no way this was working before, and if it did, just pure luck, unsafe blind copy of bytes as is and zero checks.
i only tested tomodachi, but should fix all games that were crashing on saving screenshots
the crash was happening because the screenshot buffer was bigger than the bitmap buffer, so marshall.copy() was raising an unhandhled expection crashing the emu.
on top of this, because the data was just copied as is, the result image was garbled.
[fixes#304](https://github.com/Ryubing/Issues/issues/304)
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/18
See merge request ryubing/ryujinx!252
THIS IS CURRENTLY NOT EXPOSED BY THE UI OR HANDLED BY THE EMULATOR. Expect a commit later to add it to configs, UI, etc.
- log a more clear error message as to what 2002-4604 means for the user
- and return the result from the FileSystemProxy IStorage to pass the invalid data handling to the game instead of stopping emulation there and then.
- this may be changed. i'm pretty sure this error is only thrown when you actually have integrity checking enabled in settings, so maybe it crashing with a friendler message is more desired than potentially continuing execution. we will see
Previously, sockets were only ever closed when the game specifically requested it.
Thanks @comex on GitHub for the patch submitted via the issues page.
Co-Authored-By: comex <47517+comex@users.noreply.github.com>
- Move the message handler into its debugger class part,
- Move all message types into one file and collapse 3 of the ones with no data into a generic, stateless message with a single property being its type,
- Add an Fpscr helper property on IExecutionContext along with a comment about what Fpscr is (similar to the other registers in there)
- Moved the Rcmd helpers (such as GetRegisters, GetMinidump, etc) into a dedicated Debugger class part,
- Fixed the double-collection (ToArray being called twice) in GetThreadUids & GetThread in KProcess
- convert GdbRegisters utilities into extensions on IExecutionContext
- add a Write/Read Register helper on Debugger that handles 32/64 bit instead of doing that for every usage of register reading/writing
This window can be accessed via "Help" menu in the title bar.
This menu's data is synced with the in-app-list LDN game data, and that has been modified to hide unjoinable games (in-progress and/or private (needing a passphrase)). You can still see these games in the list.
This reverts commit c0c021c7a966e32ed39018f8ec00f9f373173b60.
This commit was useless, and submitted by a GDKchan-obsessed chronically online lunatic who has disrespected the maintainers of this fork due to petty disagreements of how we run our Discord server. This is my parting gift to you: Stay gone. I'd prefer this code the way it was, because then you didn't touch it.
For the record, this commit is literally useless. The behavioral outcome is functionally identical to before the commit.
It randomly started erroring in GitHub actions with exit code 8 but only sometimes, and I don't have the patience to debug it. I don't even use linux lol
GitLab does not offer a web-page view of the latest release like GitHub does, this is only available on the REST API.
As such, I added this functionality to the update server since it keeps track of what the latest version is for both release channels anyways.
Main benefit to this is sharing the C# model definitions from what the server returns and Ryujinx uses in-app without differences.
Additionally removed the GitHub API JSON models.
This reduces the amount of requests for an update from 3 if an update is needed, or 2 if not; to 1 if an update is needed, and none if an update is not. The difference comes from using this update server to check if an update is needed, and not GETing a snippet content for the release channels.
Additionally added a script to push them to Ryubing GitLab package registry. This script is my use only since it assumes you have the necessary authentication locally & on the server.
TODO: figure out a way to get proper versioning for them.
Its intended purpose is to be installed on a modded real Switch. It is wholly useless and pointless to use it in the emulator, and this will give those users a hint they might be doing something incorrectly.
the skip behavior is done by passing the user id of the profile you have selected in Options > Manage User Profiles.
See merge request ryubing/ryujinx!9
This is not a crazy speedup, we're talking fractions of a millisecond here (I had to measure in ticks; 10000000 ticks per second)
- TIPC commands are opted-into for registration since they are only used for IUserInterface, but were still attempted to be initialized for every service which spent needless time.
- Directly use GetType() instead of accessing all exported types, and Where()ing for equivalency to GetType(). This causes the logic for registration to be a lot faster.
As stated in the title, win-arm64 (Windows 11 ARM) has been added to the
workflows, so these builds should automatically compile for this PR and
all other releases going forward.
