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Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Yuzu Progress Report

Progress Report December 2021


Written by GoldenX86 and Honghoa on January 11 2022


Yuz-ers! Welcome to the last progress report of 2021, released in 2022 because we still haven’t figured out how to travel back in time. December brought us improved kernel emulation, fixes for driver issues, improvements to input, rendering, overall stability, and more!

We keep trying with the time machine, but we’re running out of bananas to microwave and trash to fuel the Mr. Fusion. Okay, let’s get started!

PSA for NVIDIA users: Part 2
As mentioned two months ago, NVIDIA users have been experiencing issues when using GLSL due to the changes introduced by NVIDIA dropping support for Kepler cards in the 49X series of drivers.

We’re happy to announce that we have a set of workarounds implemented by epicboy that solve all known issues. These are already available for both Mainline and Early Access.

The root of the problem in NVIDIA’s drivers seems to be in negation of integer and floating point values, and bitwise conversions of input values.

On previous drivers, you could assign a value to a variable named x, then assign -x as the value to a new variable named y. y would be equal to -1 * x. New drivers ignore this negation entirely, resulting in random spontaneous fires, security breaches, too many dogs causing a Howl, and total chaos.

The workaround is to simply subtract the value from 0. In our example, y would get the value of 0 - x.

The bitwise conversion issue is more complex, but we talked about it in the past. Back in August, we mentioned how Intel had issues in Vulkan affecting Mario’s legendary moustache.

GetAttribute returns a float value, so a conversion is needed when working with integer values.

The same issue that affected Intel GPUs now happens here on the “greener” side, but inverted. When using instance_id, old drivers accepted a float to unsigned integer conversion without issue, and you could do this conversion multiple times without losing the correct value. The current drivers, on the other hand, can sometimes return zero.

Interpreting the value directly as unsigned integers now solves this issue in both GLSL and GLASM. Since this counts as an optimization, we now apply it to all APIs.




nvidiabug_hud66e200cd80562f5de0acee35839dc17_3609464_1024x0_resize_q90_bgffffff_box_3.jpg

nvidiafix_hu0cc7b0cd1a9da1378bcda1d19ba9ff8f_6923169_1024x0_resize_q90_bgffffff_box_3.jpg


JuxtaposeJS

Back to the early days (Fire Emblem: Three Houses)

Please report if you find any issues, as there could be more broken games due to yet unknown driver bugs. On a similar note, more fixes should be coming to Vulkan too, if needed. One such issue solved itself, most likely NVIDIA fixed it on the latest drivers.

Other graphical fixes
Whenever a game played multiple videos at the same time, some of them would glitch and flicker. This happened because yuzu was limited to decoding a single video stream at a time. Having multiple videos running at the same time would cause the decoder to receive frames that were sent from different video sources, confusing the interpolation algorithm and causing the aforementioned problems. To prevent this issue from happening, vonchenplus implemented a temporary solution that gives each video stream their own video decoder, sending the correct frame data only to the correct decoder.

It still flickers, but that's the Chozo's fault (Metroid Dread)

Morph added the missing formats R16G16_UINT and ASTC_2D_8X5_UNORM to the Vulkan API, fixing the missing graphics on Immortals Fenyx Rising and making LEGO® CITY UNDERCOVER playable, respectively. (Please note that Immortals Fenyx Rising gets in game but has broken graphics at the moment).


I brick you not (LEGO® CITY UNDERCOVER)

Blinkhawk fixed a bug in the texture cache that was conveniently ignored by the AMD driver, but would cause Nvidia GPUs to crash when using the Vulkan API. This crash happened when blitting textures with different format types, something that points to a problem in the texture cache that will be addressed in a future PR.

