You can remove them by turning on the hack in the graphics tab.The outlines even came back in sickc latest build
Sorry for my ignorance Cheers u guys are legendsYou can remove them by turning on the hack in the graphics tab.
Nope The freeze is still thereThanks for all your work guys. Is Pokemon X/Y fixed or you still get that black screen at the beginning?
Thanks for all your work guys. Is Pokemon X/Y fixed or you still get that black screen at the beginning?
Nope The freeze is still there
Actually wwylele researched it LLE'ing the DSP in the citra would probably fix xyThe game is not waiting on any think.. Nore any Errors at that point in CMD, Are Warnings, Just using server helpers are Demo..
Could Any future LLE Audio fix it ?.. Who knows we wait, Why its it drawing a black screen on new game was the question..
Is it waiting some Unimplemented AAC audio..
Actually wwylele researched it LLE'ing the DSP in the citra would probably fix xy
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
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;
Based on wwylele cec.
framepacing is broken in that build
That looks like perfect framepacing to me, i could be wrong
That looks like perfect framepacing to me, i could be wrong
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.https://imgur.com/a/BVdXp
game should be 30, yet registers 25 as full speed, sometimes 24 or 26.
massive stutters too.
MingW worked.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;
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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.
You edit the game with Hex Edit and some complicated stuff.How I could remove black lines in this build?