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BEFORE FILING AN ISSUE, READ THE RELEVANT SECTION IN THE CONTRIBUTING FILE!!!

Citra

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Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. It is written with portability in mind, with builds actively maintained for Windows, Linux and macOS.

Citra emulates a subset of 3DS hardware and therefore is useful for running/debugging homebrew applications, and it is also able to run many commercial games! Some of these do not run at a playable state, but we are working every day to advance the project forward. (Playable here means compatibility of at least "Okay" on our game compatibility list.)

Citra is licensed under the GPLv2 (or any later version). Refer to the license.txt file included. Please read the FAQ before getting started with the project.

Check out our website!

Need help? Check out our asking for help guide.

For development discussion, please join us on our Discord server or at #citra-dev on freenode.

Development

Most of the development happens on GitHub. It's also where our central repository is hosted.

If you want to contribute please take a look at the Contributor's Guide and Developer Information. You should also contact any of the developers in the forum in order to know about the current state of the emulator because the TODO list isn't maintained anymore.

If you want to contribute to the user interface translation, please check out the citra project on transifex. We centralize the translation work there, and periodically upstream translations.

Building

Support

We happily accept monetary donations or donated games and hardware. Please see our donations page for more information on how you can contribute to Citra. Any donations received will go towards things like:

  • 3DS consoles for developers to explore the hardware
  • 3DS games for testing
  • Any equipment required for homebrew
  • Infrastructure setup

We also more than gladly accept used 3DS consoles! If you would like to give yours away, don't hesitate to join our Discord server and talk to bunnei.

citra-android's People

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citra-android's Issues

Not run

You said in patron the app work in lollipop as minimum target and some medium devices and yeah hell
It run only on snapdragon latest release and android.
can it be for medium devices in future? ???

Requires game audio enable/disable switch

One of the things I immediately noticed on installing the app is that there's no way to disable game audio

Noted, I have a volume slider that didn't make it into the final app

Originally posted by @BreadFish64 in #12 (comment)

It also requires an audio enable/disable switch so that the audio doesn't take up any processing resources if turned off hence slightly enhancing the game's video rendering.

Frame counter goes off in some situations

In some circumstances the frame counter can display extremely inaccurate values on Android. I'm just opening this issue to keep track of this bug.

Morph reported this happening in Super Mario 3D Land for example.

Feature Request: Toggle to show/hide on-screen buttons

I'd like to compare it to NDS Boy if you don't mind. It has this feature that makes playing more convenient, especially for those who use their own controller with Citra. In this example, the button is called "touch" and it basically toggles showing of the buttons on the screen. It would be awesome to see something similar in Citra.

The images are too big even after resizing, so I've put them in spoilers (further downscaling of those images result in visible compression artefacts).

NDS Boy (notice the "touch" button on the bottom screen)

Screenshot_20200524-180722_NDS Boy! 60+ - small

Citra Android (the button could be located slightly above/below the SELECT and START buttons)

Screenshot_20200524-180640_Citra - small

EDIT: Might be related to #39.

Tales of abyss black screen..

Tales of abyss is working but the screen is all black only sounds plss fix it bec. I always want to play that game.. thanks you so much u bring citra on android.

Lighting flickering on Exynos in AC:NL, TLoZ:ALBW

Lighting flickers every second frame or so on Exynos 9810.(is probably an issue with Mali GPU)

I don't know where logs are saved in mobile version, and there's no citra_log.txt in my /sdcard.

The issue is visible on attached screenshots.
Screenshot_20200523-092348_Citra
Screenshot_20200523-092342_Citra

edit: So apparently there are logs on mobile version, but I don't know where they are. Please help.

Audio continues to run in background

When Citra is minimized the audio channel continues to be open. There is a slight hum. The audio should be cut off completely when the app is minimized. When I open recents and swipe away Citra (closing it), the hum goes away. This is more easily detected when using headphones.

Incompatibility between GitHub and Google play releases

The GitHub APK is a single package, while the Google Play version gets installed as split apks:

These files are from /data/app/org.citra.citra_emu

base.apk (2.67MB)
split_config.arm64_v8a.apk (26.30MB)
split_config.en.apk (30KB)
split_config.xxhdpi.apk (540KB)

The last 2 (or 3) are device/region specific.

Since the GitHub APK is a single file, this makes the two versions incompatible with each other. You simply get a "App could not be installed" error when installing the GitHub APK while the play store version is already installed. You can't do it the opposite way because Google Play will not update an app installed from outside.