Blinkhawk also updated the Vulkan headers to fix an extension and implemented logical operations. Both the extension and these logical operations are used by Vulkan to describe and process data, in order to compose the frames that will later be sent to the screen. This PR fixes the sand and shadow graphical problems in The Legend of Zelda: Skyward Sword, and also the shadow problems as seen in Xenoblade Chronicles 2.




xc2bug_hudee1ed8ad58b86647f3ada00ad06edad_9649199_1024x0_resize_q90_bgffffff_box_3.jpg

xc2fix_hudb5fa66ab71679ad674314889d246aed_8261190_1024x0_resize_q90_bgffffff_box_3.jpg


JuxtaposeJS

When you invert the polarity of your HDR display (Xenoblade Chronicles 2)

epicboy took a look at the issues that affected games that made heavy use of sparse GPU memory, and made the changes necessary to mitigate the problem.

Sparse memory is a technique to store data non-contiguously, which is a fancy way to say that data is broken down into small blocks and only the relevant bits are loaded into memory. There was a bug in the code used to map this data into the memory, as the offsets needed to get the right address weren’t being included in the calculations. For the sake of precaution, he also added an extra guard that prevents modifying the memory address 0, as it is used as a placeholder to signal addresses that haven’t been loaded in yet.

These changes are meant to address (no pun intended) issues related to the GPU memory management, and hopefully alleviate some stability complications related to it. Notably, the crashes on titles developed with the UE4 engine (cough, True Goddess Reincarnation V or some such, cough). The devs are still investigating any other oddities surrounding this game, so stay tuned for more updates.


These changes mitigate memory-related problems but are not guaranteed to “fix” them completely (SHIN MEGAMI TENSEI V)

Users reported crashes when playing Sonic Colors Ultimate on AMD and Intel GPUs on Vulkan after the resolution scaler was introduced. epicboy quickly jumped in to intervene and save the Blue Hedgehog.

On the AMD side, Sonic suffers from ImageView issues, causing an invalid pointer dereference when the slot_images container of the texture cache is resized. This can happen even at native resolution. epicboy found that keeping a reference of the container resolves the issue.

Intel’s turn now. The Intel Vulkan Windows driver strongly follows the specification when dealing with image blits. Khronos defines that MSAA blits are not allowed, and while most drivers let this pass, Intel is being a good boy and crashes when trying to rescale MSAA textures. Leaving aside that using traditional antialiasing on a mobile device like the Switch is a crime against humanity (you don’t waste extremely limited bandwidth on traditional antialiasing), the issue is solved by rendering directly into the scaled image when rescaling by using the 3D pipeline. The performance cost is higher (integrated GPUs like most Intel ones also hate traditional antialiasing), but it’s a price to pay to avoid crashing or losing the scaling.


Colourful (Sonic Colors: Ultimate)

The texture cache has to handle several weird situations when dealing with rendering. One aspect of the process is overlaps, when different textures compete for the same video memory space. A bug in the texture cache’s logic was found when an overlap occurs over relatively big distances in GPU memory. An overflow could happen leading to a wrongly massive texture trying to be rendered, causing VRAM to fill up instantly, and leading yuzu to a crash. This issue was common in BRAVELY DEFAULT II. Thanks to epicboy, users no longer have to suffer this sudden crash.



BRAVELY DEFAULT II

Skyline framework: Part 2
itsmeft24 submitted a patch to implement the ProcessMemory and CodeMemory kernel SVCs (Supervisor Calls), which are some of the changes needed to support the Skyline framework for modding.

Part of the ongoing work includes adding support in yuzu for all tiers of subsdk. Games can use subsdk tiers from 0 to 8, with 9 being free. Skyline uses subsdk9 to operate, so jam1garner included support for the remaining two missing tiers in yuzu, 8 and 9.

There are still a couple of things that need to be implemented before it’s ready, but things are certainly getting closer to being completed.

You can check the current progress here.

Input changes
german77 has several fixes for us and some important new additions.

Let’s kick things off with a great new feature for handheld PC users, couch players, and anyone not wanting to reach all the way to their keyboard while playing: support for gamepad hotkeys.


You can customize them

With this, users can customize button macros. For example: access or exit fullscreen, unlock the framerate, pause/continue emulation, capture a screenshot (by default conveniently mapped to the capture button of the Nintendo controllers), close yuzu, and more!

