Homebrew Official Citra - New 3DS Emulator

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Alright so I have an Omega Ruby rom and the latest bleeding edge (or whatever it's called) and I loaded my save from my 3DS on Citra and it loads but after the title screen it freezes (sometimes it loads the area then freezes, sometimes not).
My output log is:
SetProcessDpiAwareness(2) failed: COM error 0xffffffff80070005 (Unknown error 0x0ffffffff80070005), using 2
[ 0.000000] Common.Filesystem <Warning> common\file_util.cpp:CreateFullPath:194: path exists C:\Users\Ruby\AppData\Local\citra\app-0.1.42/user/config/qt-config.ini
[ 1.976083] HW.GPU <Critical> core\hw\gpu.cpp:MemoryFill:89: invalid start address 0x00000000
[ 1.976750] HW.GPU <Critical> core\hw\gpu.cpp:MemoryFill:89: invalid start address 0x00000000
[ 2.002596] HW.GPU <Critical> core\hw\gpu.cpp:MemoryFill:94: invalid end address 0x10B00000
[ 8.505327] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 8.505752] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 8.505959] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 8.542444] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 8.542961] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 8.543047] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 9.173991] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 9.174785] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 9.174931] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 9.237379] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 9.238135] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 9.238388] HW.GPU <Critical> video_core\renderer_opengl\gl_shader_gen.cpp:AppendSource:58: Unhandled texture type 1
[ 13.728487] Service.ERR <Critical> core\hle\service\err_f.cpp:ThrowFatalError:107: Fatal error!
[ 13.729194] Service.ERR <Critical> core\hle\service\err_f.cpp:ThrowFatalError:114: PID: 0x00000000_0x00000000
[ 13.729404] Service.ERR <Critical> core\hle\service\err_f.cpp:ThrowFatalError:115: REV: 55192
[ 13.729477] Service.ERR <Critical> core\hle\service\err_f.cpp:ThrowFatalError:116: AID: 0x00000000_0x00000000
[ 13.729545] Service.ERR <Critical> core\hle\service\err_f.cpp:ThrowFatalError:117: ADR: 0x00200B58
[ 13.729629] Service.ERR <Critical> core\hle\service\err_f.cpp:ThrowFatalError:119: RSL: 0xD90103FA
[ 13.729696] Service.ERR <Critical> core\hle\service\err_f.cpp:ThrowFatalError:120: Level: 27
[ 13.729762] Service.ERR <Critical> core\hle\service\err_f.cpp:ThrowFatalError:121: Summary: 8
[ 13.729827] Service.ERR <Critical> core\hle\service\err_f.cpp:ThrowFatalError:122: Module: 64
[ 13.729893] Service.ERR <Critical> core\hle\service\err_f.cpp:ThrowFatalError:123: Desc: 1018

It works fine on the "unofficial" builds and yes I have the home menu and shared font on my bleeding edge build.
 
Has anyone been able to get mario and luigi: paper jam to work on citra in any of the newer releases? It ALWAYS crashes for me after the opening cinematic no matter what version of citra I use...
 
Last edited by gbatempaccount,
Has anyone been able to get mario and luigi: paper jam to work on citra in any of the newer releases? It ALWAYS crashes for me after the opening cinematic no matter what version of citra I use...
you can play the game in an older version of Citra to a certain point and then pick up the save and play in a more current version of the emulator to prevent the accident game.
 
Tried that, but when I load the save it unfortunately still crashes. Something about "block size" not being the same is the error message...
 
The only way I got Mario & Luigi: Paper Jam to doesn"t crash is disabling "Hardware Render", but note that if you do that the game slwdowns a lot.
 
Last edited by Clector,
Can someone build the bleeding edge version with the controller / motion PR?
https://github.com/citra-emu/citra/pull/1995

Or can someone create a PR for the bleeding edge version to get finally controller support.