Also updated the FFmpeg runtimes from 5.0.3 to 6.1.2. macOS (x64/arm64)
is _currently_ excluded from the update until a proper cross-compiling
environment can be set up for these architectures.
Windows 11 ARM users, please test the win-arm64 build for any issues.
---------
Co-authored-by: Evan Husted <greem@greemdev.net>
Moved AppLibrary, Configuration, and PlayReport namespaces to Ryujinx.Systems, add the compat list stuff in the base Ryujinx.Systems namespace.
Moved the compatibility UI stuff to the proper UI view/viewmodel folders.
These are branches i have on my private repo that i been meaning to push
Bluey The Videogame - compatibility/Bluey
Grand Theft Auto: III – The Definitive Edition -
compatibility/gta-definitiveedition
Grand Theft Auto: Vice City – The Definitive Edition -
compatibility/gta-definitiveedition
Grand Theft Auto: San Andreas – The Definitive Edition -
compatibility/gta-definitiveedition
SpongeBob SquarePants: The Cosmic Shake - compatibility/TheCosmicShake
p.s i didn't mess up one of the commit names i swear
Jit cache now fully resets when booting a game multiple times.
This should fix random jit cache crashes.
Also removed some redundant code related to region allocation and fixed
PPTC Purge not fully purging all PPTC files in the backup folder.
Metal sounded like a good idea to get in the emulator but frankly I
underestimated just how experimental and not ready it was.
From my write up in the Discord:
```
As is, Metal supports only a few games.
The games it does support freeze on first use of not playing them via Vulkan, because shader translation is broken.
So you need to use a dirty hack to not delete all your shaders.
Not to mention it breaks many games via MoltenVK because of changes to the shared GPU code.
Merging Metal seemed like a great idea, because of the few games it does support.
But I don't think it's worth it. Many of the games it breaks via MoltenVK *don't work via Metal*.
Which effectively makes current Ryubing worse for Mac users than Ryujinx 1.1.1403.
I think what I'm gonna do is revert Metal, and reopen it as a PR. That way, you can still take advantage of the Metal backend as is, but without making other games worse with no solution.
```
For what it's worth, the shader translation part could at least be
"fixed" by always applying a 30ms delay for shader translation to Metal.
That being said, that solution sucks ass.
The MoltenVK regressions are even worse.
I hope this is not a let down to the Mac users. I hope you realize I'm
reverting this because you're actively getting a worse experience with
it in the emulator.
Unmerged PR from OG Ryujinx (#4367). From @gdkchan:
> The main goal of this change is porting the loop filtering from
libvpx, which should fix the block artifacts on some VP9 videos on games
using NVDEC to decode them. In addition to that, there are two other
changes:
>
> - The remaining decoder code required to decode a VP9 video (with
headers included) has been added. That was done because it's much better
to test the decoder standalone with a video file. I decided to keep that
code on the emulator, even if some of it is unused, since it makes
standalone testing easier in the future too, and we can include unit
tests with video files.
> - Large refactoring of both new and existing code to conform with our
conding [sic] styles, done by @TSRBerry (thanks!) Some of it has been
automated.
>
> Since we had no loop filtering before, this change will make video
decoding slower. That may cause frame drop etc if the decoder is not
fast enough in some games. I plan to optimize the decoder more in the
future to make up for that, but if possible I'd prefer to not do it as
part of this PR, but if the perf loss is too severe I might consider.
>
> This will need to be tested on games that had the block artifacts, it
would be nice to confirm if they match hardware now, and get some
before/after screenshots etc.
Comment from @Bjorn29512:
> Significantly improves the block artifacts in FE: Engage.
>
> Before:
>

>
> After:
>

---------
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
Today I had a free day to look at and work on the entire Brazilian
Portuguese language.
Translations that had not been done before have been added
Fixed several translations that didn't make sense
Translated description of functions that were not translated correctly
Words were written as close to the original English
Add Donkey Kong Country Returns HD to compatibility list
In all other calls, exceptions are handled within the ManagedSocket
class, this can't easily be done here as the exception is thrown from
the constructor, so the exception is handled in ISocket and the correct
error is passed to the application.
This should fix#660
Adds logging to most Socket calls to help with debugging network
issues.