Sorry about the bad quality



When certain games start, some internal testing is done to ensure that things are where they should be and respond with an acceptable delay. One of those tests involves rumble. Games prod the controllers with a low frequency rumble test, but sometimes, some games never stop and the controller continues to vibrate, depleting battery and making you doubt what the original intention of the developer was. german77 forces the rumble amplitude to zero after the test, stopping unwanted vibrations for these affected games.

VR games may use the gyroscope sensor on the Switch itself (not the controllers) to feed motion data. Previously, yuzu would only give partial data to the game, causing erratic movement of the game’s camera. german77 added all missing data, including the gyro sensor, to solve this issue.

german77 also added support for the SetNpadJoyAssignmentMode series of services, removing some spam from the logs. This change also adds support for dual Joy-Con pairs with a single Joy-Con connected, which is something that some games seem to do.

After the release of Project Kraken, the input rewrite, analog triggers were accidentally broken. A simple bug slipped by, causing them to only work when the joysticks were moved. Two lines of code were changed, and the issue was made no more.

german77 has also been working on making Ring Fit Adventure playable. While working on implementing support for the pressure ring accessory that the game requires, german77 also ended up making some global improvements.

One change that ended up benefiting all games is controller type validation, which ensures that the emulator can only accept controller types that the game supports, while discarding and disconnecting anything else.

A bug in the controller type validation code caused Captain Toad: Treasure Tracker to constantly spam the controller applet when trying to launch two-player mode. Well, not any more! Again thanks to german77.


Co-op treasure hunting, what else could you ask for? (Captain Toad: Treasure Tracker)

Flatpak fixes
Following up from our previous mention last month, liushuyu continues to fight against the weirdness of Flatpak.

NVDEC requirements are now more flexible, the CUDA libraries are no longer mandatory, without actually affecting CUDA decoding support. Also, FFmpeg requirements have been raised to version 4.3 and higher. This should enable native Vulkan video support later on when there is driver support for it.

With this, decoding crashes are solved when running Flatpak builds of yuzu.

liushuyu also solved an issue affecting the prevent sleep functionality on Flatpak. Implementing XDP’s Inhibit API solves the issue, preventing the display from turning off at the worst moment while playing.

Additionally, Flatpak builds are compiled with asserts enabled, meaning that the emulator will be stopped when an assertion fails or an out-of-bound access inside a vector is encountered. Appimage and regular Mainline/Early Access builds are shipped with asserts disabled.

While this usually isn’t an issue, Flatpak users reported crashes in Pokémon Sword & Shield when trying to set their uniform number. As it turns out, the on-screen keyboard (OSK) was performing an out-of-bounds access when calling the number pad. Morph pointed the OSK to the proper array and the crashing stopped.


Thank you RodrigoTR for the pic! (Pokémon Sword)

General changes and bugfixes
bunnei continues to work on the kernel rewrite, toiling away to increase the accuracy of our implementation.

This time, by simplifying a number of functions and polishing the tracking of resources, he introduced more changes to improve the threading and scheduling kernel routines. These changes increase yuzu’s parity with recent updates to the Nintendo Switch OS, and also fix a number of race conditions and crashes, such as the ones experienced in Pokémon Sword & Shield and Dead or Alive Xtreme 3 Scarlet.

bunnei also implemented SetMemoryPermission, and updated the implementation of SetHeapSize, which are SVCs used by the kernel to manage the memory resources.

Previously, SetHeapSize only supported setting the heap size and expanding it, which was good enough for most games. But since some titles (such as Donkey Kong Tropical Freeze) may shrink this size, the implementation was updated to allow games to change the heap as needed, making it more accurate.

Both these changes were validated with hardware tests, ensuring that they behave as expected.

While working on these changes, bunnei found a bug in the service used to retrieve information of the currently executing process. Correcting this behaviour allowed The Witcher 3: Wild Hunt to boot, although there are still plenty of graphical issues to fix on this title.

