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51 Commits

Author SHA1 Message Date
lizzie
a0d6904837 [android] try fix playtime datarace (using nullptr) by just zealously checking for nullptr
Signed-off-by: lizzie <lizzie@eden-emu.dev>
2025-12-08 02:38:32 +01:00
xbzk
5b019a81a7 [docs] debug knobs user guide (#3159)
* initial debug knobs guide
* integration with add boolean guide

Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3159
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2025-12-07 20:33:14 +01:00
lizzie
83332316aa [gamemode] Make available on other platforms (#353)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/353
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-07 07:13:43 +01:00
lizzie
3141019fcd [qt, util] Change default units from units of 1024 (MiB, KiB) to 1000 (MB, KB) (#2882)
Better for readability of these units? Perhaps
Signed-off-by: lizzie <lizzie@eden-emu.dev>

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2882
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-07 00:29:37 +01:00
Kleidis
4cc9aa691d [android] Remove all frame skip / frame interpolation code (#3152)
Both options do nothing, however one was exposed to the user making them think it actually helps.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3152
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Kleidis <kleidis1@protonmail.com>
Co-committed-by: Kleidis <kleidis1@protonmail.com>
2025-12-07 00:28:58 +01:00
JPikachu
d96ab0df6a [docs] Add Boolean toggle guide (#3081)
Hope this helps someone, it was fun to write. ❤️

Signed-off-by: JPikachu <jpikachu@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3081
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
2025-12-06 23:33:33 +01:00
crueter
c03f7cf284 [android] remove unused strings (#3157)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3157
2025-12-06 21:04:38 +01:00
PavelBARABANOV
750fecda18 [android] Volume keys interception in dispatchKeyEvent (#3155)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3155
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2025-12-06 20:55:45 +01:00
Evilperson1337
1f422a8f70 [docs] Adding Initial Documentation (#3139)
## Overview
Adding Markdown, simplified versions of the docs hosted on [External Site](https://evilperson1337.notion.site/Eden-Guides-2b057c2edaf680149310edee3024565d).

### Guides Added

- Adding Games into Steam with Steam ROM Manager and Eden
- Adding Eden as an emulator into Steam ROM Manager
- How to modify the Date/Time in Eden
- How to configure controller profiles
- How to set controller profiles per game
- Eden fails to launch but does not leave a log (Windows)
- How to configure motion/gyro controls on steam deck
- How to access logs
- How to import saves into Eden (windows)
- How to install Atmosphere mods
- How to install Updates/DLC
- Quick Start Guide (Steam Deck)
- Quick Start Guide (Windows)
- Allowing Eden to Run on MacOS (MacOS)
- Sync Game Saves with Syncthing (General)
- Sync Game Saves with Syncthing (Windows)
- Sync Game Saves with Syncthing (Linux)
- Using Amiibo with Eden (Windows)
- Using Cheats with Eden (Windows)
- Using Cheats with Eden (Android)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3139
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Evilperson1337 <Evilperson1337@proton.me>
Co-committed-by: Evilperson1337 <Evilperson1337@proton.me>
2025-12-05 23:09:25 +01:00
lizzie
90877dfc85 [cmake] only use MoltenVk on Apple platforms (#3146)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3146
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-05 02:57:39 +01:00
kleidis
f882ff72eb android: Rework setup fragment to use multiple buttons per-page (#2854)
Adapted from f771952e62 (diff-e59f69380a076aef2745f7ab65072ca25fc26c598e2ed177475a15fe44121b4d)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2854
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
2025-12-04 07:33:04 +01:00
lizzie
55cc4d5ede [experiment] mbedtls force ARM64 Neon even when macros say otherwise (#2793)
more of the mbedtls trying to make macro magic even through they do runtime checks

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2793
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-04 07:32:40 +01:00
lizzie
09f03f5640 [hle/kernel] mark invalid SVC paths as unreachable (#3023)
Should improve performance of SVC by a very, very tiny margin. Codegen seems to be better from the exclusion of all domains beyond >=0x92

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3023
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-04 07:31:30 +01:00
lizzie
7a98ee4ead [vk] attempt to continue even if unsuitable driver (#3087)
rationale:
- some drivers will not outright crash (and keeping a list of those who don't crash is tedious)
- if it does crash we can get a log line saying "hey, this driver? unsuitable"
- makes lfie with lavapipe a tad bit easier
Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3087
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-04 07:30:59 +01:00
lizzie
dfd042c809 [qt] remove unused config migrator (#3130)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3130
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-04 07:29:41 +01:00
lizzie
16ca7851c5 [qt, cmd] Document & fix some inconsistencies with command line arguments (#3104)
- documents command line arguments
- allows you to specify files starting with `-`
Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3104
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-04 07:26:56 +01:00
lizzie
0eed5100f9 [input_common/mouse, sdl_driver] increase latency of mouse and SDL_vibration threads to 4 "evals" per sec (#2982)
No need to have those nano-sleeps for these threads...