Shouldn't affect any functionality. There's a small chance it could spam
the log in some games.
Instead of one big 2048MB JIT Cache that'd crash the emulator when maxed
out, we now have it where we add 256MB JIT Cache regions when needed,
helping reduce allocated memory where games don't use the JIT cache for
it, and helping bigger games that DO need JIT cache bigger than 2048MB!

(SSBU goes past the 2048MB JIT Cache limit that would normally crash
Ryujinx ^)
Also I added a BSD socket that Baba is You's networking for downloading
custom levels uses.
You can now access the *entire* play report data in any given value formatter.
The input types have been restructured and, notably, not every instance of Value has an ApplicationMetadata on it. It's now on the container type that also contains the matched values and the entire play report.
- Allows the ability to bind a single PlayReportGameSpec to multiple title IDs, like for MK8D
- Allows the ability for the value formatters to tell the caller of the analyzer that they should reset the value, and also added the ability to explicitly not handle a value format.
Deadlock label added.
Game sometimes just stops loading in loading screens. Game continues like its doing something but you'll be sitting there for minutes wondering why nothing is happening.
Considering the game isn't crashing, this might be an emulator-side mutex issue. I've seen that before.
Support for multiple keys per game, and provide an order of resolution via Priority.
(Currently) functionally identical to before, as only BOTW Master Mode is supported.
Changes the mods from the Atmosphère folder to show a pretty name
instead of just the name of the folder they're in, because those names
are always just a title ID.
NOTE: The DLC names are from the file names, not retrieved from the
content file itself like the main applications.
ARMS: Tested every character and every Map, played a cup as well. It
works flawless in my testing. (If it freezes, that is caused by the
Hypervisor, not Metal. You need to disable the Hypervisor for this game)
Luigi's Mansion 2 HD: I tested every world a bit and had no issue. Isaac
said he specifically worked on it as well
Following games were flawless in my testing, but I only tested earlier
parts of the game so far, a late game part might have an issue,
therefore I will further test these in the future:
- Astral Chain
- Bayonetta Origins
- New Pokemon Snap
VSync -> VSync Off -> Custom
is now
VSync -> Custom -> VSync Off
Note that Custom only appears if it's enabled in settings. This has no change if you aren't using custom VSync.
dotnet_diagnostic.CA1069.severity=none # CA1069: Enums values should not be duplicated
# Disable Collection initialization can be simplified
dotnet_diagnostic.IDE0028.severity=none
dotnet_diagnostic.IDE0300.severity=none
dotnet_diagnostic.IDE0301.severity=none
dotnet_diagnostic.IDE0302.severity=none
dotnet_diagnostic.IDE0305.severity=none
# Disable "'new' expression can be simplified"
dotnet_diagnostic.IDE0090.severity=none
# Disable "Use primary constructor"
dotnet_diagnostic.IDE0290.severity=none
# Disable "Member '' does not access instance data and can be marked as static"
dotnet_diagnostic.CA1822.severity=none
# Disable "Change type of field '' from '' to '' for improved performance"
dotnet_diagnostic.CA1859.severity=none
# Disable "Prefer 'static readonly' fields over constant array arguments if the called method is called repeatedly and is not mutating the passed array"
dotnet_diagnostic.CA1861.severity=none
# Disable "Prefer using 'string.Equals(string, StringComparison)' to perform a case-insensitive comparison, but keep in mind that this might cause subtle changes in behavior, so make sure to conduct thorough testing after applying the suggestion, or if culturally sensitive comparison is not required, consider using 'StringComparison.OrdinalIgnoreCase'"
dotnet_diagnostic.CA1862.severity=none
dotnet_diagnostic.CS9113.severity=none # CS9113: Parameter 'value' is unread
dotnet_diagnostic.IDE0130.severity=none # IDE0130: Namespace does not match folder structure
[src/Ryujinx/UI/ViewModels/**.cs]
# Disable "mark members as static" rule for ViewModels
description:"Bug fix release: If checked, this will increment the third number for only Stable, and leave the Major version alone for both Stable and Canary."
placeholder:Describe each step as precisely as possible
validations:
required:true
- type:textarea
id:log
attributes:
label:Log file
description:"A log file will help our developers to better diagnose and fix the issue. UPLOAD THE FILE. DO NOT COPY AND PASTE THE FILE'S CONTENT."
