Homebrew RELEASE sys-clk under/overclocking sysmodule

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ZachyCatGames

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I wonder what's the max discharge rate the battery can handle... There's a way to find out but I'd rather not:).

Anyway we can always go for a more explosive battery with higher capacity and much higher discharge rate, Li-Po, however when it goes bad it really goes pretty bad:grog:
Highest I’ve seen is probably 15-20W :P
(Yes, I like to kill my console :shrek: )
But even past the battery, the board itself wasn’t really designed to go past ~18W.
(fwiw, you probably won’t go past that unless you do extreme shit, but I still like to let people know :P)
 
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guily6669

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Will have to call der8auer From YouTube then to make a complete hardware mode like he does on PC GPU's and then we can start talking about new charger, water-cooling and maybe LN2 :bow:

Ps: just joking, sry 4 many posts:ph34r:
 
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Rasa39

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So in hekate the #define OVERCLOCK_FREQ line lists 1862.4 MHz, can i just change that to 1996.8MHz as I assume that's safe for erista given that is said to be the max for it without manual overvolting according to the readme.

Also I rarely go above sdev oc for cpu and don't bother with gpu anymore, is there anyway to only have the memory limits increased and not the cpu and gpu because I don't wanna push those two (even accidentally) on my erista and blow the battery and board. I got the pcv_ram_oc file so like is there some part of the .diff I can delete or edit to only allow the extra oc for memory.
Edit: So having actually read the file name that I somehow missed several times like an idiot, can I just confirm that the file only edits the ram for overclocking as the name suggests right?

@ZachyCatGames Out of courisity, does your method let me still have adjustable clocks? Because in the instructions for the other method it mentions that memory clock will be locked at the oc regardless, but I'd still like my underclocks to work in games that don't need the faster ram if I can. (Think I said this in an earlier post too, but thanks so much for all your help and explaining in this thread.)
 
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ZachyCatGames

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So in hekate the #define OVERCLOCK_FREQ line lists 1862.4 MHz, can i just change that to 1996.8MHz as I assume that's safe for erista given that is said to be the max for it without manual overvolting according to the readme.

Also I rarely go above sdev oc for cpu and don't bother with gpu anymore, is there anyway to only have the memory limits increased and not the cpu and gpu because I don't wanna push those two (even accidentally) on my erista and blow the battery and board. I got the pcv_ram_oc file so like is there some part of the .diff I can delete or edit to only allow the extra oc for memory.
Edit: So having actually read the file name that I somehow missed several times like an idiot, can I just confirm that the file only edits the ram for overclocking as the name suggests right?

@ZachyCatGames Out of courisity, does your method let me still have adjustable clocks? Because in the instructions for the other method it mentions that memory clock will be locked at the oc regardless, but I'd still like my underclocks to work in games that don't need the faster ram if I can. (Think I said this in an earlier post too, but thanks so much for all your help and explaining in this thread.)
Modded hekate with my ams mod replaces 1600MHz with the specified frequency, 1331, 800, etc all still work fine.
 
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Do not use Kazushi's OC tool if you are just here for the Memory OC. Use the Patch file provided by ZachCatGames.
Also, make a backup of your EMUMMC first before trying to do 1996.8MHz without raising the voltage, if you are unlucky you'll corrupt your filesystem.
 

Rasa39

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Do not use Kazushi's OC tool if you are just here for the Memory OC. Use the Patch file provided by ZachCatGames.
Also, make a backup of your EMUMMC first before trying to do 1996.8MHz without raising the voltage, if you are unlucky you'll corrupt your filesystem.

Yeah I figured ZachCatGames' method was much better after re-reading the last few pages. But doesn't the voltage automatically change at those clocks with the mod? In the .diff file it shows 1.2v at 1862Mhz instead of 1.1v which is stock voltage at 1600Mhz I think, so could I just change the clock and leave the voltage at 1.2v for that? I can just leave the frequency at 1862Mhz if not, I'm not ready to dick about with voltages myself on my lilttle erista (btw I got a bunch of trailing whitespace errors when applying the patch, it seems to have still made the changes though, is that normal?)

Also maybe not the place for it here, but how the hell do you build atmosphere properly, I have all the requirements then it build seemingly without error, makes the bin and nro files and stuff but doesn't create an output and doesn't create the folder structure for the release. only error I can see is I get one weird python not found which makes no sense because it's definitely installed. (don't wanna go off-topic so if anyone can help and doesn't want to clutter the thread please do pm me, I'd really appreciate it)

From the look of it the mod only edits the stratosphere files, so I would only need a modified stratosphere.romfs if I could get it to build, is that correct?
It's weird cos hekate built just fine so I got that sorted at least.
 