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2982
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-04 07:26:20 +01:00
lizzie
8d3b33c3aa [android] remove (enhanced) text and just shorten to (e)nhanced FPS (#3048)
less visual clutter
Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3048
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-04 07:25:39 +01:00
MrPurple666
e3c942b209 [NCE] Fix cache invalidation and signal interrupt race condition (#3063)
Inspired by PR #3047

This should theoretically fix 3 bugs in NCE:

  - **Bug 1**: `ClearInstructionCache()` now properly invalidates L1 instruction cache using IC IALLU instead of only using memory barriers
  - **Bug 2**: `InvalidateCacheRange()` implements proper range-based cache invalidation instead of always flushing entire L1 cache
  - **Bug 3**: `SignalInterrupt()` adds acquire fence to guarantee memory visibility of the `is_running` flag, preventing lost signals

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3063
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Co-committed-by: MrPurple666 <antoniosacramento666usa@gmail.com>
2025-12-04 07:25:21 +01:00
lizzie
1b1e186a58 [fs] fix paths not being created due to instance not existing yet (#3134)
basically a check runs that depends on the instance being created, but instance isnt created yet so check fails
Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3134
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-04 07:18:36 +01:00
crueter
e75ecfd4a0 [externals] change bundled MVK to Ori's fork (#3141)
Fixes the weird Metal shader crash we saw previously, so now macOS works again. Hooray!

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3141
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2025-12-04 07:18:19 +01:00
crueter
18135424df [cmake] more modules, general "cleanup" (#3126)
Successor to that old MoltenVK PR. Does a lot of cleanups within root CMakeLists.txt, hands over MoltenVK and VulkanValidationLayers to CPMUtil, and separates out common operations into my modules.

Hopefully reduces the monstrosity that is root CMakeLists.txt. Please test:

- builds on all platforms
- VulkanValidationLayers

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3126
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2025-12-04 06:00:58 +01:00
lizzie
1d2b9de496 [docs/user] add server hosting section (#3093)
Authored-by: kaorukimura
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3093
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-04 01:03:19 +01:00
crueter
fe8017734b [cmake, externals] android x86_64 support (#3086)
Updates all of our bundled CI deps to support android x86_64, adds a
build flavor thereof (`chromeOS`), and also adds sirit mingw support.

The new FFmpeg package is built in a much better way that actually makes
it identically built to the other CI packages, meaning we now have real
8.0.0 support, no need for libvpx/cpu_features/all that other crap.
PLUS, we can now statically link it! Hooray! It's also built with
MediaCodec support so in the future we can work on that.

Rewrote the android build script too, plus added a copyFlavorTypeOutput
target that assembles and copies the APK. The code behind it sucks
because I'm not great with Gradle but hey, it works.

Testers: please test everything related to video decoding. VP9 and h264, games that normally suck with their prerendered stuff, make sure I didn't nuke it to oblivion, etc.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3086
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2025-12-03 06:40:11 +01:00
Caio Oliveira
33ee9de85a [fixup] settings: Set Overlay Applet to false (#3112)
* it's unlocking fps, should be investigate further

Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3112
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
2025-12-03 03:32:11 +01:00
lizzie
e22756160c [qt] configure network per game (#3113)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3113
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-01 07:44:47 +01:00
lizzie
a33956f738 [hle] remove settings server thread (#3118)
test no perf regressions for games when saving settings

ALSO:
- the old logic made some settings not save
- if stop_token is true
- if the time was less than 1 minute

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3118
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-01 07:19:45 +01:00
lizzie
4642e82ca7 [logging] disable windows-only debugger backend on non-windows platforms (#3032)
Signed-off-by: lizzie lizzie@eden-emu.dev
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3032
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-01 05:42:02 +01:00
lizzie
97054357d2 [common] asserts now display expression of assert (#2997)
Easiest change in the world, will help to pinpoint asserts quicker, it's just a relatively small thing so doesn't even need testing.

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2997
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-01 05:06:57 +01:00
lizzie
941caf31ce [port] NetBSD and improper ctor for SpinLock fixes (#3092)
So when libc starts it has to start at an entry point located into crt0, now most OSes will do "enough" setup to allow mprotect() and mmap() to be called in static ctors (remember they're called BEFORE main)
By some stupid miracle, NetBSD doesn't; this means that using those functions on NetBSD will result in spurious results
The reason why is still unknown to me, but this is also combined with the fact that allocating a big chunk of memory for the JIT will make NetBSD refuse to mprotect()/mmap() it in low memory situations (even when space is available); so I take the same approach as with solaris
Also I now make it so fastmem handlers are NOT registered for OSes that disabled fastmem, this is because they pollute sigsegv and makes debugging stupidier

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3092
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-30 06:05:53 +01:00
lizzie
c72144abad [port] windows 7 support (#3105)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3105
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-30 06:04:36 +01:00
lizzie
d656e347c8 [vk] bump cache to v14 (#3114)
invalidates all vulkan caches now, sorry not sorry, but will fix your broken games :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3114
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-29 02:59:24 +01:00
lizzie
8859809ebd [maxwell] ATOM() has cases where it acts like a NOP (#2907)
ATOM should be NOP in these cases
May break games? May not break games! - But it **should** be correct to do this

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2907
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-28 15:11:16 +01:00
crueter
318998cbb5 [cmake] fix macos mbedtls (#3109)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3109
2025-11-27 19:59:08 +01:00
Maufeat
f58097e814 [hle,display,overlay,starter,hid] add overlay functions, starter applet (initially), HID handheld for system applets and fw21 stubs (#3080)
Adds fully functional overlay display.
- Enable Overlay Applet via "View" -> "Enable Overlay Display Applet"
- Open the overlay by pressing the home button for over 1s
- Can adjust volume
- Can toggle airplane mode (if on WiFi, maybe if overlay is enabled pretend to be on WiFi?)
- Future TODO(?): Adjust Brightness implementation for host system
- Inputs are properly registered. e.g. if overlay open, application does not register inputs.

