Hi, I have the latest version of atmosphere and hekate but in cfw I can't open my cartridge game. It works fine with no cfw. Does this have anything to do with the DLC installed, checkpoint being broken with the latest patches, or something else?
Hi, I have the latest version of atmosphere and hekate but in cfw I can't open my cartridge game. It works fine with no cfw. Does this have anything to do with the DLC installed, checkpoint being broken with the latest patches, or something else?
Now that I think about it, I had to create a new emummc yesterday from scratch so I am not sure whether it is the same version or not. How would I be able to check that? As for the nogc thing, I turned it off on the hekate menu since it was the closest solution I could find online yesterday but still no go.
Wow, the game opens fine when I use sysmmc but it doesnt open when using emummc, would there be any problems using sysmmc if i i am just using it for save manager / not going online at all?
Now that I think about it, I had to create a new emummc yesterday from scratch so I am not sure whether it is the same version or not. How would I be able to check that? As for the nogc thing, I turned it off on the hekate menu since it was the closest solution I could find online yesterday but still no go.
On your emuMMC, go to the system settings and check the system version there. If the system version does not comport with your cartridge slot system version, then cartridges are not going to work, with or without the nogc patch.
Assuming your are using your sysMMC for online play, it must be on the latest system version (12.0.3 as of this post). This means your emuMMC should also be on 12.0.3 if you want cartridges to work on both. Update your emuMMC to 12.0.3 using Daybreak if you have not already done so.
Now that I think about it, I had to create a new emummc yesterday from scratch so I am not sure whether it is the same version or not. How would I be able to check that? As for the nogc thing, I turned it off on the hekate menu since it was the closest solution I could find online yesterday but still no go.
with rollback you have no input lag on your end, it feels identical to playing offline. if your opponent countered your move before you saw it happen on your end it "rolls back" to that state. eg. lets say you do a jump-in roundhouse you might see them get hit for a split second but then you get dp'd out of the hitting animation cause your opponent actually anti-aired you in that split second you just didn't see it until slightly later when the packets arrived. imo its way better than playing with input latency