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Yeah I figured ZachCatGames' method was much better after re-reading the last few pages. But doesn't the voltage automatically change at those clocks with the mod? In the .diff file it shows 1.2v at 1862Mhz instead of 1.1v which is stock voltage at 1600Mhz I think, so could I just change the clock and leave the voltage at 1.2v for that? I can just leave the frequency at 1862Mhz if not, I'm not ready to dick about with voltages myself on my lilttle erista (btw I got a bunch of trailing whitespace errors when applying the patch, it seems to have still made the changes though, is that normal?)

Also maybe not the place for it here, but how the hell do you build atmosphere properly, I have all the requirements then it build seemingly without error, makes the bin and nro files and stuff but doesn't create an output and doesn't create the folder structure for the release. only error I can see is I get one weird python not found which makes no sense because it's definitely installed. (don't wanna go off-topic so if anyone can help and doesn't want to clutter the thread please do pm me, I'd really appreciate it)

From the look of it the mod only edits the stratosphere files, so I would only need a modified stratosphere.romfs if I could get it to build, is that correct?
It's weird cos hekate built just fine so I got that sorted at least.

1125mv is the stock voltage for memory, you can go as high as you want, but it's generally said to go only as high as 1.2V (there are people going way past that). The RAM voltage is fixed and does not change on mhz/load.
The whitespace errors are normal, at least I didn't have any problems with them.
Try to only build stratosphere, just cd into the folder and use the usual make command, all you need for the overclock to work is the loader.kip file inside the stratosphere/loader folder.
Have you tried to pip install the missing packages?
 

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Try to only build stratosphere, just cd into the folder and use the usual make command, all you need for the overclock to work is the loader.kip file inside the stratosphere/loader folder.
Have you tried to pip install the missing packages?

Yeah it doesn't say anything is missing other than python, but it knows it's installed because it had to use lz4 to do a bunch of the work, which obviously wouldn't work without python, so not sure what's up with that.

Having said that the loader.kip file did build but I rebuilt the stratosphere folder like you suggested just to be sure. Where exactly do I place the loader.kip, I remember having some kinda loader or patch folder in my atmosphere directory a while back that wasn't the usual kip or fs patch folders. Do I need something like that to place the loader.kip into or does it just go in the root of kip_patches?
 
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Yeah it doesn't say anything is missing other than python, but it knows it's installed because it had to use lz4 to do a bunch of the work, which obviously wouldn't work without python, so not sure what's up with that.

Having said that the loader.kip file did build but I rebuilt the stratosphere folder like you suggested just to be sure. Where exactly do I place the loader.kip, I remember having some kinda loader or patch folder in my atmosphere directory a while back that wasn't the usual kip or fs patch folders. Do I need something like that to place the loader.kip into or does it just go in the root of kip_patches?

place it to your desired folder (I use atmospheres kip_patches folder), and make sure your hekate_ipl.ini looks like this:
fss0=atmosphere/fusee-secondary.bin (you need to boot via fss0)
kip1=path/loader.kip
Source: https://github.com/CTCaer/hekate/blob/master/res/hekate_ipl_template.ini
 

Rasa39

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place it to your desired folder (I use atmospheres kip_patches folder), and make sure your hekate_ipl.ini looks like this:
fss0=atmosphere/fusee-secondary.bin (you need to boot via fss0)
kip1=path/loader.kip
Source: https://github.com/CTCaer/hekate/blob/master/res/hekate_ipl_template.ini
Ah right that was it, I knew there was something I was missing, thank you. Only now that I got to the final step it turns out I have the black screen issue on boot. Whenever I try to boot hekate with the modified minvera.bso it just black screens, can't even get to nyx.

Booted directly to fusee works, and hekate works even if I use the other files I built, but for some reason whenever minerva.bso is replaced it just black screens. Any idea what I'm doing wrong? All I did was uncomment the line for overclock frequency before building it (don't get any errors building or anything).
 
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Ah right that was it, I knew there was something I was missing, thank you. Only now that I got to the final step it turns out I have the black screen issue on boot. Whenever I try to boot hekate with the modified minvera.bso it just black screens, can't even get to nyx.

Booted directly to fusee works, and hekate works even if I use the other files I built, but for some reason whenever minerva.bso is replaced it just black screens. Any idea what I'm doing wrong? All I did was uncomment the line for overclock frequency before building it (don't get any errors building or anything).
recheck if you have done any typing errors, are your clock and voltage values correct?
t should be one of these: 1731200, 1862400, 1996800, 2131200
is the voltage you have applied correct? max minerva voltage is 1.25V, it might be that the console will refuse to start if it goes over that.
 