You can control volume and airplane mode outside of the emulator window

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3080
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
2025-11-27 19:46:41 +01:00
lizzie
1efef85352 Partial revert "[common] remove HeapTracker (#3001)" (#3107)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3107
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-27 15:31:34 +01:00
lizzie
ea0e5d630c [common] remove HeapTracker (#3001)
Should fix a bunch of leaks on Android? - PLEASE CHECK UE4 GAMES
Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3001
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-27 03:06:11 +01:00
Caio Oliveira
9e610ea098 Partial revert "[shared_recompiler/maxwell] fix SURED() wrong encodings (#2983)" (#3099)
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3099
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
2025-11-26 22:57:00 +01:00
lizzie
41af6ea645 [dynarmic] force devirtualisation of terminal handlers (#3033)
Should result in very marginally small performance gains. Basically removes the deref of vtable for EmitX64 on lto builds, so in THEORY it should be better than having to defer w.r.t all terminal handlers.

aka. we just like, inline them in one big function and keep CPU away from deference hell.

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3033
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-26 22:28:19 +01:00
lizzie
91b0432591 [video_core, settings] Allow to turn of aniso levels completely, provide levels of aniso upto x64 (#3019)
Never in my lifetime will I ever need to revise anisotropy levels; I hope :)

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3019
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-26 02:16:37 +01:00
lizzie
46239dafa1 [core/hle] bump to 21.0.1 (#3091)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3091
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-25 23:05:25 +01:00
lizzie
bf23921f07 [macos] add liquid glass icon (#3095)
Co-authored-by: Maufeat
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3095
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-25 22:37:04 +01:00
xbzk
e63f71c787 [android, qt] 16 bit debug knob set for quick development toggles (#3076)
**Aims to dismiss the needing of developers to wait for someone to provide new toggles only to test temporary stuff**

This is a classic debug knob set for development use.
Developers will be able to call Settings::getDebugKnobAt(0 to 15) to pick one of the 16 bits of that setting, allowing users to easily enable or disable multiple features in testing builds, by entering values instructed by the developers.

Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3076
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2025-11-25 00:41:45 +01:00
crueter
027085e5ba [desktop] fix audio output engine not saving (#3083)
This issue has like 15 different causes, and I'm surprised it took this
long to pop up.

1. LoadString had a hack *specific* to the AudioEngine enum. Why?
   Solving this was easy, just use the explicit type ctor. -_-
2. The LoadString hack was abused in configure_audio.cpp to get around
   the canonicalization infrastructure that was explicitly put in to
   make this exact operation easier. Why?
3. ToString was also broken because of LoadString's garbage output.
   Technically it might work now, but it's better to just use the
   canonicalization infrastructure that was made specifically for this
   purpose.

Also did a few tiny optimizations in config/settings cuz wynaut.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3083
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2025-11-25 00:20:16 +01:00
lizzie
f40025fd9b [qt, settings] allow to set custom unit and battery serial (#2813)
Also removes "use dev keys" option since it's not even present on UI and it's just a file redirection anyways
Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2813
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-24 08:15:57 +01:00
lizzie
ed39ec4738 Revert "[vk] Fix 20xx flipped screen (#3058)" (#3075)
NOTES:
regs.window_origin.flip_y MUST flip the y coordinate of any given FragCoord, we don't emulate this, this is the root cause of the error, but I'll just revert for now since it's easier

DON'T MERGE unless it's near 0.0.4 and I (or someone else) hasn't tackled this yet properly

This reverts commit 17fe74ef11.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3075
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-23 21:16:43 +01:00
lizzie
fe13539d72 [meta] remove stale/dead links in help/about (#3064)
removes old links to dead wiki

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3064
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-11-22 21:08:55 +01:00
John
be218cc020 [vk] Fixes regression of PR #180 vk_scheduler.cpp for AMD GPU and Windows OS (#3071)
Fixes AMD + Windows because it forces barriers to include the fragment test and color output stages explicitly, ensuring that all render pass writes are visible before later commands. Without it, AMD’s driver sometimes skipped synchronization, causing broken rendering in Final Fantasy Tactics.

PR #3069 also fixes this regression by reverting vk_scheduler.cpp in PR #180.
This PR fixes PR #180 and may be the better solution.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3071
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2025-11-22 21:06:30 +01:00
PavelBARABANOV
c3cbe2d4d0 [android] fixing virtual keyboard in dark souls (#3061)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3061
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2025-11-22 21:06:24 +01:00
kleidis
79b162a37c [android] Automatic update fetcher and APK installer (#2987)
This might need a test run before merging. Just to make sure.

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2987
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
2025-11-22 21:01:19 +01:00
PavelBARABANOV
f3fbb3812f [android] Localize play time units (#3045)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3045
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2025-11-22 20:54:40 +01:00
262 changed files with 6136 additions and 3327 deletions