Blinkhawk also made a number of changes to the building process to enforce more link time optimizations, and improve the time needed to generate the PDB (Program Database) file, which contains debug information. If this mumbo-jumbo sounds confusing, the gist of it is that the process of building yuzu should produce more efficient code and smaller binaries now. But feel free to skip the following few paragraphs if you’re not interested in the specifics.

Roughly speaking, compiler optimizations work on a “local” level per object. This optimization step will inline some functions, merge loops, put calling and called functions close in memory for better caching, etc. But if a function defined in another file is called within the file, the compiler can’t perform these optimizations, as it doesn’t know what this external function does, or how to optimize it.

Link time optimizations, on the other hand, take into consideration all the functions in the project. The linker, thus, is able to perform the same optimizations as the compiler, but more efficiently, as it is aware of the contents of all the functions defined in the project. This comes at a price, since the process needs more memory and takes more time to finish, but it guarantees that the released binaries perform better.

Along with this work, we considered enforcing SSE4.2 support, improving performance but making yuzu incompatible with 12 year old CPUs like the Core 2 Duo and Phenom II or older. While the performance results were positive, we are still debating whether we should reduce CPU compatibility or not.

When you open yuzu, the emulator has to take some time to measure the RDTSC frequency, a way to measure the clock speed of the CPU. Due to a bit of bloat in the previous implementation, 3 full seconds were needed to complete the operation. Morph rewrote the whole function and now only 0.2 seconds (200 milliseconds) are needed to get results as accurate as before, considerably reducing the boot times of the emulator itself.

As previously stated, german77 continues to work towards making Ring Fit Adventure playable. He has stubbed the SetNpadCaptureButtonAssignment, ClearNpadCaptureButtonAssignment, ListAlarmSettings, and Initialize services, and added support for the notif:a service.

With all his changes, the current Early Access build (at the time of writing this article) can boot and play the first stage of the game!

Ring Fit Adventure

Tatsh added NSP and XCI file association to Linux. Thanks!

Tachi107 updated cubeb and removed now deprecated functions. Cleaner is always better, thanks!

heinermann fixed a crash that would occur when the emulation was paused and the window was out of focus. Thank you!

jbeich changed the building configuration so that VA-API, one of the video decoding APIs of Linux, is enabled on Unix systems, allowing the users who want to build targeting BSD or other Unix-based systems to use hardware acceleration for video decoding.

This is just one of several PRs jbeich wrote to help yuzu work on BSD systems, thank you for your contributions!

UI changes
The favourites row in yuzu’s game list was always expanded, even if the user collapsed it. epicboy added a persistent setting to remember the user preference between launches.

One of the most common issues users face is lack of Vulkan support on their PC. Not lack of hardware support, but instead missing software support caused by outdated GPU drivers or poorly coded/outdated Vulkan injections.

Our old error popup didn’t reflect this so your writer, with his total lack of coding skills, decided to improve it.





This is a complex issue and the main reason Vulkan is not yuzu’s default API. Users of old laptops with AMD and Intel integrated GPUs tend to use the driver shipped by either the laptop vendor or Windows Update. In both cases, those drivers are most likely years old (yuzu can run on AMD GPUs from 2012) and either lack Vulkan support at all, or only support a portion of what’s needed to run yuzu. Also, since laptops, by default, connect the display directly to the integrated GPU, that’s the first Vulkan driver that will be seen, so it’s critical to have the latest GPU driver installed even if your laptop has a dedicated NVIDIA GPU running the latest driver.

While telling AMD users to manually download and install updated drivers is a viable option and works as it should, in its infinite wisdom, Intel decided to block manual installation of its own official drivers if a custom laptop vendor driver is in use (those modified drivers are usually created to cheat on battery life metrics and/or to save money on cooling).