By "incompatible", I mean that the two apps can NOT be installed at the same time as they have identical package name, but still the GitHub version can NOT be installed as an update to play store version.

This is reported on Android 9 but should be the same for any version, as it's most likely related to Google Play app publishing.

Chipsets other than Snapdragon

Hello sir..
Iam use phone with chipset helio G90t and game is very lag.
Will it take a long time for the Citra Android to support chipsets other than Snapdragon?
Thanks in advance.

The ingame menu is not accessible on all devices

This happens for example when I use the translucent controls on my Galaxy S8+.
The control bar just doesn't appear when sliding down from the top then.

I'll try to find a workaround for this in the future.

Android Billing library and the GPL?

Hi, I'm curious how you guys reconcile using the Android Billing library (which is closed source, and gets included in the APK) with the GPL.

This part of the FAQ seems to preclude using it: http://www.gnu.org/licenses/gpl-faq.html#WindowsRuntimeAndGPL - "You may not distribute these libraries in compiled DLL form with the program".

But if that does not apply somehow, which I assume since you are indeed using it, I'd be curious to know the reasoning - always good to understand the GPL better.

Random crashes and freezes in Pokemon games

When playing Pokemon moon the game works fine at 60% of speed, but it randomly freezes, music keeps playing but everything else doesn't works.
In Pokemon Omega Ruby the game works between 80/100% of speed, but the game crashes in the title screen, cutscenes, and Pokemon selection screen when hardware shader option is enabled, when disabled the game doesn't crash in that instances, but runs at 40% of speed and it randomly freezes, just like in Pokemon moon
In Pokemon X the game crashes when hardware shader is enabled.

Phone model: Huawei Y7 2019
Processor: Snapdragon 450
GPU: Adreno 506
(I know it's a bad phone, but I can't afford a better one)

Project X Zone 2 crashes when entering the "game field"

The game starts without any issues, but it crashes when loading the "game field" to play on. Practice mode from intermission works without any issues (it skips the "game field"). Please see the video.

Phone: Samsung Galaxy S7 (SM-G930F)
OS: Android 8.0.0
Processor: Exynos 8890 (Snapdragon 820 counterpart)
RAM: 4 GB
Running in FHD (1080x1920) in performance mode with battery saver turned off.

EDIT: It doesn't happen in any other games I've tried (Pokémon Ultra Sun, Project X Zone)

Bug

Plese fix castlevania lord of shadow miror of fate Force close in the game 🙏

Please read the FAQ:
https://citra-emu.org/wiki/faq/

THIS IS NOT A SUPPORT FORUM, FOR SUPPORT GO TO:
https://community.citra-emu.org/

If the FAQ does not answer your question, please go to:
https://community.citra-emu.org/

====================================================

When submitting an issue, please check the following:

  • You have read the above.
  • You have provided the version (commit hash) of Citra you are using.
  • You have provided sufficient detail for the issue to be reproduced.
  • You have provided system specs (if relevant).
  • Please also provide:
    • For any issues, a log file
    • For crashes, a backtrace.
    • For graphical issues, comparison screenshots with real hardware.
    • For emulation inaccuracies, a test-case (if able).

--->

Plss change your minimum android version 🙏🙇

Plss add Android Nougat compatibility because I have a snapdragon 625 processor and I can't update my software 😢

And I see, you already closed the issue same to my problem

There's any reason why you can't change your miminum Android version?! It's okay if doesn't good we will accept that, but we'll wish that we can also play some 3ds games so bad 🙏😢🙇

Shin megami tensei 4 crash bug

The original shin megami tensei 4 will crash the citra app back to the game selection screen when loading a save file

Pokémon Ultra Sun crashes upon returning to the menu

I think I've seen someone port this on Discord as well but didn't find any open issues about this kind of crash, so I thought I'd just post it here.
In Pokémon Ultra Sun (might apply to Sun, Moon and Ultra Moon as well) there's a crash occurring when the submenu is opened (Mystery Gift / Live Competition) instead of continuing the adventure. After leaving one of the game's submenus, the title screen with animation should appear again as it is on my 3DS and on Citra Desktop. Instead, the game immediately crashes. The video showcasing the issue is here.

I'm not sure if that's related to my phone specs at all, but I'll post them here along with the log.

Phone: Samsung Galaxy S7 (SM-G930F)
OS: Android 8.0.0
Processor: Exynos 8890 (Snapdragon 820 counterpart)
RAM: 4 GB
Running in FHD (1080x1920) in performance mode with battery saver turned off.