View File

@@ -1,21 +1,121 @@
#!/bin/bash -e
#!/bin/sh -e
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
export NDK_CCACHE=$(which ccache)
NUM_JOBS=$(nproc 2>/dev/null || getconf _NPROCESSORS_ONLN 2>/dev/null || echo 2)
export CMAKE_BUILD_PARALLEL_LEVEL="${NUM_JOBS}"
ARTIFACTS_DIR="$PWD/artifacts"
if [ ! -z "${ANDROID_KEYSTORE_B64}" ]; then
: "${CCACHE:=false}"
RETURN=0
usage() {
cat <<EOF
Usage: $0 [-t|--target FLAVOR] [-b|--build-type BUILD_TYPE]
[-h|--help] [-r|--release] [extra options]
Build script for Android.
Associated variables can be set outside the script,
and will apply both to this script and the packaging script.
bool values are "true" or "false"
Options:
-r, --release Enable update checker. If set, sets the DEVEL bool variable to false.
By default, DEVEL is true.
-t, --target <FLAVOR> Build flavor (variable: TARGET)
Valid values are: legacy, optimized, standard, chromeos
Default: standard
-b, --build-type <TYPE> Build type (variable: TYPE)
Valid values are: Release, RelWithDebInfo, Debug
Default: Debug
Extra arguments are passed to CMake (e.g. -DCMAKE_OPTION_NAME=VALUE)
Set the CCACHE variable to "true" to enable build caching.
The APK and AAB will be output into "artifacts".
EOF
exit "$RETURN"
}
die() {
echo "-- ! $*" >&2
RETURN=1 usage
}
target() {
[ -z "$1" ] && die "You must specify a valid target."
TARGET="$1"
}
type() {
[ -z "$1" ] && die "You must specify a valid type."
TYPE="$1"
}
while true; do
case "$1" in
-r|--release) DEVEL=false ;;
-t|--target) target "$2"; shift ;;
-b|--build-type) type "$2"; shift ;;
-h|--help) usage ;;
*) break ;;
esac
shift
done
: "${TARGET:=standard}"
: "${TYPE:=Release}"
: "${DEVEL:=true}"
TARGET_LOWER=$(echo "$TARGET" | tr '[:upper:]' '[:lower:]')
case "$TARGET_LOWER" in
legacy) FLAVOR=Legacy ;;
optimized) FLAVOR=GenshinSpoof ;;
standard) FLAVOR=Mainline ;;
chromeos) FLAVOR=ChromeOS ;;
*) die "Invalid build flavor $TARGET."
esac
case "$TYPE" in
RelWithDebInfo|Release|Debug) ;;
*) die "Invalid build type $TYPE."
esac
LOWER_FLAVOR=$(echo "$FLAVOR" | sed 's/./\L&/')
LOWER_TYPE=$(echo "$TYPE" | sed 's/./\L&/')
if [ -n "${ANDROID_KEYSTORE_B64}" ]; then
export ANDROID_KEYSTORE_FILE="${GITHUB_WORKSPACE}/ks.jks"
base64 --decode <<< "${ANDROID_KEYSTORE_B64}" > "${ANDROID_KEYSTORE_FILE}"
echo "${ANDROID_KEYSTORE_B64}" | base64 --decode > "${ANDROID_KEYSTORE_FILE}"
SHA1SUM=$(keytool -list -v -storepass "${ANDROID_KEYSTORE_PASS}" -keystore "${ANDROID_KEYSTORE_FILE}" | grep SHA1 | cut -d " " -f3)
echo "-- Keystore SHA1 is ${SHA1SUM}"
fi
cd src/android
chmod +x ./gradlew
./gradlew assembleMainlineRelease
./gradlew bundleMainlineRelease
set -- "$@" -DUSE_CCACHE="${CCACHE}"
[ "$DEVEL" != "true" ] && set -- "$@" -DENABLE_UPDATE_CHECKER=ON
if [ ! -z "${ANDROID_KEYSTORE_B64}" ]; then
echo "-- building..."
./gradlew "copy${FLAVOR}${TYPE}Outputs" \
-Dorg.gradle.caching="${CCACHE}" \
-Dorg.gradle.parallel="${CCACHE}" \
-Dorg.gradle.workers.max="${NUM_JOBS}" \
-PYUZU_ANDROID_ARGS="$*" \
--info
if [ -n "${ANDROID_KEYSTORE_B64}" ]; then
rm "${ANDROID_KEYSTORE_FILE}"
fi
echo "-- Done! APK and AAB artifacts are in ${ARTIFACTS_DIR}"
ls -l "${ARTIFACTS_DIR}/"

View File

@@ -1,22 +0,0 @@
#!/bin/sh
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
GITDATE="$(git show -s --date=short --format='%ad' | sed 's/-//g')"
GITREV="$(git show -s --format='%h')"
ARTIFACTS_DIR="$PWD/artifacts"
mkdir -p "${ARTIFACTS_DIR}/"
REV_NAME="eden-android-${GITDATE}-${GITREV}"
BUILD_FLAVOR="mainline"
BUILD_TYPE_LOWER="release"
BUILD_TYPE_UPPER="Release"
cp src/android/app/build/outputs/apk/"${BUILD_FLAVOR}/${BUILD_TYPE_LOWER}/app-${BUILD_FLAVOR}-${BUILD_TYPE_LOWER}.apk" \
"${ARTIFACTS_DIR}/${REV_NAME}.apk" || echo "APK not found"
cp src/android/app/build/outputs/bundle/"${BUILD_FLAVOR}${BUILD_TYPE_UPPER}"/"app-${BUILD_FLAVOR}-${BUILD_TYPE_LOWER}.aab" \
"${ARTIFACTS_DIR}/${REV_NAME}.aab" || echo "AAB not found"
ls -la "${ARTIFACTS_DIR}/"

