Official Citra - New 3DS Emulator

Discussion in '3DS - Homebrew Development and Emulators' started by bunnei, Apr 24, 2014.

  1. Slidingbass

    Slidingbass GBAtemp Regular

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    Appveyor has been queing windows builds for a week now.
     
  2. drwhojan

    drwhojan GBAtemp Psycho!

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    Where I Am!
    Also just a very small "clang-format" clean up fix too is needed.

    Err edit i'm a dump shit, that's "travis" build i was taking about xd.
    ----
    Also See @wwylele is working on a new DSP toy too
    https://github.com/wwylele/teakra

    Although I compiled it only "dsptester" Part, It just gave a crash Message on 3DS, I don't think his code is complete yet..

    I took a look at Pokemon X in HEX editor "Tex-staring", It seems to be Using DSP:: DSP Only and NO HLE are LLE Unless it has a Hidden Compression are encryption of some sort ?.
     
    Last edited by drwhojan, Jan 29, 2018
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  3. saad123

    saad123 Newbie

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    Jan 15, 2018
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    any progress about fixing pokemon x and y now
     
  4. Miguel Gomez

    Miguel Gomez GBAtemp Addict

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    They've already mentioned it like few pages ago(around 349 or 350)
     
  5. vsub

    vsub Member

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    Sep 26, 2016
    If someone is curious to know about the status of Bravely Second,I just cleared the whole game without any problems while using "Citra Nightly | HEAD-79dca3d",the mingw version(I get more speed from it rather than with the msvc version)
     
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  6. Slidingbass

    Slidingbass GBAtemp Regular

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    I have a question why do certain parts of games speed up when changing the ticks like the intros in Pokemon and Monster Hunter games. I assume different games will require different number of ticks to run smoothly. Is there a solution to this like there was to DSP (LLE'ing it). An in depth explanation would be appreciated.
     
  7. Wrzl

    Wrzl Member

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    Jan 18, 2018
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    This should answer most of your questions.
     
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  8. aevans0001

    aevans0001 Member

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    Anyone here know what parts of the bios I need to copy over?
     
  9. Senjosei

    Senjosei Member

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    Jan 23, 2018
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    Null Pointer Exception HELL
    Just a small update to the texture scaling feature. I finally figured out whats causing all the artifacts, turns out 3ds does some weird texture data stuff that xBRz doesnt expect. I patched the xBRz to account for these edge cases so everything should be fine.
    Have some screenshots ☆*:.。.o(≧▽≦)o.。.:*☆
    citra-qt_2018-02-05_07-23-40.png citra-qt_2018-02-05_07-24-08.jpg citra-qt_2018-02-05_07-26-02.png citra-qt_2018-02-05_07-27-16.jpg citra-qt_2018-02-05_07-29-26.jpg citra-qt_2018-02-05_07-31-42.png citra-qt_2018-02-05_07-33-25.jpg citra-qt_2018-02-05_07-33-47.jpg

    — Posts automatically merged - Please don't double post! —

    Err... i meant to post this on the unnoficial build thread whoops
     
  10. jroweboy

    jroweboy GBAtemp Regular

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    What bug was it? Also making it official is but a pull request away :P
     
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  11. Senjosei

    Senjosei Member

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    Jan 23, 2018
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    Null Pointer Exception HELL
    in xbrz if a pixel has 0 alpha it completely iqnores it and just returns 0 even if it has other color data inside it. i just made some color data checking instead of immediately returning 0. Also idk if its bcuz the ETC1 compression or its just like that, some texture has alpha holes that xbrz also threats weirdly. I'll make the PR after texcache2 gets merged and i make my code 'presentable' :rofl2:. Theres also the problem of video upscaling i tried detecting them and not scaling it but idk if it'll apply to everything. From my games theres only 1 game poke oras that does video differently so it still gets upscaled. Dont know if other games behaves like that too
     
    Last edited by Senjosei, Feb 4, 2018
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  12. jroweboy

    jroweboy GBAtemp Regular

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    Hey, I pushed out a fix for some multiplayer games. It's live on canary give it shot
     
  13. I''S

    I''S Member

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    Is it normal this ghost effect with Fire Emblem Awakening? With Fire Emblem Fates I don't have this effect.
    fire1.JPG fire2.JPG
     
  14. jroweboy

    jroweboy GBAtemp Regular

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    We've looked into this, and its the game thats drawing it this way. Its possible citra has some misconfiguration thats causing the game to do this, but the ghosting is something the game is intending to draw.

    In other news, I got rid of the black log window on windows, check it out in the latest canary.
     
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  15. jamieyello

    jamieyello Professional Dumbass

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    That seems like a bizarre way to do bloom.

    If I had to guess, I'd have to say that the game is drawing the characters multiple times from a buffer very transparently and then blurring them for bloom. I'm guessing for whatever reason it's not doing the blurring properly. Maybe it's just the upscaling, and there isn't any blur. What do you think @jroweboy? :P

    [​IMG]
     
    Last edited by jamieyello, Feb 21, 2018
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  16. JohnJohn3484

    JohnJohn3484 Newbie

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    Mar 3, 2017
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    I noticed that in the latest canary the multiplayer menu isn't there anymore. I used a slightly older canary to link two omega ruby games. My friend connected successfully to the room but neither of us can see the other in the passerby section of pss. Am i doing something wrong?
     
    Last edited by JohnJohn3484, Feb 23, 2018
  17. Miguel Gomez

    Miguel Gomez GBAtemp Addict

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    Seems that they're updating the multiplayer feature. I suggest you and your friend use older builds with multiplayer or wait for the next Canary build.
     
  18. JohnJohn3484

    JohnJohn3484 Newbie

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    That's what we did. We used older canary builds, he connected to my room but i can't see him ingame.
     
  19. Slidingbass

    Slidingbass GBAtemp Regular

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    Nov 25, 2017
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    Regenerate console id in one of your citra canary builds.
     
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  20. jroweboy

    jroweboy GBAtemp Regular

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    its possible you downloaded the one version that had the multiplayer tab, but was missing the actual multiplayer backend code. we are in the process of merging multiplayer into nightly. when thats done the option won't ever disappear again :P