* It builds (Doesn’t run waiting on FluentAvalonia Preview 5 Release) * Enable CompiledBindings by default * Ignore `PointerPressedEventArgs` Init warning * Define MIME and UTI Types * Update `UserProfileImageSelectorView` to StorageProvider API * PFS0 Magic * Update `MainWindowViewModel` to StorageProvider API * Update `SettingsUIView` to StorageProvider API * Update `ApplicationHelper` to StorageProvider API * Use `IsCheckChanged` * Rename events * Update Fluent Avalonia to Preivew 5 * More package updates * Fix long selection bar * return glyph value directly, instead of using a binding * fix menu item checkboxes * Fix build * Update to Preview 6 Unicorn conflict Fix remaining package oopsie * Fix issues from merge * Fix some warnings * Warnings * Squashed commit of the following: commit 79d1c190dba48e405a833f654691e47509a29792 Author: Mary <mary@mary.zone> Date: Sun Apr 16 11:38:07 2023 +0200 chore: Update Silk.NET to 2.17.1 (#4686) commit 2bc88467eb377a0ca1a8b51700300422422c8c37 Author: Ac_K <Acoustik666@gmail.com> Date: Sun Apr 16 09:37:31 2023 +0000 Update README.md commit baf8752e74488a419074ae1d484e54a00bc01973 Author: Vincenzo Nizza <vincenzonizzaufficio@gmail.com> Date: Sun Apr 16 11:19:33 2023 +0200 Ensure the updater doesn't delete hidden or system files (#4626) * Copy desktop.ini to update directory if it exists in HomeDir * EnumerateFilesToDelete() exclude files with "Hidden" and "System" attributes commit d5e4378aea086d9219f890e33cf81d566d96b9ae Author: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Date: Sun Apr 16 09:02:06 2023 +0000 nuget: bump DynamicData from 7.13.1 to 7.13.5 (#4654) Bumps [DynamicData](https://github.com/reactiveui/DynamicData) from 7.13.1 to 7.13.5. - [Release notes](https://github.com/reactiveui/DynamicData/releases) - [Changelog](https://github.com/reactivemarbles/DynamicData/blob/main/ReleaseNotes.md) - [Commits](https://github.com/reactiveui/DynamicData/compare/7.13.1...7.13.5) --- updated-dependencies: - dependency-name: DynamicData dependency-type: direct:production update-type: version-update:semver-patch ... Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> commit 6dbcdfea47e60aadefd59a75e43549793481f853 Author: TSRBerry <20988865+TSRBerry@users.noreply.github.com> Date: Sun Apr 16 09:09:02 2023 +0200 Ava: Fix nca extraction window never closing & minor cleanup (#4569) * ava: Remove unused doWhileDeferred parameters * ava: Minimally improve swkbd dialog It's currently impossible to get the dialog to redirect focus to the InputBox. * ava: Fix nca extraction dialog never closing Also contains some minor cleanup commit c5258cf082b10f335f81487f22b7eeb86075e09e Author: NitroTears <73270647+NitroTears@users.noreply.github.com> Date: Sun Apr 16 11:03:35 2023 +1000 Ability to hide file types in Game List (#4555) * Added HiddenFileTypes to config state, and check to file enumeration * Added hiddenfiletypes checkboxes to the UI * Added Ava version of HiddenFileTypes * Inverted Hide to Show with file types, minor formatting * all variables with a reference to 'hidden' is now 'shown' * one more variable name changed * review feedback * added FileTypes extension methof to get the correlating config value * moved extension method to new folder and file in Ryujinx.Ui.Common * added default case for ToggleFileType * changed exception type to OutOfRangeException commit 5c89e22bb98072adc240c2eb2d26d25fa119fe7d Author: Daniel Shala <daniel.shala08@gmail.com> Date: Sat Apr 15 18:11:24 2023 +0200 Added check for eventual symlink when displaying game files. (#4526) * Added check for eventual symlink when displaying game files. * Moved symlink check logic * Moved symlink check logic * Fixed prev commit --------- Co-authored-by: Daniel Shala <danielshala00@gmail.com> commit 11ecff2ff04633d261b9a43db792f6438df63f40 Author: Alex Barney <thealexbarney@gmail.com> Date: Fri Apr 14 16:00:34 2023 -0700 Rename Hipc to Cmif where appropriate (#3880) commit 4c3f09644a033dbf70258c4c0e5a848263b16bbd Author: MutantAura <44103205+MutantAura@users.noreply.github.com> Date: Wed Apr 12 20:18:40 2023 +0100 Move swkbd message null check into constructor (#4671) commit e187a8870a6f19ac0a85b08aece3c1a1e196e379 Author: TSRBerry <20988865+TSRBerry@users.noreply.github.com> Date: Wed Apr 12 03:09:47 2023 +0200 HLE: Deal with empty title names properly (#4643) * hle: Deal with empty titleNames in some languages * gui: Fix displaying the wrong title name * Remove unnecessary bounds check * Fix a NRE when getting the version string * Restore empty string logic commit a64fee29dc6b8e523d61abb7e79ceaa95a558c6c Author: riperiperi <rhy3756547@hotmail.com> Date: Tue Apr 11 08:23:41 2023 +0100 Vulkan: add situational "Fast Flush" mode (#4667) * Flush in the middle of long command buffers. * Vulkan: add situational "Fast Flush" mode The AutoFlushCounter class was added to periodically flush Vulkan