Citra - Unofficial \ Chinese builds discussion

Discussion in '3DS - Homebrew Development and Emulators' started by masaki88, Jun 23, 2016.

  1. Slidingbass

    Slidingbass Advanced Member

    Newcomer
    83
    61
    Nov 25, 2017
    United Kingdom
    Actually wwylele researched it LLE'ing the DSP in the citra would probably fix xy
     
    drwhojan likes this.
  2. drwhojan

    drwhojan GBAtemp Psycho!

    Member
    3,884
    1,093
    Jul 14, 2009
    United Kingdom
    Where I Am!
    I know seen it at the tieba baidu / not sure if a lowed to post it since the page has no build of citra to it...

    Cat out the bag / since OCT 2017, Was Posted to Me, But cannot find the original post..

    EDIT: immediate mode ?..

    Code:
    Also, i have new informations about Pokemon XY :
    
    <jroweboy> right, it sounds like to me like its not a fatal error state or anything like that, its just doing something like "while (event not signalled) draw black transition screen"
    <jroweboy> i was going to look into reing the dsp pipe3 stuff because i'm curious to see if that has some mystical "audio callback" or something that would tell the game that an audio effect finished
    <jroweboy> so what i'm trying to say, is i wonder if its because pipe3 isn't researched, we aren't triggering the pipe interrupt for it, and the game will just sit there waiting for the interrupt
    <jroweboy> (we only trigger the dsp interrupt for pipe2 right now when its initialized or on wakeup)
    <Subv> we always trigger the pipe 3 interrupt event along with the audio pipe event
    <Subv> pipe2 is audio
    <Subv> the game isn't waiting on any event, nor does it poll any event's completion status via WaitSynchronization(no_timeout)
    <jroweboy> where are you seeing that we trigger pipe3 interrupt? and the names are just guess work as far as I remember (@merry could clarify that point)
    <Subv> see AudioTickCallback
    <Subv> the game draws that black quad using immediate mode, btw
    <jroweboy> ah shoot, didn't see that one in my searching :/ I was looking at pipe.cpp where the actual implementations go
    <merry> most games check https: //github. com /citra-emu/citra/blob/master/src/audio_core/hle/dsp.h#L326 to see if things finish playing afaik
    <Subv> why are we so sure it's audio that's causing the problem?
    <jroweboy> no one but the users are ;) but there aren't any other current explanations, and the fact that games that use pipe3 all freeze in different places means its something that should be looked into.
    <jroweboy> or at least suggests that
    <merry> personally I'd wait for DSP LLE
    <merry> if that's the case
    <jroweboy> DSP LLE... hmm... i wonder if there was anyone around here thats interested in running LLE components ;D
    <merry> i'd probably not push it to citra officially? it'll probably just be one of my experiment things
    <jroweboy> i'm just making a little joke about how Subv's lately been putting a bunch of effort into running lle services along side hle ones
     
    Last edited by drwhojan, Jan 3, 2018
    Furya, AceofZeroz, xmeee978 and 3 others like this.
  3. drwhojan

    drwhojan GBAtemp Psycho!

    Member
    3,884
    1,093
    Jul 14, 2009
    United Kingdom
    Where I Am!
    Anyone let us know with the "Alola Photo Club" Fix are Not with this ?..

    Mingw: https://ci.appveyor.com/project/Jhno591/citra/build/1.0.50/job/6d5tcayt5xn0lie7/artifacts
    MSVC: https://ci.appveyor.com/project/Jhno591/citra/build/job/jri03npclem32vk9/artifacts

    I placed the value into a new location, so i don't have to remove the test on compile.
    https://github.com/Jhon591/citra/commit/8180e9dd21a6e484dc944ea6d7e6265562b8e469

    Also keeping the "frame pacing" and not pumping up the FMV, Almost matching the value of the, Ticks;
    -----

    Edit Nice one a almost correct implement what makes "Kid Icarus Uprising" load up!
    https://github.com/citra-emu/citra/pull/3344/files

    Based on wwylele cec.
     
    Last edited by drwhojan, Jan 3, 2018
    NiagA, Furya and xmeee978 like this.
  4. warweeny

    warweeny Advanced Member

    Newcomer
    83
    32
    Apr 25, 2011
    Netherlands
    framepacing is broken in that build :P
     
    drwhojan, xmeee978 and Slidingbass like this.
  5. drwhojan

    drwhojan GBAtemp Psycho!

    Member
    3,884
    1,093
    Jul 14, 2009
    United Kingdom
    Where I Am!
    The one in red speed 100 / FPS 60 , Are one in green frame: ms , ?

    4332432.jpg
     
    NiagA and xmeee978 like this.
  6. Slidingbass

    Slidingbass Advanced Member

    Newcomer
    83
    61
    Nov 25, 2017
    United Kingdom
    That looks like perfect framepacing to me, i could be wrong :P
     
    drwhojan likes this.
  7. drwhojan

    drwhojan GBAtemp Psycho!

    Member
    3,884
    1,093
    Jul 14, 2009
    United Kingdom
    Where I Am!
    Lol, the only way to know is to make sure the citra, limit framerate is checked.

