC has been pulling builds from valentinvaneisland and a of other devs, drwhojan's included, it seems to provide the highest compatibility with most games including games that loop a black screen with no fixes on canary (Shin Megami Tensei: Devil Survivor Overclocked). He does post completed builds in a chinese site, but does anyone know the link to his Citra appveyor (also, Yuzu, if possible, although this is semi off-topic)?
 
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drwhojan

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Since SickC has been pulling builds from valentinvaneisland and a of other devs, drwhojan's included, it seems to provide the highest compatibility with most games including games that loop a black screen with no fixes on canary (Shin Megami Tensei: Devil Survivor Overclocked). He does post completed builds in a chinese site, but does anyone know the link to his Citra appveyor (also, Yuzu, if possible, although this is semi off-topic)?

The way he's putting all the files in there ant doing his build much good either.
 

drwhojan

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Last edited by drwhojan, , Reason: added ifno
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n1dminhd

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It say's canary merged on PR
-----

Did not fix any think.. unless I'm missing some think

EDIT: OK its working, for windows users copy the DLLs from the bin folder into the main Citra folder.

EDIT:
https://www119.zippyshare.com/v/HQpHyPph/file.html

Video Here soon

drwhojan you are amazing
I do not dare to believe in my own eyes
Too nice

Untitled.jpg
 
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drwhojan

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what setting of audio we have to select?

If you on windows put the selected files into the Citra Main folder, But you can read his edited PR also on this.

Edit: Package Mingw build uploaded for now
https://www26.zippyshare.com/v/tAm5sCIC/file.html

(Note) MSVC builds are not fixed ATM, Maybe later of them..
-----

Maybe they should pull to include these dll's in future..
 
Last edited by drwhojan, , Reason: added ifno

drwhojan

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(Note) ^^^^^ You can go Turbo Speed when you put the limit speed up like 500% are less.

Now we need a FLV Skip for video skipping, Make a new build once they done finishing the fixes, for other games and stuff too.
-------------

Edit: looks like they are going to do some PR with the dll's

656555.jpg
 
Last edited by drwhojan,
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