View File

@@ -4,7 +4,7 @@
# SPDX-License-Identifier: GPL-3.0-or-later
# specify full path if dupes may exist
EXCLUDE_FILES="CPM.cmake CPMUtil.cmake GetSCMRev.cmake renderdoc_app.h tools/cpm tools/shellcheck.sh tools/update-cpm.sh tools/windows/vcvarsall.sh externals/stb externals/glad externals/getopt externals/gamemode externals/FidelityFX-FSR externals/demangle externals/bc_decoder"
EXCLUDE_FILES="CPM.cmake CPMUtil.cmake GetSCMRev.cmake renderdoc_app.h tools/cpm tools/shellcheck.sh tools/update-cpm.sh tools/windows/vcvarsall.sh externals/stb externals/glad externals/getopt externals/gamemode externals/FidelityFX-FSR externals/demangle externals/bc_decoder externals/cmake-modules"
# license header constants, please change when needed :))))
YEAR=2025

View File

@@ -1,8 +1,4 @@
blank_issues_enabled: false
contact_links:
- name: yuzu Discord
url: https://discord.com/invite/u77vRWY
about: If you are experiencing an issue with yuzu, and you need tech support, or if you have a general question, try asking in the official yuzu Discord linked here. Piracy is not allowed.
- name: Community forums
url: https://community.citra-emu.org
about: This is an alternative place for tech support, however helpers there are not as active.
- name: Eden Discord
url: https://discord.gg/HstXbPch7X

View File

@@ -1,3 +1,16 @@
diff --git a/library/aesni.h b/library/aesni.h
index 754c984c79..59e27afd3e 100644
--- a/library/aesni.h
+++ b/library/aesni.h
@@ -35,7 +35,7 @@
/* GCC-like compilers: currently, we only support intrinsics if the requisite
* target flag is enabled when building the library (e.g. `gcc -mpclmul -msse2`
* or `clang -maes -mpclmul`). */
-#if (defined(__GNUC__) || defined(__clang__)) && defined(__AES__) && defined(__PCLMUL__)
+#if defined(__GNUC__) || defined(__clang__)
#define MBEDTLS_AESNI_HAVE_INTRINSICS
#endif
/* For 32-bit, we only support intrinsics */
diff --git a/library/aesni.c b/library/aesni.c
index 2857068..3e104ab 100644
--- a/library/aesni.c

View File

@@ -1,10 +0,0 @@
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 1811c42..bac9098 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -1,4 +1,4 @@
-cmake_minimum_required(VERSION 2.6)
+cmake_minimum_required(VERSION 3.5)
if(TEST_CPP)
project("mbed TLS" C CXX)
else()

View File

@@ -1,13 +0,0 @@
diff --git a/library/aesni.h b/library/aesni.h
index 754c984c79..59e27afd3e 100644
--- a/library/aesni.h
+++ b/library/aesni.h
@@ -35,7 +35,7 @@
/* GCC-like compilers: currently, we only support intrinsics if the requisite
* target flag is enabled when building the library (e.g. `gcc -mpclmul -msse2`
* or `clang -maes -mpclmul`). */
-#if (defined(__GNUC__) || defined(__clang__)) && defined(__AES__) && defined(__PCLMUL__)
+#if defined(__GNUC__) || defined(__clang__)
#define MBEDTLS_AESNI_HAVE_INTRINSICS
#endif
/* For 32-bit, we only support intrinsics */

View File

@@ -0,0 +1,20 @@
diff --git a/library/common.h b/library/common.h
index 50f2a29..c60d9dc 100644
--- a/library/common.h
+++ b/library/common.h
@@ -19,11 +19,11 @@
#include <stdint.h>
#include <stddef.h>
-#if defined(__ARM_NEON)
-#include <arm_neon.h>
+#if defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64)
+#include <arm64_neon.h.h>
#define MBEDTLS_HAVE_NEON_INTRINSICS
-#elif defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64)
-#include <arm64_neon.h>
+#elif defined(__ANDROID__) || defined(__ARM_NEON)
+#include <arm_neon.h>
#define MBEDTLS_HAVE_NEON_INTRINSICS
#endif

View File

@@ -14,6 +14,7 @@ License: GPL-2.0-or-later
Files: dist/qt_themes/default/icons/256x256/eden.png
dist/qt_themes/default/icons/256x256/eden_named.png
dist/Assets.car
dist/yuzu.bmp
dist/eden.icns
dist/eden.ico