The only alternative in those cases is to manually download the ZIP version of the driver > unpack it > Launch the Device Manager > right-click the correct GPU in Display Adapters > select Update Driver Software… > select Browse my computer for driver software > select Let me pick from a list of device drivers on my computer > select Have Disk… > then finally browse to the folder where the driver was unpacked and select the iigd_dch.inf file. What a very intuitive and user-friendly way to update a GPU driver… great job Intel.

Here’s a video tutorial for those that prefer visual aid over our rambling. Just make sure to use the iigd_dch.inf file instead of the one shown in the slightly outdated video. Other mentioned optimizations on the video no longer apply.

With this easy job done, the Intel GPU gets full Vulkan support, runs at its intended performance, and has access to all the new features, fixes, and performance improvements that the driver developers worked on. The driver is also allowed to auto-update on new official releases.

Known software that uses broken Vulkan injectors are outdated screen recorders like Bandicam, Action!, and even OBS. We strongly recommend using an up-to-date OBS, the native encoders from the GPU vendor (Radeon ReLive and Geforce Experience), or the integrated Xbox Game Bar on Windows. Overwolf and GShade are also known to break Vulkan support, so we strongly recommend avoiding them.

Future projects
Project Gaia is progressing smoothly. Heads up, SSD users will notice improvements once it is released.

Blinkhawk informs us that Project Y.F.C. will be released in smaller chunks in order to push more progressive updates instead of delaying for a big release that would require more testing time. We want to get these updates in your hands as soon as possible! We continue to plan to add several GPU features that have been pending. Here’s a screenshot as an example:


Mario Golf: Super Rush

That’s all folks! Thank you for your attention, and we hope to see you next month!
 

flyingjohn

Arcane
Joined
May 14, 2012
Messages
3,193


Really handy info in there. AC4 in particular is a hassle and a half.

https://github.com/valters-tomsons/Spectabis

Also the first time I've heard about this, it's a frontend for PCSX2 with game specific hacks, box art etc. I'll definitely give it a go later.

The only valuable thing is the black plane fix which is fixable in software mode.Here is a link:
https://www.moddb.com/games/ace-combat-04/downloads
It doesn't fix:
-Invisible clouds
-No explosions
Ace combat 5 and belkan are playable without the black plane problem so no special config needed.Just follow pcsx2 wiki guide.

The frontend is kinda useless because it doesn't support vulkan which means it is behind current pcsx2 and you are at the mercy of the dev if he updates it.
Also using a frontend just for specific game hacks is kinda weird.The emu is updated regulary and hacks that worked will change.
I would understand if this was mednafen and had no proper gui.
 

Riumedis

Novice
Joined
Dec 30, 2021
Messages
13
Cemu has updated their roadmap and they are planning to go open-source, native Linux support and a more efficient CPU JIT:

Roadmap - Planned features in Cemu
This is the official list of planned features for Cemu. Some of these are already in the works, some are in the planning stage and some are hints at were Cemu might be going in the not-so-near future. Furthermore these are listed in no particular order. Something being at the top of the list does not mean it will be completed earlier than something at the bottom. This list also does not contain every small feature and idea, but rather only major subprojects. Think of this list as something that gives you a general idea where Cemu is heading in the next few years.

LLVM as a CPU JIT backend
Currently Cemu uses a custom solution for translating Wii U PowerPC code to native x86 code. This custom approach made sense when work on Cemu initially started for a variety of verbose reasons, but today LLVM is a good replacement candidate. Switching to LLVM would make it significantly easier to add support for additional host architectures, like ARM. LLVM's optimizer passes are also far more sophisticated than ours and thus the generated code should be more efficient, leading to improved CPU emulation performance.

Status: Idea stage

Software fallback for H.264 decoding
Currently Cemu uses DXVA2 to emulate the Wii U's H.264 video decoder. While this generally works fine, support for DXVA2 is spotty on older GPUs. DXVA2 is also only available on Windows. We would therefore like to implement another decoder that can run on any CPU and any OS.

Status: Planning and research phase

Cubeb audio backend
In an effort to make the core of Cemu as platform-agnostic as possible, we want to add the Cubeb audio library as replacement for our DirectAudio/XAudio backends. This would likely also benefit Windows as Cubeb uses WASAPI which has very low latency.