placeholder:Logs files can be found under "Logs" folder in Ryujinx program folder. They can also be accessed by opening Ryujinx, then going to File > Open Logs Folder. You can drag and drop the log on to the text area (do not copy paste).
description:CPU Instruction is missing in Ryujinx.
title:"[CPU]"
labels:[cpu, not-implemented]
body:
- type:textarea
id:instruction
attributes:
label:CPU instruction
description:What CPU instruction is missing?
validations:
required:true
- type:textarea
id:name
attributes:
label:Instruction name
description:Include the name from [armconverter.com](https://armconverter.com/?disasm) or [shell-storm.org](http://shell-storm.org/online/Online-Assembler-and-Disassembler/?arch=arm64&endianness=big&dis_with_raw=True&dis_with_ins=True) in the above code block
validations:
required:true
- type:textarea
id:required
attributes:
label:Required by
description:Add links to the [compatibility list page(s)](https://github.com/Ryujinx/Ryujinx-Games-List/issues) of the game(s) that require this instruction.
description:Include the description/explanation from [Switchbrew](https://switchbrew.org/w/index.php?title=Services_API) and/or [SwIPC](https://reswitched.github.io/SwIPC/) in the above code block
validations:
required:true
- type:textarea
id:required
attributes:
label:Required by
description:Add links to the [compatibility list page(s)](https://github.com/Ryujinx/Ryujinx-Games-List/issues) of the game(s) that require this service.
description:Shader Instruction is missing in Ryujinx.
title:"[GPU]"
labels:[gpu, not-implemented]
body:
- type:textarea
id:instruction
attributes:
label:Shader instruction
description:What shader instruction is missing?
validations:
required:true
- type:textarea
id:required
attributes:
label:Required by
description:Add links to the [compatibility list page(s)](https://github.com/Ryujinx/Ryujinx-Games-List/issues) of the game(s) that require this instruction.
These builds are experimental and may sometimes not work, use [regular builds](https://github.com/${{ github.repository }}/releases/latest) instead if that sounds like something you don't want to deal with.
| Platform | Artifact |
|--|--|
| Windows 64-bit | [Canary Windows Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-win_x64.zip) |
| Linux 64-bit | [Canary Linux Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-linux_x64.tar.gz) |
| Linux ARM 64-bit | [Canary Linux ARM Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-linux_arm64.tar.gz) |
These builds are experimental and may sometimes not work, use [regular builds](https://github.com/${{ github.repository }}/releases/latest) instead if that sounds like something you don't want to deal with.
| Platform | Artifact |
|--|--|
| Windows 64-bit | [Canary Windows Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-win_x64.zip) |
| Linux 64-bit | [Canary Linux Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-linux_x64.tar.gz) |
| Linux ARM 64-bit | [Canary Linux ARM Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-linux_arm64.tar.gz) |
| Windows 64-bit | [Stable Windows Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-${{ steps.version_info.outputs.build_version }}-win_x64.zip) |
| Linux 64-bit | [Stable Linux Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-${{ steps.version_info.outputs.build_version }}-linux_x64.tar.gz) |
| Linux ARM 64-bit | [Stable Linux ARM Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-${{ steps.version_info.outputs.build_version }}-linux_arm64.tar.gz) |
| Windows 64-bit | [Stable Windows Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-${{ steps.version_info.outputs.build_version }}-win_x64.zip) |
| Linux 64-bit | [Stable Linux Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-${{ steps.version_info.outputs.build_version }}-linux_x64.tar.gz) |
| Linux ARM 64-bit | [Stable Linux ARM Artifact](https://github.com/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_OWNER }}/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_REPO }}/releases/download/${{ steps.version_info.outputs.build_version }}/ryujinx-${{ steps.version_info.outputs.build_version }}-linux_arm64.tar.gz) |
- Option to show classic-style title bar. Requires restart of emulator to take effect.
- This is only relevant on Windows. Other Operating Systems default to this being on and not being changeable, because the custom (current) title bar only works on Windows in the first place.
- Add descriptions for "ignoring applet" translated into other languages.
NOTE: The translation isn't referenced in the code yet, it will be in the next update. These are just the translations.