View File

@@ -5,73 +5,23 @@ cmake_minimum_required(VERSION 3.22)
project(yuzu)
if (${CMAKE_SYSTEM_NAME} STREQUAL "SunOS")
set(PLATFORM_SUN ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "FreeBSD")
set(PLATFORM_FREEBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "OpenBSD")
set(PLATFORM_OPENBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "NetBSD")
set(PLATFORM_NETBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "DragonFly")
set(PLATFORM_DRAGONFLYBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Haiku")
set(PLATFORM_HAIKU ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
set(PLATFORM_LINUX ON)
endif()
# dumb heuristic to detect msys2
if (CMAKE_COMMAND MATCHES "msys64")
set(PLATFORM_MSYS ON)
endif()
if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
set(CXX_CLANG ON)
if (MSVC)
set(CXX_CLANG_CL ON)
endif()
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
set(CXX_GCC ON)
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
set(CXX_CL ON)
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "IntelLLVM")
set(CXX_ICC ON)
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
set(CXX_APPLE ON)
endif()
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMakeModules")
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/externals/cmake-modules")
# https://gitlab.kitware.com/cmake/cmake/-/merge_requests/11112
# This works totally fine on MinGW64, but not CLANG{,ARM}64
if(MINGW AND CXX_CLANG)
set(CMAKE_SYSTEM_VERSION 10.0.0)
endif()
set(CPM_SOURCE_CACHE ${CMAKE_SOURCE_DIR}/.cache/cpm)
# NB: this does not account for SPARC
# If you get Eden working on SPARC, please shoot crueter@crueter.xyz multiple emails
# and you will be hailed for eternity
if (PLATFORM_SUN)
# Terrific Solaris pkg shenanigans
list(APPEND CMAKE_PREFIX_PATH "${CMAKE_SYSROOT}/usr/lib/qt/6.6/lib/amd64/cmake")
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SYSROOT}/usr/lib/qt/6.6/lib/amd64/cmake")
include(DetectPlatform)
include(DetectArchitecture)
include(DefaultConfig)
include(DownloadExternals)
include(CMakeDependentOption)
include(CTest)
include(CPMUtil)
# Amazing - absolutely incredible
list(APPEND CMAKE_PREFIX_PATH "${CMAKE_SYSROOT}/usr/lib/amd64/cmake")
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SYSROOT}/usr/lib/amd64/cmake")
DetectArchitecture()
# For some mighty reason, doing a normal release build sometimes may not trigger
# the proper -O3 switch to materialize
if (CMAKE_BUILD_TYPE MATCHES "Release")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O3")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O3")
endif()
if (CMAKE_BUILD_TYPE MATCHES "RelWithDebInfo")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O2")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O2")
endif()
if (NOT DEFINED ARCHITECTURE)
message(FATAL_ERROR "Architecture didn't make it out of scope, did you delete DetectArchitecture.cmake?")
endif()
# Needed for FFmpeg w/ VAAPI and DRM
@@ -90,34 +40,10 @@ if (PLATFORM_NETBSD)
set(ENV{PKG_CONFIG_PATH} "${PKG_CONFIG_PATH}:${CMAKE_SYSROOT}/usr/pkg/lib/ffmpeg7/pkgconfig")
endif()
# MSYS2 utilities
if (PLATFORM_MSYS)
include(FixMsysPaths)
# really, really dumb heuristic to detect what environment we are in
macro(system var)
if (CMAKE_COMMAND MATCHES ${var})
set(MSYSTEM ${var})
endif()
endmacro()
system(mingw64)
system(clang64)
system(clangarm64)
system(ucrt64)
if (NOT DEFINED MSYSTEM)
set(MSYSTEM msys2)
endif()
# we (generally) want to prioritize environment-specific binaries if possible
# some, like autoconf, are not present on environments besides msys2 though
set(CMAKE_PROGRAM_PATH C:/msys64/${MSYSTEM}/bin C:/msys64/usr/bin)
set(ENV{PKG_CONFIG_PATH} C:/msys64/${MSYSTEM}/lib/pkgconfig)
endif()
# static stuff
option(YUZU_STATIC_BUILD "Use static libraries and executables if available" OFF)
# TODO: StaticBuild.cmake
if (YUZU_STATIC_BUILD)
include(StaticQtLibs)
@@ -128,9 +54,6 @@ if (YUZU_STATIC_BUILD)
## find .a libs first (static, usually)
set(CMAKE_FIND_LIBRARY_SUFFIXES ".a")
## some libraries define a Library::Name_static alternative ##
set(YUZU_STATIC_SUFFIX _static)
## some libraries use CMAKE_IMPORT_LIBRARY_SUFFIX e.g. Harfbuzz ##
set(CMAKE_IMPORT_LIBRARY_SUFFIX ".a")
@@ -161,109 +84,25 @@ if (YUZU_STATIC_BUILD)
set(YUZU_USE_BUNDLED_OPENSSL ON)
set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF)
## some libraries define a Library::Name_static alternative ##
set(MBEDTLS_LIB_SUFFIX _static)
elseif(APPLE)
# these libs do not properly provide static libs/let you do it with cmake
set(YUZU_USE_CPM ON)
set(YUZU_USE_BUNDLED_FFMPEG ON)
set(YUZU_USE_BUNDLED_SDL2 ON)
set(YUZU_USE_BUNDLED_OPENSSL ON)
# IMPORTED_IMPLIB not set for imported target
# TODO(crueter): wtf
# these libs do not properly provide static libs/let you do it with cmake
set(fmt_FORCE_BUNDLED ON)