Status: Planned

Linux port
We eventually want to offer a native Linux version. This has been an ongoing side-project, albeit progressing relatively slowly due to somewhat low-priority nature and being dependent on other tasks. About 70% of the work has been done at this point. Porting is tied to some other tasks on this roadmap, like the cubeb backend, software H264 decoder and migration to makefile.

Status: In progress

Upgrading to modern C++, switching to cmake
Very early versions of Cemu were written mostly in the C language. This was out of habit more than any actual reason. Since then, we are continuously rewritting code to make use of new C++20/23 features. Another related task has been switching the project from a Visual Studio solution to cmake, a necessary step for porting to other OSes. We are also using the opportunity to re-think and improve the general source file and folder structure or just to clean up code from the early days.

Status: In progress

Going open-source
As originally promised, we plan to publish the source code of Cemu and open up development to anyone who wants to contribute. There is no exact ETA when this will happen but it is planned for this year, probably after we are done restructuring the source code (see above task).

Status: Planned for this year

A new shader decompiler
To emulate shaders Cemu has to translate them from Wii U shader binary back to a higher level language that can be consumed by OpenGL/Vulkan. Our current shader decompiler is very simplistic and translates each machine instruction one-by-one to GLSL. This results in very bloated shaders with high compile time. Furthermore, for Vulkan an additional translation pass from GLSL to SPIR-V is required.

We have started work on a far more sophisticated shader decompiler which is able to output both optimized GLSL and SPIR-V. In theory, this should cut down on the compilation time of shaders and consequently reduce shader compilation stutter. No significant runtime (FPS) performance improvements are expected because GPU drivers are already very good at optimizing shaders regardless of whether the input is already pre-optimized or not.

Status: In very early stages of development

Compatibility with all games
The long-term plan for Cemu is to reach 100% compatibility with every Wii U game. A secondary goal is to support all homebrew and allow for pretty much everything a real Wii U does, although the scope of this secondary goal is quite enormous and hard to attain. Improving compatibility isn't one single thing. Rather, it's many unique problems with very different solutions. Since we cant list them all this entry acts as a placeholder.

Status: In progress
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
BROs, almost done with DeSu2 - RB. As promised in the "Random thoughts" thread, I'm posting textures (256x256) & avatars (128x128) below:

Airi:

LNAtPHg.png
lnv4brA.png
heczXgY.png


Al:

rHeQ686.png
fIadDzB.png


Protag:

sTE7OwU.png
EEzvQlS.png
wQunT67.png


Daichi:

ISjiQvO.png
M1Z9Z1w.png
f65eqNG.png


Fumi:

CIqhHD7.png
KoUJVEF.png
aCpvv32.png
KKuCmjn.png


Hinako:

Or8jLCr.png
IKMVw51.png
myo659U.png


Io:

i97Y6AD.png
fwtGmm3.png
3KWUFqc.png
6s914xB.png


Joe:

QNuf1f9.png
uaETsQO.png
UOPFcVH.png


Jungo:

59drOdS.png
sQb3Cc4.png
f2sknXY.png


Keita:

0b2nrHP.png
7iZgfsq.png
v2KBAEX.png


Makoto:

YNX5nIL.png
szfLSSw.png
Ra4uAch.png
jIiLT2o.png


Otome:

Hlf4eYb.png
b8ROVel.png


Ronaldo:

rZPTGmB.png
Z29BYqM.png


Yamato:

7qj9e8d.png
ggdXppV.png


Grab this shit as archive here

Same thing, but for DeSu1O can be found here.
 

Puukko

Arcane
Joined
Jul 23, 2015
Messages
3,935
Location
The Khanate
Some PSAs:

PCSX2 now has 64 bit builds available on their github:

https://pcsx2.github.io/downloads.html

Not a clue if there is any meaningful improvement in performance or compatibility, but there you go. Also, disregard what I said about Reshade above, it works just fine on Vulkan for me.