    Maybe with some games its ok I don't know..
    -----

    Anyways i'm off for the night, Have a few Beers and Popcorn, and movie on netfix lol
     
    Last edited by drwhojan, Jan 3, 2018
    AceofZeroz and Slidingbass like this.
  8. Sevenbolts

    Sevenbolts Member

    Newcomer
    11
    12
    Oct 18, 2017
    Italy
    The best way to test that so far is to try it out with Bravely Default.
    When the FramePacing is okei, it will always show 30 FPS in the lower-right part of the screen,
    if it's not, it will display more than 30, usually between 37 and 41 FPS (which makes the animations of the game choppy).
    The Builds that don't have this problem so far are the ones BEFORE SpeedUp_HMW (1.0.30).
    Missing_Part_Of_PIPE3-ReBased (1.0.49) is the only build AFTER 1.0.29 that DOES NOT have any problem with FramePacing.
    Both 1.0.47, 1.0.50 and 1.0.52 have the problem.
    Hope this feedback helps. :)
     
    Last edited by Sevenbolts, Jan 4, 2018
    AceofZeroz, xmeee978 and Slidingbass like this.
  9. warweeny

    warweeny Advanced Member

    Newcomer
    83
    32
    Apr 25, 2011
    Netherlands
    https://imgur.com/a/BVdXp

    game should be 30, yet registers 25 as full speed, sometimes 24 or 26.
    massive stutters too.
     
  10. Sevenbolts

    Sevenbolts Member

    Newcomer
    11
    12
    Oct 18, 2017
    Italy
    It seems that to have constant 30 FPS and no stuttering in 7th Dragon, you should use builds BEFORE SpeedUp_HMW (1.0.30), just like Bravely Default.
    Missing_Part_Of_PIPE3-ReBased (1.0.49) is the only build AFTER 1.0.29 that DOES NOT have any problem with FramePacing.
    Both 1.0.47, 1.0.50 and 1.0.52 have the problem.
    Any versione after that will cause that kind of problem.

    Also, after build dy (1.0.26), Pokemon Alpha Sapphire will have increased boot time, till the last one, where is tripled.
     
    Last edited by Sevenbolts, Jan 4, 2018
    Slidingbass likes this.
  11. Kaito9x

    Kaito9x Member

    Newcomer
    20
    34
    Nov 11, 2017
    Vietnam
    MingW worked. :gba:
    [​IMG]
     
  12. sagaopc

    sagaopc Member

    Newcomer
    37
    4
    Sep 13, 2009
    Brazil
    How I could remove black lines in this build?
     
    xmeee978 likes this.
  13. Miguel Gomez

    Miguel Gomez GBAtemp Addict

    Member
    2,614
    780
    Jan 10, 2016
    Planet Earth
    You edit the game with Hex Edit and some complicated stuff.
     
    xmeee978 and Furya like this.
  14. warweeny

    warweeny Advanced Member

    Newcomer
    83
    32
    Apr 25, 2011
    Netherlands
    i have 2 builds i use, the clang 5.0 fron tabnk and the 12-12 build from drwhojan, both have good framepacing, but the tabnk build shows no image in dragon quest monster joker 3, while drwhojan build does show it. Both builds have fast pokemon load times and good fmv speed.

    It will probably take a while before i will switch to a newer build, seeing they break more than fix at this point xD
     
    xmeee978 likes this.
  15. Lunos

    Lunos GBAtemp Regular

    Member
    102
    33
    Dec 26, 2010
    Uruguay
    Montevideo
    Copy "01 01 80 E0 04 20 80 E5", Ctrl+F, Paste, Ctrl+B "01 01 80 E0 00 F0 20 E3", Save, Done.
    Extremely complicated, indeed.

    EDIT: Actually, there's even a 2 minutes long video showing it.
     
    Last edited by Lunos, Jan 4, 2018
  16. Miguel Gomez

    Miguel Gomez GBAtemp Addict

    Member
    2,614
    780
    Jan 10, 2016
    Planet Earth
    psst

    I dunno anything about Hex Edit. XD
     
    drwhojan, xmeee978 and Slidingbass like this.
  17. ferdysrz

    ferdysrz Newbie

    Newcomer
    7
    0
    Dec 29, 2017
    Indonesia
    i Play Story of Season : Trio of Town, when i save game is crash. Please fix it.
     
  18. drwhojan

    drwhojan GBAtemp Psycho!

    Member
    3,884
    1,093
    Jul 14, 2009
    United Kingdom
    Where I Am!
    I have no idea why that's doing that for you and not for me.., maybe it's the game you are using..

    Why do I feel so lol...


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

    Thanks for letting us know!, made we should replace the "ticks" word in the build, and see if it still works.

    Maybe someone has the Save file to upload ?, Then i can try for myself..

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

    The good FMV speed in 12/12 build was way be four the New Core was added to Citra, and did not effect the the framepacing in game play in the slightest.., how even this new core timing that the mods added, dose merge both game play and FMV in one, making hard to change one without the other effected.
    --------

    More on the pokemon X/Y thing, thanks neko
    https://github.com/citra-emu/citra/issues/3009#issuecomment-354856288

     
    Last edited by drwhojan, Jan 4, 2018
  19. Lamawolfal

    Lamawolfal Member

    Newcomer
    14
    3
    Sep 19, 2016
    Italy
    O

    x/y fix incoming?
     
  20. Slidingbass

    Slidingbass Advanced Member

    Newcomer
    83
    61
    Nov 25, 2017
    United Kingdom
    Not yet, still going to take a lot of time
     
    drwhojan likes this.