## Hotfix: 1.2.43 - 2024-10-24
### GUI:
- Do not enable Ignore Applet by default when upgrading config version.
## 1.2.42 - 2024-10-24
Sources:
Init function: [archive of github.com/MutantAura/Ryujinx/commit/9cef4ceba40d66492ff775af793ff70e6e7551a9](https://web.archive.org/web/20241122193401/https://github.com/MutantAura/Ryujinx/commit/9cef4ceba40d66492ff775af793ff70e6e7551a9)
Shader counter: ~~https://github.com/MutantAura/Ryujinx/commit/67b873645fd593e83d042a77bf7ab12e5ec97357~~ Original commit has been lost
Thanks MutantAura :D
### GUI:
- Implement shader compile counter (currently not translated, will change, need to pull changes.)
- Remove graphics backend / GPU name event logic in favor of a single init function.
- Fix repeated dialog popup notifying you of new updates when there aren't any, while having a bundled update inside an XCI and an external update file.
- Fix duplicate controller names when 2 controllers of the same type are connected.
### INPUT:
- Fix invert x, y, and rotate when mapping physical left stick to logical right stick and vice versa.
## 1.2.32-1.2.33 - 2024-10-21
### i18n:
- fr_FR: Added missing strings and general improvements.
- Improve French translation clarity & add missing translations by Nebroc351, helped by Fredy27 in the Discord.
## 1.2.31 - 2024-10-21
### GUI:
- Revert maximized = fullscreen change.
- Fixes fullscreen not hiding the Windows taskbar.
## 1.2.30 - 2024-10-19
### GUI:
- Reload game list on locale change.
- Add keybinds to useful things (namely opening Amiibo scan window (Ctrl + A) and the scan button (Enter)).
- Reset RPC state when AppHost stops.
### MISC:
- XML & code cleanups.
## 1.2.29 - 2024-10-19
### GUI:
- Remove references to ryujinx.org in the localization files.
- Switch from downloading amiibo.ryujinx.org to just referencing a file in the repo & images in the repo, under assets/amiibo.
This fork is now entirely independent of the existing Ryujinx infrastructure, and as such the Amiibo features will continue to work in my version when they break in the mainline version.
## 1.2.28 - 2024-10-17
### GUI:
- Fix dialog popups doubling the window controls and laying text over the menu bar.
## 1.2.26 - 2024-10-17
### I18n:
Added Low-power PPTC mode strings to the translation files.
### GUI:
- Remove OS-provided title bar and put the Ryujinx logo next to "File" in the menu bar.
- What was in the title bar, Ryujinx version & current game information, is still visible by hovering the Ryujinx icon.
- Added icons to many actions in dropdown menus.
### RPC:
- Added Kirby and the Forgotten Land, Elder Scrolls V Skyrim, and Hyrule Warriors: Age of Calamity to the RPC assets.
## 1.2.25 - 2024-10-14
### CPU:
- Add low-power PPTC mode.
- Specifically, this setting causes the core count to get reduced by two-thirds, for lower-power but still fast loading if desired, and for unstable CPUs.
## 1.2.24 - 2024-10-14
### SDL:
- Move Mouse & MouseDriver to Input project, instead of Headless.
@@ -5,12 +5,12 @@ If you wish to build the emulator yourself, follow these steps:
### Step 1
Install the [.NET 9.0 (or higher) SDK](https://dotnet.microsoft.com/download/dotnet/9.0).
Install the [.NET 10.0 (or higher) SDK](https://dotnet.microsoft.com/en-us/download/dotnet/10.0).
Make sure your SDK version is higher or equal to the required version specified in [global.json](global.json).
### Step 2
Either use `git clone https://github.com/Ryubing/Ryujinx` on the command line to clone the repository or use Code --> Download zip button to get the files.
Either use `git clone https://git.ryujinx.app/ryubing/ryujinx.git` on the command line to clone the repository or use Code --> Download zip button to get the files.
Ryujinx is an open-source Nintendo Switch emulator, originally created by gdkchan, written in C#.
This emulator aims at providing excellent accuracy and performance, a user-friendly interface and consistent builds.
It was written from scratch and development on the project began in September 2017.
Ryujinx is available on GitHub under the <a href="https://github.com/Ryubing/Ryujinx/blob/master/LICENSE.txt" target="_blank">MIT license</a>.
