* GetSerialNumber in ISystemSettingsServer
* Bionic qualifiers
* Revert application pool size to 3285 MB for 4 GB DRAM
* Fix PPTC recompilation if mod or patch is applied
Launch the Ryujinx.exe, first argument --no-gui or nogui, and the rest of the arguments should be your normal headless script. You can include the new option --use-main-config which will provide any arguments that you don't, filled in from your main config made by the UI.
Fixes this problem
`|W| HLE.OsThread.47 KernelIpc CallCmifMethod: Missing service Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.ApplicationProxy.IApplicationFunctions: 29 ignored`
Allows add-on content from Just Dance 2023/2024/2025 to be loaded.
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.
This PR changes the core count to be defined in the device instead of
being a const value.
This is mostly a change for future features I want to implement and
should not impact any functionality.
The console will now log the range of cores requested from the
application, and for now, if the requested range is not 0 to 2 (the 3
cores used for application emulation), it will give an error message
which tells the user to contact me on discord. I'm doing this because
I'm interested in finding applications/games that don't use 3 cores and
the error will be removed in the future once I've gotten enough data.
Added functionality to load 532-byte Amiibo BIN files, commonly used in
Tagmo and similar tools. These files were missing the following pages.
* 133 (85h) PWD
* 134 (86h) PACK RFUI
These pages can be added as null bytes if not present. The system seems
to function correctly without them.
This introduces the ability to read and write game data and model
information from an Amiibo dump file (BIN format). Note that this
functionality requires the presence of a key_retail.bin file. For the
option to appear and function in the UI, ensure that the key_retail.bin
file is located in the <RyujinxData>/system folder.
These changes allow players to matchmake for local wireless using a LDN
server. The network implementation originates from Berry's public TCP
RyuLDN fork. Logo and unrelated changes have been removed.
Additionally displays LDN game status in the game selection window when
RyuLDN is enabled.
Functionality is only enabled while network mode is set to "RyuLDN" in
the settings.
These changes allow Mario Kart Live: Home Circuit (v2.0.0) to boot into
menus. Kart functionality has not been implemented and will not work.
Version 1.0.0 is currently unsupported due to unimplemented ARM
registers. I plan on addressing this issue at a later date.
### Here is a list of the implemented and stubbed services in this PR:
#### Implemented:
Ldn.Lp2p.IServiceCreator: 0 (CreateNetworkService)
Ldn.Lp2p.IServiceCreator: 8 (CreateNetworkServiceMonitor)
Ldn.Lp2p.ISfService: 0 (Initialize)
Ldn.Lp2p.ISfServiceMonitor: 0 (Initialize)
Ldn.Lp2p.ISfServiceMonitor: 256 (AttachNetworkInterfaceStateChangeEvent)
Ldn.Lp2p.ISfServiceMonitor: 328 (AttachJoinEvent)
#### Stubbed:
Ldn.Lp2p.ISfService: 768 (CreateGroup)
Ldn.Lp2p.ISfService: 1536 (SendToOtherGroup)
Ldn.Lp2p.ISfService: 1544 (RecvFromOtherGroup)
Ldn.Lp2p.ISfServiceMonitor: 288 (GetGroupInfo)
Ldn.Lp2p.ISfServiceMonitor: 296 (GetGroupInfo2)
Ldn.Lp2p.ISfServiceMonitor: 312 (GetIpConfig)
Implements IAllSystemAppletProxiesService: 350
(OpenSystemApplicationProxy)
This fixes a crash that occurs when launching an NSP forwarder generated
by Nro2Nsp.
This feature adds a way to change the Amiibo's nickname inside Smash and
other places where it's used, so it’s not always "Ryujinx." However, I
did not add a GUI or create the Cabinet applet that would allow users to
change this. So you will have to go to system/amiibo and find your
amiibo id to change it.
Add support for sampler sRGB disable (#7312)
Change image format view handling to allow view incompatible formats (#7311)
* Allow creating texture aliases on texture pool
* Delete old image format override code
* New format incompatible alias
* Missing bounds check
* GetForBinding now takes FormatInfo
* Make FormatInfo struct more compact
* "Vulkan: Feedback loop detection and barriers (#7226)"
* "Change image format view handling to allow view incompatible formats (#7311)"
* "Add support for sampler sRGB disable (#7312)"
* These changes prevent slowdowns in several areas in Paper Mario: The Thousand Year Door, possibly other games.
* refactor(perf): pass MemoryOwner<byte> around as itself rather than IMemoryOwner<byte>
* fix(perf): get span via MemoryOwner<byte>.Span property instead of through Memory property
* fix: incorrect comment change
* Allow creating texture aliases on texture pool
* Delete old image format override code
* New format incompatible alias
* Missing bounds check
* GetForBinding now takes FormatInfo
* Make FormatInfo struct more compact
* Add files via upload
* Update IHidServer.cs
mistakes...
* format
how do i do it
* Update src/Ryujinx.HLE/HOS/Services/Hid/IHidServer.cs
Co-authored-by: Agatem <agaatem@outlook.com>
* Update src/Ryujinx.HLE/HOS/Services/Hid/IHidServer.cs
Co-authored-by: Agatem <agaatem@outlook.com>
* bruh
* Apply suggestions from code review
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* use readuint32 instead
* second thought
* i hope it works
thanks someone higher up with the same thing
* pid
* Apply suggestions from code review
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* styles i think
* Apply suggestions from code review
Co-authored-by: makigumo <makigumo@users.noreply.github.com>
---------
Co-authored-by: Agatem <agaatem@outlook.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: makigumo <makigumo@users.noreply.github.com>
The delta position of the mouse should be the difference between the current and last position. Subtracting the last deltas doesn't really make sense.
Won't implement pointer lock for first person games, but might stop some super weird behaviour with the mouse values appearing totally random.
* perf: use ByteMemoryPool
* feat: KPageTableBase/KPageTable new methods to read and write `ReadOnlySequence<byte>`
* new: add IWritableBlock.Write(ulong, ReadOnlySequence<byte>) with default impl
* perf: use GetReadOnlySequence() instead of GetSpan()
* perf: make `Parcel` IDisposable, use `ByteMemoryPool` for internal allocation, and make Parcel consumers dispose of it
* remove comment about copySize
* remove unnecessary Clear()