Ryujinx recently got shafted by Appveyor which forced them to change to a new release system. This means you should go grab the newest version from their site to ensure that the auto updater keeps working.

Edit: I see the PCSX2 bit was mentioned above.
 
Last edited:

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
BROs, just quick two things:

1) If you can't get the DLCs for Fire Emblem - Awakening to work:

OSGiZuQ.jpg

tWqchmY.jpg


:decline:

Switch the "Region" setting from "Auto-select":

G4SmvLq.png


To the region corresponding to your rom & DLC pack. And voila:

OSGiZuQ.jpg

MwWOBuV.jpg


:incline:

2) A couple pages back I linked to HQ texture packs for some 3DS games. But just recently Gamebanana's user Zoran501 has compiled a "Chad HQ pack" for Fire Emblem - Fates, combining textures from 4 different packs.

Combined HD Pack for Fates

That is all. :obviously:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
BROs, back in November, me, Duraframe300 & Puukko were playing around with various HD textures for FE - Fates.

1) Vanilla game in native res:

i5A0FgX.jpg


2) HQ Texture pack by tesla2105 (with swapped DualShock prompts, which is kinda WTF):

3JdlGn3.jpg


3) Quick & sloppy handjob of a resized texture by Duraframe300:

8HXIFAE.jpg


But it looks like Zoran501 used / created some now UI textures for his pack, since with it game looks like this:

HDRDSpg.jpg


:incline:

But as you can see, the "X" button is still not properly positioned. Fucking textures, mang. :lol:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
BROs, since I'm still in the middle of a Fire Emblem spree (currently my inner storyfag is being awakened by Awakening's writing), I've decided to share two things related to FE & emulation.

1) As some of you may know, some Awakening's "Paralogues" require SpotPass connection to be enabled. These six so-called "SpotPass Paralogues" (#18 - #23) can be unlocked after beating Chapter #25. Which was very hard to do in Citra, due to the weird way the game interacts with SpotPass and save files (it "unlocks" these chapters only for "current save", instead of using setting stored in Global file (most unlocks are stored there). So, in order to unlock these chapters in Citra, you had to reach Chapter #25 in emu, then transfer your saves to real 3DS, unlock bonus chapters via SpotPass and transfer unlocked saves back to emu.

Fortunately, thanks to brave redditor u/heritorofrain, it can now be done much easier - via romfs mod, which modifies game's exe, changing these paralogues' flags from "require spotpass" to "does not require spotpass".

More info + link to the mod here

I wasn't able to test it yet, since I'm still in the beginning, but users reported that it works fine.

2) Fates, Echoes & Three Houses have different problem. Some unlocks in these games are connected to the amiibo aids - you have to scan your figurines to unlock characters / bonus chapters.

amiibo usage in Fire Emblem games

To enable these things in Citra / Yuzu, you need to load special .bin files, containing NFC "scan data".

Problem is, where to get these? Well:

here

Will report later if / how it works in Fates & Echoes.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
My own screenshot from the new in-progress PCSX2 GUI.

Unsurprisingly, it's basically Duckstation (Which isn't a bad thing at all :salute:).

2022-01-31-1.png


Edit: Currently, there are several things that are still missing/do nothing.
 
Last edited:

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
PCSX2 GUI
Is it freely available for download somewhere? The latest nightly build I can get still has the old UI.

If you don't want to compile yourself, you can download a qt build via the actions panel if you have a github account.

Best just wait though, as I said there's still stuff missing that doesn't make it useable atm, except for satisfying curiosity.
 

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,140
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Unlike all other emulators Xenia is actually one of the rare cases where an emulator uses mostly GPU grunt to emulate games, so Xenia implementing resolution upscaling techniques like FSR is actually really good news. It can literally be the difference between emulating Lost Odyssey, Blue Dragon or RDR 1 at native resolution or 2x resolution.

(And you want 2x resolution...).
 