I already did https://github.com/Jhno591/citra-bleeding-edge/commits/citra-bleeding-edge
https://github.com/Jhno591/citra-bleeding-edge

I am Jhno591, I'll compile it later when I get my own PC back, just on his laptop at moment.
The main team don't seems to be adding all the good shit needed lols

edit
And here you go - Citra_Bleeding_Edge-23-10-2016
http://www25.zippyshare.com/v/HsY4Ufeq/file.html
 
Last edited by drwhojan,
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thanks for the build. but the screen layout pr is missing. :-(
I still have to stay at the unofficial builds. I hoped that bleeding edge integrates PRs to get rid of unofficial builds (Controller support, screen layout etc.)
 
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thanks for the build. but the screen layout pr is missing. :-(
I still have to stay at the unofficial builds. I hoped that bleeding edge integrates PRs to get rid of unofficial builds (Controller support, screen layout etc.)

I removed that screen layout, I'm gonna add the one to the Citra Tab , Rather then the one that was in the Graphics tab section

Would be more seen there I should think..
https://github.com/citra-emu/citra/pull/2074/files
 
Last edited by drwhojan,
The only way I got Mario & Luigi: Paper Jam to doesn"t crash is disabling "Hardware Render", but note that if you do that the game slwdowns a lot.

Yeah I tried this and it definitely slowed it down to the point where it's unplayable. I tried deactivating hardware render to to get past the FMV (which worked) and get to the gameplay, and then activating, but it just immediately crashed when I re-enabled it past the FMV. So I guess mario and luigi paper jam went from semi-playable to unplayable. Been like that for well over a month. I've tried every new version with no luck.
 
Last edited by gbatempaccount,
Last edited by drwhojan,
New update w Frame Layouts #2074
<link removed>

Citra_Bleeding_Edge-24-10-2016
<link removed>

See 1.ReadMe Source for info on running certain games.

I didn't check the file, but it seems that you are posting your own build. Remember this is the official citra thread. If you would like to share your own build, please go to the unofficial build thread!
 
Last edited by wwylele,
I didn't check the file, but it seems that you are posting your own build. Remember this is the official citra thread. If you would like to share your own build, please go to the unofficial build thread!

I am, O yes forgot sorry, but papermanzero did not request it there too, we should
 
Last edited by drwhojan,
[ 0.000000] Common.Filesystem <Warning> common\file_util.cpp:FileUtil::CreateFullPath:223: path exists C:\Users\DJKRY\Desktop\Citra-24.10.2016\Citra-24.10.2016/user/config/qt-config.ini
[ 1.702467] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:173: Fatal error
[ 1.702879] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:176: Fatal error type: Generic
[ 1.702937] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::LogGenericInfo:146: PID: 0x0000000A
[ 1.702991] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::LogGenericInfo:148: REV: 0x00000000_0x0000D798
[ 1.703045] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::LogGenericInfo:150: TID: 0x00000000_0x00000000
[ 1.703098] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::LogGenericInfo:152: AID: 0x00000000_0x00000000
[ 1.703151] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::LogGenericInfo:153: ADR: 0x0010F000
[ 1.703204] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::LogGenericInfo:155: RSL: 0xD90103FA
[ 1.703256] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::LogGenericInfo:156: Level: 27
[ 1.703309] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::LogGenericInfo:157: Summary: 8
[ 1.703361] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::LogGenericInfo:158: Module: 64
[ 1.703413] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::LogGenericInfo:159: Desc: 1018
[ 1.703506] Service.ERR <Critical> core\hle\service\err_f.cpp:ERR_F::ThrowFatalError:186: Datetime: 2016/10/24 21:11:39

I wonder why does this problem ?
 
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I'm the author of the screen layouts code and the bleeding edge builds and I just wanted to clear up some misconceptions here. Someone debugged the issue with frame layouts so I'm going to patch it up tonight and get it merged to master soon I bet. Just have some more minor changes to make and it should be clear to merge. After that, input core will need to be rebased (makotech said they're busy playing civ 6 so who knows when that will be :D) and when it does it'll be in the bleeding edge build that same day. The reason controller support is not in bleeding edge is because its code changed the same line of code that screen layouts changed, so the merge bot picked one and has to cancel the other since it doesn't know how to merge those lines of code. This is called a merge conflict and requires manual intervention to fix, something that a fully automated build like bleeding edge doesn't have.

