Homebrew Official Citra - New 3DS Emulator

Miguel Gomez

Well-Known Member
Member
Joined
Jan 10, 2016
Messages
2,867
Trophies
0
Age
25
Location
Planet Earth
XP
1,530
Country
Paper Jam Comparison:

Without Everything
70A2Knk.png

With Hardware Renderer:
Jq1Dikz.png

With Shader JIT
YUGxdBi.png

With Scaled Resolution
89u44PR.png

Scaled Resolution makes the 3DS Graphics NOT a 3DS Graphics.

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

Is it me or Pokemon just get Panic attack again?
 

Wardoctors

Gamedev1909
Banned
Joined
Nov 18, 2015
Messages
808
Trophies
0
Age
36
XP
344
Country
Canada
http://builds.citra-emu.org/citra/nightly/citra-latest-windows-amd64.7z

Citra Git Changelog:
* Merge pull request #1403 from MerryMage/sdl
Dependencies: Remove GLFW, Add SDL2
* Config: Use unique_ptr instead of raw pointer
* Dependencies: Remove GLFW, Add SDL2
citra: Remove GLFW, Add SDL2
FindSDL2: Do not CACHE SDL2_* variables if library is not found
EmuWindow_SDL2: Set minimal client area at initialisation time
EmuWindow_SDL2: Corrections
EmuWindow_SDL2: Fix no decorations on startup on OS X
cmake: windows_copy_files
* Merge pull request #1434 from Kloen/legend
Add THREADPROCESSORID_ALL on SVC::CreateThread
* ThreadProcessorId_All on SVC::CreateThread
 
Last edited by Wardoctors, , Reason: posted the wrong one

emmauss

Well-Known Member
Member
Joined
May 12, 2014
Messages
522
Trophies
0
Age
28
Location
Accra, Ghana
XP
2,487
Country
Ghana
https://mega.co.nz/#!v15kAJhZ!qxFloy4TmfiAVc_UWBppfoe109IyavD26DZHlRNlJj4

Citra Git Changelog:
* Merge pull request #1264 from bunnei/fragment-lighting-hw
Fragment lighting support in the HW renderer
* pica: Cleanup lighting register definitions and documentation.
* gl_rasterizer: Use alignas(16) instead of explicit padding.
* renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.
* gl_rasterizer: Fix issue with interpolation of opposite quaternions.
* pica_types: Fix typo in docstring.
* pica_types: Replace float24/20/16 with a template class.
* command_processor: Add an assertion to ensure LUTs are not written past their boundaries.
* gl_rasterizer: Remove unnecessary casts.
* gl_rasterizer: Fix PicaShaderConfig on GCC.
* gl_rasterizer: Initial implementation of bump mapping.
* gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]).
* gl_shader_gen: Implement lighting red, green, and blue reflection.
* gl_shader_gen: View should be normalized.
* gl_shader_gen: Implement fragment lighting fresnel effect.
* gl_shader_gen: Implement fragment lighting specular 1 component.
* gl_shader_gen: Add support for D0 LUT scaling.
* gl_shader_gen: Refactor lighting config to match Pica register naming.
- Also implement D0 LUT enable.
* pica: Cleanup and add some comments to lighting registers.
* gl_rasterizer: Minor naming refactor on Pica register naming.
* gl_shader_gen: Reorganize and cleanup lighting code.
- No functional difference.
* gl_shader_gen: Fix directional lights.
* gl_shader_gen: Fix bug with lighting where clamp highlights was only applied to last light.
* gl_shader_gen: View vector needs to be normalized when computing half angle vector.
* renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.
- Gets us LUT interpolation for free.
- Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
* renderer_opengl: Initial implementation of basic specular lighting.
* renderer_opengl: Implement HW fragment lighting distance attenuation.
* renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.
* renderer_opengl: Implement diffuse component of HW fragment lighting.
* pica: Implement decoding of basic fragment lighting components.
- Diffuse
- Distance attenuation
- float16/float20 types
- Vertex Shader 'view' output
* pica: Implement fragment lighting LUTs.
* pica: Add decodings for distance attenuation and LUT registers.
* pica: Add pica_types module and move float24 definition.
* Merge pull request #1391 from tfarley/hw-fb-sync-fix
hwrasterizer: Use proper cached framebuffer addr/size
* hwrasterizer: Use proper cached fb addr/size

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

huge update by the looks of it

you know, the citra devs have their own official nightly builds for public use. every new commit has one.there is no use posting your own version of the master branch.
 