Unable to activate touchscreen while holding virtual gamepad button

On Picross 3D Round 2, you have to hold down different buttons and touch things on the touchscreen to perform different actions (eg. hold X and touch a block to remove it, hold Y and touch block to paint blue).

This works fine on Windows but doesn't immediately work on Android when using the virtual gamepad. When I press and hold a button on the virtual gamepad, the touchscreen doesn't register any presses. This occurs with any button on the virtual gamepad, regardless of whether it is overlying the screen or off screen in empty space. Swapping screens or changing layouts doesn't make a difference either.

A workaround is to press and hold on the touchscreen, then press and hold the gamepad button, then release the touchscreen while still holding down on the gamepad. Any subsequent touches on the touchscreen then register properly.

I'm on beta 2 of the official Android build, though also had this issue on the initial beta release.

Dragon Quest 8 Photo Bug

When trying to take photos in dragon quest 8 the photos will save as a completely black picture as if nothing was taken meaning that you will not be able to get past cameron obscure when you first encounter him and in turn making the game not passable past the 3rd town

captain toad crashes with hardware render

Version (commit hash) of Citra:
*Initial Beta release (May 22)
*Android Build 3: QQ3A.200605.001
*Pixel 3

Steps to reproduce:

  1. Enable hardware rendering (on by default)
  2. Load captain toad
  3. Loads initial screen
  4. Fades out initial screen and then returns to Citra's game list

Note: If I disable hardware rendering it will render Toad's face in a circle (but with incorrect colors).

Additional info
Changing other debug options doesn't help (disable JIT/hardware shading)

Logs don't have any info about the crash. They just complain about the encryption being incorrect (I converted it with godmode9).

Config:

[Controls]
# for button input, the following devices are available:
#  - "keyboard" (default) for keyboard input. Required parameters:
#      - "code": the code of the key to bind
#  - "sdl" for joystick input using SDL. Required parameters:
#      - "joystick": the index of the joystick to bind
#      - "button"(optional): the index of the button to bind
#      - "hat"(optional): the index of the hat to bind as direction buttons
#      - "axis"(optional): the index of the axis to bind
#      - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
#      - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
#          triggered if the axis value crosses
#      - "direction"(only used for axis): "+" means the button is triggered when the axis value
#          is greater than the threshold; "-" means the button is triggered when the axis value
#          is smaller than the threshold
button_a = 
button_b = 
button_x = 
button_y = 
button_up = 
button_down = 
button_left = 
button_right = 
button_l = 
button_r = 
button_start = 
button_select = 
button_debug = 
button_gpio14 = 
button_zl = 
button_zr = 
button_home = 
# for analog input, the following devices are available:
#  - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
#      - "up", "down", "left", "right": sub-devices for each direction.
#          Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
#      - "modifier": sub-devices as a modifier.
#      - "modifier_scale": a float number representing the applied modifier scale to the analog input.
#          Must be in range of 0.0-1.0. Defaults to 0.5
#  - "sdl" for joystick input using SDL. Required parameters:
#      - "joystick": the index of the joystick to bind
#      - "axis_x": the index of the axis to bind as x-axis (default to 0)
#      - "axis_y": the index of the axis to bind as y-axis (default to 1)
circle_pad = 
c_stick = 
# for motion input, the following devices are available:
#  - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
#      - "update_period": update period in milliseconds (default to 100)
#      - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
#      - "tilt_clamp": the max value of the tilt angle in degrees (default to 90)
#  - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
motion_device = 
# for touch input, the following devices are available:
#  - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
#  - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
#      - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
touch_device = engine:emu_window
# IPv4 address of the udp input server (Default "127.0.0.1")
udp_input_address = 
# Port of the udp input server. (Default 26760)
udp_input_port = 
# The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0)
udp_pad_index = 

[Core]
# Whether to use the Just-In-Time (JIT) compiler for CPU emulation
# 0: Interpreter (slow), 1 (default): JIT (fast)
use_cpu_jit = 1