command buffers throughout a frame, which reduces latency to the GPU as commands are submitted and processed much sooner. This was done by allowing command buffers to flush when framebuffer attachments changed. However, some games have incredibly long render passes with a large number of draws, and really aggressive data access that forces GPU sync. The Vulkan backend could potentially end up building a single command buffer for 4-5ms if a pass has enough draws, such as in BOTW. In the scenario where sync is waited on immediately after submission, this would have to wait for the completion of a much longer command buffer than usual. The solution is to force command buffer submission periodically in a "fast flush" mode. This will end up splitting render passes, but it will only enable if sync is aggressive enough. This should improve performance in GPU limited scenarios, or in games that aggressively wait on synchronization. In some games, it may only kick in when res scaling. It won't trigger in games like SMO where sync is not an issue. Improves performance in Pokemon Scarlet/Violet (res scaled) and BOTW (in general). * Add conversions in milliseconds next to flush timers. commit 9ef94c8292beda825fa76e05ad2e561c6d571c95 Author: riperiperi <rhy3756547@hotmail.com> Date: Tue Apr 11 07:55:04 2023 +0100 ARMeilleure: Move TPIDR_EL0 and TPIDRRO_EL0 to NativeContext (#4661) * ARMeilleure: Move TPIDR_EL0 and TPIDRRO_EL0 to NativeContext Some games access these system registers several tens of thousands of times in a second from many different threads. While this isn't really crippling, it is a lot of wasted time spent in a reverse pinvoke transition. Example games are Pokemon Scarlet/Violet and BOTW. These games have a lot of different potential bottlenecks so it's unlikely you will see a consistent improvement, but it definitely disappears from the cpu profile. * Remove unreachable code. * Add ulong conversion for offsets * Nit commit 915d6d044cbf8c89935f14b8c7e085ad729f0e28 Author: riperiperi <rhy3756547@hotmail.com> Date: Tue Apr 11 07:32:31 2023 +0100 OpenGL: Fix OBS/Overlays again by binding FB before present (#4668) This seems to have been removed by the Post-Processing PR, but it is required for the display in OBS to be the right way up and properly scaled. I've tested this with AA and FSR on MK8D and it seems to behave properly. Testing is welcome. commit a4780ab33b9ca6b698917ded3ef6db6e6716cad1 Author: MutantAura <44103205+MutantAura@users.noreply.github.com> Date: Mon Apr 10 23:04:31 2023 +0100 Force activate parent window before dialog is shown (#4663) * Fix build Extraction dialogue not working * Avalonia Preview 7 Needs Fluent Avalonia update still… * Fix Render Scaling * Update Fluent Avalonia * Remove `pfs0` as runnable file type * Restore Info.plist formatting * Plist Format * Update Avalonia.Svg.Skia * Update theme code (TODO) * swtich to using theme variants for light dark * Fix crashes * Text centering issues * Update `TitleUpdateViewModel` to StorageProvider API * Fixed for new PR (Will crash on launch) * Fixes… * UI: Fix sections extraction (#4820) * UI: Fix sections extraction There is currently an issue when the update NCA doesn't contains the section we want to extract, this is fixed by adding a check. I have fixed the inverted handler of ExeFs/Logo introduced in #4755. Fixes #4521 * Addresses feedback * Fix issues… * Preview 8 * Fix fuck ups * Fixes * More cleanup * Ava 11 RC Maybe there is a god * Update FluentAvalonia * update svg * Second RC (kill me) * It builds * Ava 11 * Remove unnecessary usings * Fix build * Formatting * GAS GAS GAS!!!! * Fix DLC Window Crash * Linux runner try not to crash challenge (impossible) * Add app.manifest * Fix accidental Silk.NET.Vulkan bump * Try fix truncation * Linux fix popup Windows * Fix cutoff text on windows * Status bar styling fixes * Volume Toggle Split Button Fixes * Fix load bar color * Fix shortcuts * Best we're gonna get * Fix spacing Co-authored-by: Exhigh <exhigh01@gmail.com> * Formatting * Fix Profile Dropdown * Fix Window Startup Position * Format Fixes * Fix stupid mistake * Fix accidental change * Scaling Handler (peri pls make sure is working) * Remove Locale Reflection Binding Use + Unsued Usings * Fix formatting Code styling Ughhhh Fix interface Make TimeZoneConverter internal * Remove bell workaround (no longer needed) * Disable accent menu * Update to Ava 11.0.2 * Peri suggestions * Formatting * Cleanup a bunch of jank * Dependency update * Berry fixes and suggestions * Final suggestions * Rename assemblyIdentity to Ryujinx.Emulator.Avalonia --------- Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: Exhigh <exhigh01@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
Ryujinx
(REE-YOU-JINX)
Ryujinx is an open-source Nintendo Switch emulator, 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 MIT license.
