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Discussion in '3DS - Homebrew Development and Emulators' started by bunnei, Apr 24, 2014.
Appveyor has been queing windows builds for a week now.
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
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 ?.
any progress about fixing pokemon x and y now
They've already mentioned it like few pages ago(around 349 or 350)
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)
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.
This should answer most of your questions.
Anyone here know what parts of the bios I need to copy over?
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.｡.:*☆
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Err... i meant to post this on the unnoficial build thread whoops
What bug was it? Also making it official is but a pull request away
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' . 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
Hey, I pushed out a fix for some multiplayer games. It's live on canary give it shot
Is it normal this ghost effect with Fire Emblem Awakening? With Fire Emblem Fates I don't have this effect.
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.
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?
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?
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.
That's what we did. We used older canary builds, he connected to my room but i can't see him ingame.
Regenerate console id in one of your citra canary builds.
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