[Renderer]
# Whether to render using GLES or OpenGL
# 0: OpenGL, 1 (default): GLES
use_gles = 
# Whether to use software or hardware rendering.
# 0: Software, 1 (default): Hardware
use_hw_renderer = 1
# Whether to use hardware shaders to emulate 3DS shaders
# 0: Software, 1 (default): Hardware
use_hw_shader = 1
# Whether to use accurate multiplication in hardware shaders
# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
shaders_accurate_mul = 
# Enable asynchronous GPU emulation
# 0: Off (Slower, but more accurate) 1: On (Default. Faster, but may cause issues in some games)
use_asynchronous_gpu_emulation = 
# Whether to use the Just-In-Time (JIT) compiler for shader emulation
# 0: Interpreter (slow), 1 (default): JIT (fast)
use_shader_jit = 
# Resolution scale factor
# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
# factor for the 3DS resolution
resolution_factor = 
# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
# 0 (default): Off, 1: On
vsync_enabled = 
# Turns on the frame limiter, which will limit frames output to the target game speed
# 0: Off, 1: On (default)
use_frame_limit = 
# Limits the speed of the game to run no faster than this value as a percentage of target speed
# 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
frame_limit = 
# The clear color for the renderer. What shows up on the sides of the bottom screen.
# Must be in range of 0.0-1.0. Defaults to 0.0 for all.
bg_red = 
bg_blue = 
bg_green = 
# Whether and how Stereoscopic 3D should be rendered
# 0 (default): Off, 1: Side by Side, 2: Anaglyph
render_3d = 
# Change 3D Intensity
# 0 - 100: Intensity. 0 (default)
factor_3d = 
# The name of the post processing shader to apply.
# Loaded from shaders if render_3d is off or side by side.
# Loaded from shaders/anaglyph if render_3d is anaglyph
pp_shader_name = 
# Whether to enable linear filtering or not
# This is required for some shaders to work correctly
# 0: Nearest, 1 (default): Linear
filter_mode = 

[Layout]
# Layout for the screen inside the render window.
# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen, 3: Side by Side
layout_option = 
# Toggle custom layout (using the settings below) on or off.
# 0 (default): Off, 1: On
custom_layout = 
# Screen placement when using Custom layout option
# 0x, 0y is the top left corner of the render window.
custom_top_left = 
custom_top_top = 
custom_top_right = 
custom_top_bottom = 
custom_bottom_left = 
custom_bottom_top = 
custom_bottom_right = 
custom_bottom_bottom = 
# Swaps the prominent screen with the other screen.
# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
swap_screen = 

[Audio]
# Whether or not to enable DSP LLE
# 0 (default): No, 1: Yes
enable_dsp_lle = 
# Whether or not to run DSP LLE on a different thread
# 0 (default): No, 1: Yes
enable_dsp_lle_thread = 
# Which audio output engine to use.
# auto (default): Auto-select, null: No audio output, sdl2: SDL2 (if available)
output_engine = 
# Whether or not to enable the audio-stretching post-processing effect.
# This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
# at the cost of increasing audio latency.
# 0: No, 1 (default): Yes
enable_audio_stretching = 
# Which audio device to use.
# auto (default): Auto-select
output_device = 
# Which mic input type to use.
# 0: None, 1 (default): Real device, 2: Static noise
mic_input_type = 
# Output volume.
# 1.0 (default): 100%, 0.0; mute
volume = 

[Data Storage]
# Whether to create a virtual SD card.
# 1 (default): Yes, 0: No
use_virtual_sd = 

[System]
# The system model that Citra will try to emulate
# 0: Old 3DS (default), 1: New 3DS
is_new_3ds = 
# The system region that Citra will use during emulation
# -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
region_value = 
# The system language that Citra will use during emulation
# 0: Japanese, 1: English (default), 2: French, 3: German, 4: Italian, 5: Spanish,
# 6: Simplified Chinese, 7: Korean, 8: Dutch, 9: Portuguese, 10: Russian, 11: Traditional Chinese
language = 
# The clock to use when citra starts
# 0: System clock (default), 1: fixed time
init_clock = 
# Time used when init_clock is set to fixed_time in the format %Y-%m-%d %H:%M:%S
# set to fixed time. Default 2000-01-01 00:00:01
# Note: 3DS can only handle times later then Jan 1 2000
init_time = 

[Camera]
# Which camera engine to use for the right outer camera
# blank: a dummy camera that always returns black image
# image: loads a still image from the storage. When the camera is started, you will be prompted
#        to select an image.
# ndk (Default): uses the device camera. You can specify the camera ID to use in the config field.
#                If you don't specify an ID, the default setting will be used. For outer cameras,
#                the back-facing camera will be used. For the inner camera, the front-facing
#                camera will be used. Please note that 'Legacy' cameras are not supported.
camera_outer_right_name = 
# A config string for the right outer camera. Its meaning is defined by the camera engine
camera_outer_right_config = 
# The image flip to apply
# 0: None (default), 1: Horizontal, 2: Vertical, 3: Reverse
camera_outer_right_flip = 
# ... for the left outer camera
camera_outer_left_name = 
camera_outer_left_config = 
camera_outer_left_flip = 
# ... for the inner camera
camera_inner_name = 
camera_inner_config = 
camera_inner_flip = 