Compatibility
As of April 2023, Ryujinx has been tested on approximately 4,050 titles; over 4,000 boot past menus and into gameplay, with roughly 3,400 of those being considered playable. You can check out the compatibility list here. Anyone is free to submit a new game test or update an existing game test entry; simply follow the new issue template and testing guidelines, or post as a reply to the applicable game issue. Use the search function to see if a game has been tested already!
Usage
To run this emulator, your PC must be equipped with at least 8GiB of RAM; failing to meet this requirement may result in a poor gameplay experience or unexpected crashes.
See our Setup & Configuration Guide on how to set up the emulator.
For our Local Wireless and LAN builds, see our Multiplayer: Local Play/Local Wireless Guide .
Avalonia UI comes with translations for various languages. See Crowdin for more information.
Latest build
These 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, our automated builds may be unstable or completely broken.
If you want to see details on updates to the emulator, you can visit our Changelog.
The latest automatic build for Windows, macOS, and Linux can be found on the Official Website.
Building
If you wish to build the emulator yourself, follow these steps:
Step 1
Install the X64 version of .NET 7.0 (or higher) SDK.
Step 2
Either use git clone https://github.com/Ryujinx/Ryujinx
on the command line to clone the repository or use Code --> Download zip button to get the files.
Step 3
To build Ryujinx, open a command prompt inside the project directory. You can quickly access it on Windows by holding shift in File Explorer, then right clicking and selecting Open command window here
. Then type the following command:
dotnet build -c Release -o build
the built files will be found in the newly created build directory.
Ryujinx system files are stored in the Ryujinx
folder. This folder is located in the user folder, which can be accessed by clicking Open Ryujinx Folder
under the File menu in the GUI.
Features
-
Audio
Audio output is entirely supported, audio input (microphone) isn't supported. We use C# wrappers for OpenAL, and SDL2 & libsoundio as fallbacks.
-
CPU
The CPU emulator, ARMeilleure, emulates an ARMv8 CPU and currently has support for most 64-bit ARMv8 and some of the ARMv7 (and older) instructions, including partial 32-bit support. It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code. There are three memory manager options available depending on the user's preference, leveraging both software-based (slower) and host-mapped modes (much faster). The fastest option (host, unchecked) is set by default. Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads. The net result is a significant reduction in load times (the amount of time between launching a game and arriving at the title screen) for nearly every game. NOTE: this feature is enabled by default in the Options menu > System tab. You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch! These improvements are permanent and do not require any extra launches going forward.
-
GPU
The GPU emulator emulates the Switch's Maxwell GPU using either the OpenGL (version 4.5 minimum), Vulkan, or Metal (via MoltenVK) APIs through a custom build of OpenTK or Silk.NET respectively. There are currently six graphics enhancements available to the end user in Ryujinx: Disk Shader Caching, Resolution Scaling, Anti-Aliasing, Scaling Filters (including FSR), Anisotropic Filtering and Aspect Ratio Adjustment. These enhancements can be adjusted or toggled as desired in the GUI.
-
Input
We currently have support for keyboard, mouse, touch input, JoyCon 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.
-
DLC & Modifications
Ryujinx is able to manage add-on content/downloadable content through the GUI. Mods (romfs, exefs, and runtime mods such as cheats) are also supported; the GUI contains a shortcut to open the respective mods folder for a particular game.
-
Configuration
The emulator has settings for enabling or disabling some logging, remapping controllers, and more. You can configure all of them through the graphical interface or manually through the config file,
Config.json
, found in the user folder which can be accessed by clickingOpen Ryujinx Folder
under the File menu in the GUI.
Contact
If you have contributions, suggestions, need emulator support or just want to get in touch with the team, join our Discord server. You may also review our FAQ.
Donations
If you'd like to support the project financially, Ryujinx has an active Patreon campaign.
All developers working on the project do so in their free time, but the project has several expenses:
- Hackable Nintendo Switch consoles to reverse-engineer the hardware
- Additional computer hardware for testing purposes (e.g. GPUs to diagnose graphical bugs, etc.)
- Licenses for various software development tools (e.g. Jetbrains, IDA)
- Web hosting and infrastructure maintenance (e.g. LDN servers)
All funds received through Patreon are considered a donation to support the project. Patrons receive early access to progress reports and exclusive access to developer interviews.
License
This software is licensed under the terms of the MIT license.
This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3.
See LICENSE.txt and THIRDPARTY.md for more details.