Wardoctors

Gamedev1909
Banned
Joined
Nov 18, 2015
Messages
808
Trophies
0
Age
36
XP
344
Country
Canada
you know, the citra devs have their own official nightly builds for public use. every new commit has one.there is no use posting your own version of the master branch.
AS i have said before this is the same branch this site i get it from just gives more info about the changes
 

Romsstar

Operation Decoded
Member
Joined
Sep 14, 2008
Messages
1,100
Trophies
2
XP
1,489
Country
Germany
http://builds.citra-emu.org/citra/nightly/citra-latest-windows-amd64.7z

Citra Git Changelog:
* Merge pull request #1264 from bunnei/fragment-lighting-hw
Fragment lighting support in the HW renderer
* pica: Cleanup lighting register definitions and documentation.
* gl_rasterizer: Use alignas(16) instead of explicit padding.
* renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.
* gl_rasterizer: Fix issue with interpolation of opposite quaternions.
* pica_types: Fix typo in docstring.
* pica_types: Replace float24/20/16 with a template class.
* command_processor: Add an assertion to ensure LUTs are not written past their boundaries.
* gl_rasterizer: Remove unnecessary casts.
* gl_rasterizer: Fix PicaShaderConfig on GCC.
* gl_rasterizer: Initial implementation of bump mapping.
* gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]).
* gl_shader_gen: Implement lighting red, green, and blue reflection.
* gl_shader_gen: View should be normalized.
* gl_shader_gen: Implement fragment lighting fresnel effect.
* gl_shader_gen: Implement fragment lighting specular 1 component.
* gl_shader_gen: Add support for D0 LUT scaling.
* gl_shader_gen: Refactor lighting config to match Pica register naming.
- Also implement D0 LUT enable.
* pica: Cleanup and add some comments to lighting registers.
* gl_rasterizer: Minor naming refactor on Pica register naming.
* gl_shader_gen: Reorganize and cleanup lighting code.
- No functional difference.
* gl_shader_gen: Fix directional lights.
* gl_shader_gen: Fix bug with lighting where clamp highlights was only applied to last light.
* gl_shader_gen: View vector needs to be normalized when computing half angle vector.
* renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.
- Gets us LUT interpolation for free.
- Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
* renderer_opengl: Initial implementation of basic specular lighting.
* renderer_opengl: Implement HW fragment lighting distance attenuation.
* renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.
* renderer_opengl: Implement diffuse component of HW fragment lighting.
* pica: Implement decoding of basic fragment lighting components.
- Diffuse
- Distance attenuation
- float16/float20 types
- Vertex Shader 'view' output
* pica: Implement fragment lighting LUTs.
* pica: Add decodings for distance attenuation and LUT registers.
* pica: Add pica_types module and move float24 definition.
* Merge pull request #1391 from tfarley/hw-fb-sync-fix
hwrasterizer: Use proper cached framebuffer addr/size
* hwrasterizer: Use proper cached fb addr/size

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

huge update by the looks of it

This update is like almost a month old already lol
 

KillzXGaming

Well-Known Member
Member
Joined
Jan 2, 2016
Messages
1,629
Trophies
0
Age
28
XP
1,618
Country
United States
The Legend of Zelda: A Link Between Worlds with scaled resolution. Crashes almost immediately after loading save.
Yeah disable shader JIT fixes it. Particle effects are bugged and broken and the emulator crashes when there are any sort of particles, disabling shader JIT allows broken particles to show but runs much slower.

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

Hmm. Have you tried clear all the saves(by that, I mean clear everything in 00040000 folder)
Passes the error but gives this then black screen.
O8JE6KC.png
 

KillzXGaming

Well-Known Member
Member
Joined
Jan 2, 2016
Messages
1,629
Trophies
0
Age
28
XP
1,618
Country
United States
So nice with scaling!
srexepZ.png


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

JiVlvbK.png


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

GI9yuuK.png
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    AncientBoi @ AncientBoi: 9:02 am here