[Miscellaneous]
# A filter which removes logs below a certain logging level.
# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
log_filter = *:Info

[Debugging]
# Record frame time data, can be found in the log directory. Boolean value
record_frame_times = 
# Port for listening to GDB connections.
use_gdbstub = false
gdbstub_port = 24689

# To LLE a service module add "LLE\<module name>=true"
[WebService]
# Whether or not to enable telemetry
# 0: No, 1 (default): Yes
enable_telemetry = 
# URL for Web API
web_api_url = https://api.citra-emu.org
# Username and token for Citra Web Service
# See https://profile.citra-emu.org/ for more info
citra_username = 
citra_token = 

Problems with notched devices

Citra Android doesn't handle notched phones correctly, resulting in weird cropping or wrong screen dimensions.
Using Googles APIs, we should detect notches and work around those problems.

The Cheats UI should be ported to Android

From a users perspective, I want to be able to edit and select cheat files from within the Citra UI. Functionality-wise it should be just as complete as the Desktop version.

Speed issues on Pokémon Ultra Sun; request for inclusion of AR cheats

One of the things I immediately noticed on installing the app is that there's no way to disable game audio which also stutters in game because game speed rarely reaches over 85% on a Snapdragon 845 phone, would be great to see more optimization done on the graphics like the Citra emulator by Zhang Wei, which also incidentally has a cheats section for AR codes which works beautifully in game, hope you address these issues and also have a way to move/position the upper and lower screens and edit screen size if possible because the lower screen looks overly magnified and pixelated in comparison to the upper screen. Lastly I'd also request to add AR cheats if possible, Citra is beautiful on the PC because of it.
I've added a screenshot of both Citra apps side by side.

Thanks and regards,
Alwyn.
Screenshot_20200523-152926685
Screenshot_20200523-153701025
Screenshot_20200523-154855757
Screenshot_20200523-154900400

Missing CIA Install UI option

I'd like to be able to install CIAs from the UI, just as on the Desktop version.
One problem on Android is disk size constraints though.

Visual artifacts in mgs 3d

Running at 1x resolution the game creates a flickering mishmash of pixels on the screen
At 2x and higher mgs shows a similar problem with a diagonal line from bottom left to upper right
Also the game runs significantly slower than citra mmj
Screenshot_2020-05-24-19-01-41-875_org citra citra_emu
IMG_20200524_190548

Feature Request: "right click options" on press & hold

I don't know of this is planned in a future update or not, so I thought I'd open an issue or a "feature request" for it.
So I was wondering if you could implement a menu with Citra Desktop's options that appears when you right click a game in the game list (save data location, custom textures, update/extra data location etc.)
However on mobile you can't right click, so instead we could open this menu by pressing and holding a game in the game list. This would especially make it easier for users who need to transfer their save data from Desktop <-> Android.
I know your goal is to achieve feature parity with Desktop, so feel free to close if you don't think this request is needed!

Super Mario 3D Land softlocks in World 1-2

This issue can be reproduced with Async GPU both enabled and disabled.
To have it happen, the best way is to start a new save, play until level 2 of World 1 and go into a pipe there.

This will cause the music to continue playing while our button overlay and the gameplay is completely frozen. When trying to press the back button, the app crashes immediately.

I'll try to get a log and a call stack soon.

Mhxx Crashes After Loading

Please fix this problem , mhxx mh4u crashes after loading when opened with citra official emu for android . This happened to many player n w hope in the future this game not crashes anymore

Android TV not supported by Citra Android

Samsung S9 works perfectly fine.. FPS is 60 for Super Mario Land 3D and Zelda Between Two Worlds. THANK YOU DEV!!

However.. I have a problem and I want to test it on Android TV so I can report to you.

I installed it using the third party and it tried to install but message said: App not installed.

Mali GPU poor performance

Mali GPU are getting poor performance in Citra, is there any way to tweak the code for better framerates? Even top Exynos phones can barely run Pokemon games, while 835 is doing fine.

Synthetic FLOPS tests are reporting Mali's superior performance, but the emulator is proving the opposite.

Is there anything we can do at this stage?

PS: I believe this doesn't need any logs because it's performance issue.

Consider moving the frontend to Kotlin in the future

Google has already shown that Kotlin is its preferred language for Android now.
It also has better static analysis, null safety, is used by major companies, etc.
It can also be picked up easily by people knowing Java and Android Studio provides automatic seamless code translation.

Any feedback on this idea would be appreciated.

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