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recheck if you have done any typing errors, are your clock and voltage values correct?
t should be one of these: 1731200, 1862400, 1996800, 2131200
is the voltage you have applied correct? max minerva voltage is 1.25V, it might be that the console will refuse to start if it goes over that.

Yeah I did just as ZachyCatGames said and uncommented the overclock line which was default set to 1862400 without editing anything else to make sure I didn't mess it up. Thing is it black screens on boot, so I don't even get into nyx in order to pick the overclock profile that loads the mod.

When I say it boots fusee I meant if i inject the primary payload directly. if I use hekate payload with the modified minerva then it just stays on black and I have to force shutdown and inject a different, non-hekate payload in order to boot.

So I don't know if it's the actual overclock doing anything because it shouldn't be active until I launch it from hekate right?

I thought I'm maybe building it wrong even though I don't get errors, but when I leave the files untouched just just make the whole hekate 5-5-8 folder and use those files, it boots to hekate. Does the file size need to be exactly the same or something, because uncommenting the line increases the .bso file size for me somehow, even though it's smaller.
 
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Yeah I did just as ZachyCatGames said and uncommented the overclock line which was default set to 1862400 without editing anything else to make sure I didn't mess it up. Thing is it black screens on boot, so I don't even get into nyx in order to pick the overclock profile that loads the mod.

When I say it boots fusee I meant if i inject the primary payload directly. if I use hekate payload with the modified minerva then it just stays on black and I have to force shutdown and inject a different, non-hekate payload in order to boot.

So I don't know if it's the actual overclock doing anything because it shouldn't be active until I launch it from hekate right?

I thought I'm maybe building it wrong even though I don't get errors, but when I leave the files untouched just just make the whole hekate 5-5-8 folder and use those files, it boots to hekate. Does the file size need to be exactly the same or something, because uncommenting the line increases the .bso file size for me somehow, even though it's smaller.

just for testing purposes, try downloading the original source file from the Hekate GitHub and try to build that. If it boots you either made a typing mistake or your console is not able to boot with 1862mhz without raising the voltage (unlikely).
Filesize changing should be expected, I think that even the build log tells you something about that at the end.
 

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just for testing purposes, try downloading the original source file from the Hekate GitHub and try to build that. If it boots you either made a typing mistake or your console is not able to boot with 1862mhz without raising the voltage (unlikely).
Filesize changing should be expected, I think that even the build log tells you something about that at the end.
OK I did just as you said and now it boots with the 1862mhz modified minerva, not quite sure what I was doing wrong before but that is working now.

One thing though, and maybe I missed this somewhere, I can't launch the majority of games, I get an "unable to launch" error. It seems to be random and I'm not sure if it's a sigchk issue with using fss0 or something but afaik I've got those patches properly working, as all games load fine whenever I load a config that doesn't have the loader.kip active (but still fss0).

Any chance you could pm me a loader.kip modified with ZachyCatGames' default mod? Just so I can compare the two to see if it's my build of the file that is broken, or if it is something else wrong on my switch. (I went and did a fresh sd card as well btw just to be safe)
 

uJard

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ehh good point, but it is pathetically easy so ehh, i digress.
Changing the source code to remove the gpu limit was easy enough, but I've spent the entire day trying to figure out how to compile this thing. As someone who has no prior experience with this stuff, it's far from "pathetically easy".
Could you atleast point us in the right direction?
 
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mattyxarope

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Changing the source code to remove the gpu limit was easy enough, but I've spent the entire day trying to figure out how to compile this thing. As someone who has no prior experience with this stuff, it's far from "pathetically easy".
Could you atleast point us in the right direction?


You could use the OC suite from a page back, but do so at your own risk. You could fry your console. I use it on Mariko and it works well when I need it.
 

uJard

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I just tried that, getting error "Variable '_EMU' not found" when trying to run patcher.te. Not sure what to do about that.
Thanks for the suggestion though.
 

mattyxarope

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I just tried that, getting error "Variable '_EMU' not found" when trying to run patcher.te. Not sure what to do about that.
Thanks for the suggestion though.

What kind of emunand do you have? Do you have your keys file dumped and in the tegraexplorer folder?
 

uJard

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I'm using Hekate and Atmosphere, not sure which one would be the emunand thing. And yeah I have prod.keys in the atmosphere folder.
 

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