set(SPIRV-Tools_FORCE_BUNDLED ON)
set(SPIRV-Headers_FORCE_BUNDLED ON)
set(zstd_FORCE_BUNDLED ON)
set(MbedTLS_FORCE_BUNDLED ON)
endif()
endif()
# Detect current compilation architecture and create standard definitions
# =======================================================================
include(CheckSymbolExists)
function(detect_architecture symbol arch)
if (NOT DEFINED ARCHITECTURE)
set(CMAKE_REQUIRED_QUIET 1)
check_symbol_exists("${symbol}" "" ARCHITECTURE_${arch})
unset(CMAKE_REQUIRED_QUIET)
# The output variable needs to be unique across invocations otherwise
# CMake's crazy scope rules will keep it defined
if (ARCHITECTURE_${arch})
set(ARCHITECTURE "${arch}" PARENT_SCOPE)
set(ARCHITECTURE_${arch} 1 PARENT_SCOPE)
add_definitions("-DARCHITECTURE_${arch}=1")
endif()
endif()
endfunction()
if (NOT ENABLE_GENERIC)
# https://sourceforge.net/p/predef/wiki/Architectures/
# TODO: THIS IS FUCKING FLAWED ONLY THE FIRST SYMBOL THAT APPEARS WILL BE CONSIDERED :(
if (MSVC)
detect_architecture("_M_AMD64" x86_64)
detect_architecture("_M_IX86" x86)
detect_architecture("_M_ARM" arm)
detect_architecture("_M_ARM64" arm64)
else()
detect_architecture("__x86_64__" x86_64)
detect_architecture("__i386__" x86)
detect_architecture("__arm__" arm)
detect_architecture("__aarch64__" arm64)
endif()
detect_architecture("__ARM64__" arm64)
detect_architecture("__aarch64__" arm64)
detect_architecture("_M_ARM64" arm64)
detect_architecture("__arm__" arm)
detect_architecture("__TARGET_ARCH_ARM" arm)
detect_architecture("_M_ARM" arm)
detect_architecture("__x86_64" x86_64)
detect_architecture("__x86_64__" x86_64)
detect_architecture("__amd64" x86_64)
detect_architecture("_M_X64" x86_64)
detect_architecture("__i386" x86)
detect_architecture("__i386__" x86)
detect_architecture("_M_IX86" x86)
detect_architecture("__ia64" ia64)
detect_architecture("__ia64__" ia64)
detect_architecture("_M_IA64" ia64)
detect_architecture("__mips" mips)
detect_architecture("__mips__" mips)
detect_architecture("_M_MRX000" mips)
detect_architecture("__powerpc64__" ppc64)
detect_architecture("__ppc64__" ppc64)
detect_architecture("__PPC64__" ppc64)
detect_architecture("_ARCH_PPC64" ppc64)
detect_architecture("__ppc__" ppc)
detect_architecture("__ppc" ppc)
detect_architecture("__powerpc__" ppc)
detect_architecture("_ARCH_COM" ppc)
detect_architecture("_ARCH_PWR" ppc)
detect_architecture("_ARCH_PPC" ppc)
detect_architecture("_M_MPPC" ppc)
detect_architecture("_M_PPC" ppc)
detect_architecture("__riscv" riscv)
detect_architecture("__EMSCRIPTEN__" wasm)
endif()
if (NOT DEFINED ARCHITECTURE)
set(ARCHITECTURE "GENERIC")
set(ARCHITECTURE_GENERIC 1)
add_definitions(-DARCHITECTURE_GENERIC=1)
endif()
message(STATUS "Target architecture: ${ARCHITECTURE}")
if (MSVC AND ARCHITECTURE_x86)
message(FATAL_ERROR "Attempting to build with the x86 environment is not supported. \
This can typically happen if you used the Developer Command Prompt from the start menu; \
@@ -293,21 +132,11 @@ if (CXX_CLANG_CL)
endif()
endif()
set(CPM_SOURCE_CACHE ${CMAKE_SOURCE_DIR}/.cache/cpm)
include(DownloadExternals)
include(CMakeDependentOption)
include(CTest)
# Disable Warnings as Errors for MSVC
if (MSVC AND NOT CXX_CLANG)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /W3 /WX-")
endif()
if (PLATFORM_FREEBSD OR PLATFORM_DRAGONFLYBSD)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -L${CMAKE_SYSROOT}/usr/local/lib")
endif()
# Set bundled sdl2/qt as dependent options.
# On Linux system SDL2 is likely to be lacking HIDAPI support which have drawbacks but is needed for SDL motion
cmake_dependent_option(ENABLE_SDL2 "Enable the SDL2 frontend" ON "NOT ANDROID" OFF)
@@ -359,13 +188,7 @@ option(YUZU_TESTS "Compile tests" "${BUILD_TESTING}")
option(YUZU_ENABLE_LTO "Enable link-time optimization" OFF)
if(YUZU_ENABLE_LTO)
include(CheckIPOSupported)
check_ipo_supported(RESULT COMPILER_SUPPORTS_LTO)
if(NOT COMPILER_SUPPORTS_LTO)
message(FATAL_ERROR "Your compiler does not support interprocedural optimization (IPO). Re-run CMake with -DYUZU_ENABLE_LTO=OFF.")
endif()
set(CMAKE_POLICY_DEFAULT_CMP0069 NEW)
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION ${COMPILER_SUPPORTS_LTO})
include(UseLTO)
endif()
option(USE_CCACHE "Use ccache for compilation" OFF)
@@ -392,7 +215,6 @@ if(USE_CCACHE)
endif()
endif()
# TODO(crueter): CI this?
option(YUZU_DOWNLOAD_ANDROID_VVL "Download validation layer binary for android" ON)
option(YUZU_LEGACY "Apply patches that improve compatibility with older GPUs (e.g. Snapdragon 865) at the cost of performance" OFF)
@@ -402,12 +224,12 @@ cmake_dependent_option(YUZU_ROOM_STANDALONE "Enable standalone room executable"
cmake_dependent_option(YUZU_CMD "Compile the eden-cli executable" ON "ENABLE_SDL2;NOT ANDROID" OFF)
cmake_dependent_option(YUZU_CRASH_DUMPS "Compile crash dump (Minidump) support" OFF "WIN32 OR LINUX" OFF)