> The main team don't seems to be adding all the good stuff...

This screams to me that you don't understand what's going on. Good things for users does not mean it's good for citra in the long run. An emulation project can live on without users, but it can't live without developers, so code quality is WAY more important than random features. (It's more complicated than that, but I don't have time to argue the finer points of my statement) Bleeding edge was an idea to reach a happy middle ground where users can test out things that are progressing to get added to citra while still not having to merge bad code to the main codebase. Things that are in unofficial builds that are not a part of bleeding edge are things that are straight up hacks, or just bad code. Note that I'm not talking about controller support as that IS supposed to be in bleeding edge but it doesn't merge cleanly right now. I'm referring to branches like pipe3 and stereoscopic 3d and things the authors dont plan to ever add to citra in their current forms. When someone feels it's good enough for review, it's as easy as clicking one button to add it into bleeding edge and bam, now everyone has the new code.

If you have further questions about bleeding edge, bug me about it on the citra forums since I don't check gbatemp, and only made this account to make sure no one else takes my name.
 
3 diffrent versiıon same problem
  • What build (HEAD-xxxxxxx)? Only report issues from official/nightly builds (server is currently down for it so either compile it yourself or wait till it's back up).
  • Exactly what game?
  • Perhaps post the full log (to a site like pastebin).
  • Exactly when in the game does the error occur?
  • Does it happen with JIT on or off?
  • Do you have the home folder dumped?
 
I'm the author of the screen layouts code and the bleeding edge builds and I just wanted to clear up some misconceptions here. Someone debugged the issue with frame layouts so I'm going to patch it up tonight and get it merged to master soon I bet. Just have some more minor changes to make and it should be clear to merge. After that, input core will need to be rebased (makotech said they're busy playing civ 6 so who knows when that will be :D) and when it does it'll be in the bleeding edge build that same day. The reason controller support is not in bleeding edge is because its code changed the same line of code that screen layouts changed, so the merge bot picked one and has to cancel the other since it doesn't know how to merge those lines of code. This is called a merge conflict and requires manual intervention to fix, something that a fully automated build like bleeding edge doesn't have.

> The main team don't seems to be adding all the good stuff...

This screams to me that you don't understand what's going on. Good things for users does not mean it's good for citra in the long run. An emulation project can live on without users, but it can't live without developers, so code quality is WAY more important than random features. (It's more complicated than that, but I don't have time to argue the finer points of my statement) Bleeding edge was an idea to reach a happy middle ground where users can test out things that are progressing to get added to citra while still not having to merge bad code to the main codebase. Things that are in unofficial builds that are not a part of bleeding edge are things that are straight up hacks, or just bad code. Note that I'm not talking about controller support as that IS supposed to be in bleeding edge but it doesn't merge cleanly right now. I'm referring to branches like pipe3 and stereoscopic 3d and things the authors dont plan to ever add to citra in their current forms. When someone feels it's good enough for review, it's as easy as clicking one button to add it into bleeding edge and bam, now everyone has the new code.

If you have further questions about bleeding edge, bug me about it on the citra forums since I don't check gbatemp, and only made this account to make sure no one else takes my name.

I know you are and welcome here.

I just add the lines manual with notepad++ , Save's all the auto conflick's
Takes little doing but worth the effort, need any think done like this?, just drop us a line :)

Just did a little here regarding the input_core #1995 and your frame layouts
https://github.com/Jhno591/citra-bleeding-edge

As for compiling under Mingw :( , still little under compiling what you guys "Program" use to compile it with ?, all I need to know.
As for compiling code mingw files is added to the source, no issues with cmake.
Under MSVS 2015 no issues at all

I will look intrested to add your fixes 4 frame layouts :)
-----------
Anyway's anyone doing a Soft Reset are if Reset back to Main Games Menu key are emu, maybe both ?
Small feature that would save restarting the whole citra emulator
 
Last edited by drwhojan,

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