Ryujinx is available on a self-managed <a href="https://github.com/Ryubing/forgejo" target="_blank">modified</a> <a href="https://forgejo.org/" target="_blank">Forgejo</a> instance under the <a href="https://git.ryujinx.app/projects/Ryubing/src/branch/master/LICENSE.txt" target="_blank">MIT license</a>.
<br />
</p>
<p align="center">
@@ -30,21 +31,11 @@
<br>
This is not a Ryujinx revival project. This is not a Phoenix project.
<br>
Guides and documentation can be found on the <a href="https://github.com/Ryubing/Ryujinx/wiki">Wiki tab</a>.
</p>
<p align="center">
If you would like a more preservative fork of Ryujinx, check out <a href="https://github.com/ryujinx-mirror/ryujinx">ryujinx-mirror</a>.
Guides and documentation can be found on the <a href="https://git.ryujinx.app/projects/Ryubing/wiki/Home">Wiki tab</a>.
@@ -58,24 +49,24 @@ Stable builds are made every so often, based on the `master` branch, that then g
These stable builds exist so that the end user can get a more **enjoyable and stable experience**.
They are released every month or so, to ensure consistent updates, while not being an annoying amount of individual updates to download over the course of that month.
You can find the latest stable release [here](https://github.com/Ryubing/Ryujinx/releases/latest).
You can find the stable releases [here](https://git.ryujinx.app/projects/Ryubing/releases).
Canary builds are compiled automatically for each commit on the `master` branch.
While we strive to ensure optimal stability and performance prior to pushing an update, these builds **may be unstable or completely broken**.
These canary builds are only recommended for experienced users.
You can find the latest canary release [here](https://github.com/Ryubing/Canary-Releases/releases/latest).
You can find the canary releases [here](https://git.ryujinx.app/Ryubing/Canary/releases).
## Documentation
If you are planning to contribute or just want to learn more about this project please read through our [documentation](docs/README.md).
If you are planning to contribute or just want to learn more about this project please read through our [documentation](https://git.ryujinx.app/projects/Ryubing/src/branch/master/docs/README.md).
## Features
- **Audio**
Audio output is entirely supported, audio input (microphone) isn't supported.
We use C# wrappers for [OpenAL](https://openal-soft.org/), and [SDL2](https://www.libsdl.org/) & [libsoundio](http://libsound.io/) as fallbacks.
We use C# wrappers for [OpenAL](https://openal-soft.org/), and [SDL3](https://www.libsdl.org/) & [libsoundio](http://libsound.io/) as fallbacks.
- **CPU**
@@ -97,7 +88,7 @@ If you are planning to contribute or just want to learn more about this project
- **Input**
We currently have support for keyboard, mouse, touch input, JoyCon input support, and nearly all controllers.
We currently have support for keyboard, mouse, touch input, Joy-Con input support, and nearly all controllers.
Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required.
In all scenarios, you can set up everything inside the input configuration menu.
@@ -114,13 +105,13 @@ If you are planning to contribute or just want to learn more about this project
## License
This software is licensed under the terms of the [MIT license](LICENSE.txt).
This software is licensed under the terms of the [MIT license](https://git.ryujinx.app/projects/Ryubing/src/branch/master/LICENSE.txt).
This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3.
See [LICENSE.txt](LICENSE.txt) and [THIRDPARTY.md](distribution/legal/THIRDPARTY.md) for more details.
See [LICENSE.txt](https://git.ryujinx.app/projects/Ryubing/src/branch/master/LICENSE.txt) and [THIRDPARTY.md](https://git.ryujinx.app/projects/Ryubing/src/branch/master/distribution/legal/THIRDPARTY.md) for more details.
## Credits
- [LibHac](https://github.com/Thealexbarney/LibHac) is used for our file-system.
- [LibHac](https://git.ryujinx.app/projects/LibHac) is used for our file-system.
- [AmiiboAPI](https://www.amiiboapi.com) is used in our Amiibo emulation.
- [ldn_mitm](https://github.com/spacemeowx2/ldn_mitm) is used for one of our available multiplayer modes.
- [ShellLink](https://github.com/securifybv/ShellLink) is used for Windows shortcut generation.