Duraframe300

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Dec 21, 2010
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Some new (expected and unexpected) things I noticed in the new QT-PCSX2 Gui

- Integer Scaling
- Per Game Settings (Not yet working)
- Save/Load on Exist/Resume (Know this feature from Duckstation, works very well.)
- Frame Pacing controls (Max Latency, Optimize Frame Pacing, Adjust to Host Refresh Rate)
- Game List / Grid Mode (as seen above)
- Generally everything's better organized, though there's still room for optimization

Edit: Reposting Screenshot for convenience, because it put me on a new page

2022-01-31-1.png
 
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Duraframe300

Arcane
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Dec 21, 2010
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6,395
On that note: Duckstation is now officially put on hold by Stenzek (unless someone wants to take over for maintenance).
Reasons are a bit of drama and a bit of the Retroarch guy being his usual shady self resulting in Stenzek not having any motivation for it.

Duckstation is pretty complete anyway with the biggest regret being that he was working on a better solution for Texture replacement than what Beetle does. But maybe he'll pick that up sometime in the future, who knows?
 
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Duraframe300

Arcane
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Dec 21, 2010
Messages
6,395
I look forward to when emulators are developed by AI... until that AI inevitably develops personality disorders.
I mean I kinda get it. The RetroArch guy is shady and manipulative as fuck, but instead of engaging, just ignore and don't let him get to you. He can spend 10'000 hours porting shit and taking credit for it, if he wants to. Who cares?

Same with annoying users, where too many devs get emotionally invested and end up losing motivation or be overly harsh to those who ask normally.

Too many open source projects go down because of silly shit. Internet communities are cancer.
 
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lightbane

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Dec 27, 2008
Messages
10,554
Internet communities that invite trannies and lunatics are cancer.
Fixed. While these communities have never been good, things have gotten MUCH worse over the last 10 years or so due the above.
I remember that old man that stopped translating because the game he translated (Goemon something) had a word similar to tranny. He didn't want to deal with the drama so he retired said mod and left the scene.
 
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[

Wanted to add to this as the same commit has now near eliminated Input Lag, thanks to the new host window, for a lot of people (a lot of other reasons have been eliminated prior in the past 2 years).

I just tried the latest commit (v1.7.2305) to check about input lag as that's always been my main beef with PCSX2 and why I consider it nearly unplayable, but no difference for me at all. Still over 5 frames of delay.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
[

Wanted to add to this as the same commit has now near eliminated Input Lag, thanks to the new host window, for a lot of people (a lot of other reasons have been eliminated prior in the past 2 years).

I just tried the latest commit (v1.7.2305) to check about input lag as that's always been my main beef with PCSX2 and why I consider it nearly unplayable, but no difference for me at all. Still over 5 frames of delay.

Zero difference is a bit weird, since the new host window mostly bypasses DWM. So, at least a few frames should be saved on that, even if everything else fails. (You're on Windows, right?)

I'm personally not sensitive enough for input lag to make a statement (as said, just posted from seeing reactions like these ones:
https://github.com/PCSX2/pcsx2/pull/5224#issuecomment-1008657040 ).

You can try lowering the *Vsync in MTGS Queue* to 1 or 0 in the General Settings, though I don't know if you already knew that.

Edit: Wrong link, the previous one was about frame pacing. Corrected.
 
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Frame pacing was one issue that has really improved in recent builds of PCSX2. Thanks for the heads up about "Vsync in MTGS Queue", I wasn't aware of that option and setting it to 0 definitely seems to have shaved off some frames. I'll do some more testing and report.

edit: definitely much improved. Can play DDP DOJ properly now (best port with accurate music, MAME has a shitty sound driver for this game). Thanks!

After lowering audio latency to about 25ms, I can honestly say this is a complete game changer for me regarding this emulator. Really great stuff.
 
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Duraframe300

Arcane
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Dec 21, 2010
Messages
6,395
Replicating old home computers is for me by far the most interesting use of FPGA (with building an arcade machine just behind).
 

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