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Experimental Nintendo Switch Emulator written in C#
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Thomas Guillemard b4d91402c6 Some improvements for nvnflinger (#555)
* Initial fixes for last release of libnx

For now, the framebuffer aren't okay but it will not crash/

* Improve code reaadability in NvFlinger parsing

* Make surfaces access more userfriendly

* Add ColorFormat

* Fix code style in ColorFormat.cs

* Add multiple framebuffer support in nvnflinger

This fix libnx console rendering

* Move ReadStruct/WriteStruct to Ryujinx.Common

* fix the last nit

* Fix inverted color for R5G6B5

Also add some other format that libnx might uses.

* Remove hardcoded BlockHeight in nvflinger
2019-01-05 22:26:16 +01:00
ChocolArm64 Fix Frecpe_S/V and Frsqrte_S/V (full FP emu.). Add Sse Opt. & SoftFloat Impl. for Fcmeq/ge/gt/le/lt_S/V (Reg & Zero), Faddp_S/V, Fmaxp_V, Fminp_V Inst.; add Sse Opt. for Shll_V, S/Ushll_V Inst.; improve Sse Opt. for Xtn_V Inst.. Add Tests. (#543) 2018-12-26 15:11:36 -02:00
Ryujinx Update to LibHac 0.2.0 (#549) 2019-01-05 01:41:49 +01:00
Ryujinx.Audio Audio: Track and Call ReleaseCallbacks in the Dummy Audio Output (#508) 2018-11-19 02:24:15 +01:00
Ryujinx.Common Some improvements for nvnflinger (#555) 2019-01-05 22:26:16 +01:00
Ryujinx.Graphics Some improvements for nvnflinger (#555) 2019-01-05 22:26:16 +01:00
Ryujinx.HLE Some improvements for nvnflinger (#555) 2019-01-05 22:26:16 +01:00
Ryujinx.LLE Add Sqdmulh_S, Sqdmulh_V, Sqrdmulh_S, Sqrdmulh_V instructions; add 6 Tests. Now all saturating methods are on ASoftFallback. (#334) 2018-08-10 14:27:15 -03:00
Ryujinx.ShaderTools Move MaxUboSize definition (#530) 2018-12-17 22:32:12 -02:00
Ryujinx.Tests Fix Frecpe_S/V and Frsqrte_S/V (full FP emu.). Add Sse Opt. & SoftFloat Impl. for Fcmeq/ge/gt/le/lt_S/V (Reg & Zero), Faddp_S/V, Fmaxp_V, Fminp_V Inst.; add Sse Opt. for Shll_V, S/Ushll_V Inst.; improve Sse Opt. for Xtn_V Inst.. Add Tests. (#543) 2018-12-26 15:11:36 -02:00
Ryujinx.Tests.Unicorn Remove unnecessary usings (#463) 2018-10-17 14:55:10 -03:00
.gitattributes aloha 2018-02-04 20:08:20 -03:00
.gitignore Implement ContentManager and related services (#438) 2018-11-18 17:37:41 -02:00
.travis.yml Add some tests (#18) 2018-02-15 21:04:38 -03:00
appveyor.yml Normalize all the line endings (#518) 2018-11-29 00:01:19 -02:00
CONFIG.md Update the Readme (#546) 2018-12-17 22:34:23 -02:00
KEYS.md Add XCI, NSP and NCA loading support (#404) 2018-09-08 15:33:27 -03:00
LICENSE.txt aloha 2018-02-04 20:08:20 -03:00
README.md Update the Readme (#546) 2018-12-17 22:34:23 -02:00
Ryujinx.sln Move logging to Ryujinx.Common and make it a static class (#413) 2018-10-17 14:15:50 -03:00
Ryujinx.sln.DotSettings Adjust naming conventions and general refactoring in HLE Project (#527) 2018-12-06 09:16:24 -02:00

Ryujinx Build status

Experimental Switch emulator written in C#

Many games boot, only a handful are playable, see the compatiblity list here.

Building

To build this emulator, you will need the .NET Core 2.1 (or higher) SDK or just drag'n'drop the homebrew *.NRO / *.NSO or the game *.NSP / *.XCI on the executable if you have a pre-built version.

Features

  • Audio is partially supported.

  • Keyboard Input is supported, see CONFIG.md

  • Controller Input is supported, see CONFIG.md

  • Config File: Ryujinx.conf should be present in executable folder. For more information you can go here.

Help

If you have some homebrew that currently doesn't work within the emulator, you can contact us through our Discord with the compiled *.NRO / *.NSO (and source code if possible) and then we'll keep whatever is making app / game not work on the watch list and fix it at a later date.

Contact

For help, support, suggestions, or if you just want to get in touch with the team; join our Discord server!

For donation support, please take a look at our Patreon.

Running

To run this emulator, you need the .NET Core 2.1 (or higher) SDK.
Run dotnet run -c Release -- path\to\homebrew.nro inside the Ryujinx project folder to run homebrew apps.
Run dotnet run -c Release -- path\to\game.nsp/xci to run official games.

Compatibility

You can check out the compatibility list here.

Latest build

These builds are compiled automatically for each commit on the master branch. They may be unstable or might not work at all.
The latest automatic build for Windows, Mac, and Linux can be found on the official website.