cmake_dependent_option(YUZU_CRASH_DUMPS "Compile crash dump (Minidump) support" OFF "WIN32 OR PLATFORM_LINUX" OFF)
option(YUZU_DOWNLOAD_TIME_ZONE_DATA "Always download time zone binaries" ON)
set(YUZU_TZDB_PATH "" CACHE STRING "Path to a pre-downloaded timezone database")
cmake_dependent_option(YUZU_USE_FASTER_LD "Check if a faster linker is available" ON "LINUX" OFF)
cmake_dependent_option(YUZU_USE_FASTER_LD "Check if a faster linker is available" ON "PLATFORM_LINUX" OFF)
cmake_dependent_option(YUZU_USE_BUNDLED_MOLTENVK "Download bundled MoltenVK lib" ON "APPLE" OFF)
@@ -437,37 +259,17 @@ if (ENABLE_OPENSSL)
option(YUZU_USE_BUNDLED_OPENSSL "Download bundled OpenSSL build" ${DEFAULT_YUZU_USE_BUNDLED_OPENSSL})
endif()
# TODO(crueter): CPM this
if (ANDROID AND YUZU_DOWNLOAD_ANDROID_VVL)
# TODO(crueter): CPM this
set(vvl_version "1.4.321.0")
set(vvl_zip_file "${CMAKE_BINARY_DIR}/externals/vvl-android.zip")
if (NOT EXISTS "${vvl_zip_file}")
# Download and extract validation layer release to externals directory
set(vvl_base_url "https://github.com/KhronosGroup/Vulkan-ValidationLayers/releases/download")
file(DOWNLOAD "${vvl_base_url}/vulkan-sdk-${vvl_version}/android-binaries-${vvl_version}.zip"
"${vvl_zip_file}" SHOW_PROGRESS)
execute_process(COMMAND ${CMAKE_COMMAND} -E tar xf "${vvl_zip_file}"
WORKING_DIRECTORY "${CMAKE_BINARY_DIR}/externals")
endif()
AddJsonPackage(vulkan-validation-layers)
# Copy the arm64 binary to src/android/app/main/jniLibs
set(vvl_lib_path "${CMAKE_CURRENT_SOURCE_DIR}/src/android/app/src/main/jniLibs/arm64-v8a/")
file(COPY "${CMAKE_BINARY_DIR}/externals/android-binaries-${vvl_version}/arm64-v8a/libVkLayer_khronos_validation.so"
set(abi ${CMAKE_ANDROID_ARCH_ABI})
set(vvl_lib_path "${CMAKE_CURRENT_SOURCE_DIR}/src/android/app/src/main/jniLibs/${abi}/")
file(COPY "${VVL_SOURCE_DIR}/${abi}/libVkLayer_khronos_validation.so"
DESTINATION "${vvl_lib_path}")
endif()
if (ANDROID)
set(CMAKE_SKIP_INSTALL_RULES ON)
set(CMAKE_POLICY_VERSION_MINIMUM 3.5) # Workaround for Oboe
endif()
# Default to a Release build
get_property(IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
if (NOT IS_MULTI_CONFIG AND NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Release" CACHE STRING "Choose the type of build, options are: Debug Release RelWithDebInfo MinSizeRel." FORCE)
message(STATUS "Defaulting to a Release build")
endif()
if(EXISTS ${PROJECT_SOURCE_DIR}/hooks/pre-commit AND NOT EXISTS ${PROJECT_SOURCE_DIR}/.git/hooks/pre-commit)
if (EXISTS ${PROJECT_SOURCE_DIR}/.git/)
message(STATUS "Copying pre-commit hook")
@@ -475,25 +277,23 @@ if(EXISTS ${PROJECT_SOURCE_DIR}/hooks/pre-commit AND NOT EXISTS ${PROJECT_SOURCE
endif()
endif()
configure_file(${PROJECT_SOURCE_DIR}/dist/compatibility_list/compatibility_list.qrc
${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.qrc
set(compat_base dist/compatibility_list/compatibility_list)
set(compat_qrc ${compat_base}.qrc)
set(compat_json ${compat_base}.json)
configure_file(${PROJECT_SOURCE_DIR}/${compat_qrc}
${PROJECT_BINARY_DIR}/${compat_qrc}
COPYONLY)
if (EXISTS ${PROJECT_SOURCE_DIR}/dist/compatibility_list/compatibility_list.json)
configure_file("${PROJECT_SOURCE_DIR}/dist/compatibility_list/compatibility_list.json"
"${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json"
if (EXISTS ${PROJECT_SOURCE_DIR}/${compat_json})
configure_file("${PROJECT_SOURCE_DIR}/${compat_json}"
"${PROJECT_BINARY_DIR}/${compat_json}"
COPYONLY)
endif()
if (ENABLE_COMPATIBILITY_LIST_DOWNLOAD AND NOT EXISTS ${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json)
message(STATUS "Downloading compatibility list for yuzu...")
file(DOWNLOAD
https://api.yuzu-emu.org/gamedb/
"${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json" SHOW_PROGRESS)
endif()
if (NOT EXISTS ${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json)
file(WRITE ${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json "")
# TODO: Compat list download
if (NOT EXISTS ${PROJECT_BINARY_DIR}/${compat_json})
file(WRITE ${PROJECT_BINARY_DIR}/${compat_json} "")
endif()
if (YUZU_LEGACY)
@@ -575,8 +375,6 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/bin)
# System imported libraries
# =======================================================================
include(CPMUtil)
# openssl funniness
if (ENABLE_OPENSSL)
if (YUZU_USE_BUNDLED_OPENSSL)
@@ -668,6 +466,7 @@ if (YUZU_USE_CPM)
add_library(Opus::opus ALIAS opus)
endif()
else()
# TODO: we can probably just use CPM for this... right?
# Enforce the search mode of non-required packages for better and shorter failure messages
find_package(fmt 8 REQUIRED)
@@ -688,10 +487,6 @@ else()
# wow
find_package(Boost 1.57.0 CONFIG REQUIRED OPTIONAL_COMPONENTS headers context system fiber filesystem)
if (CMAKE_SYSTEM_NAME STREQUAL "Linux" OR ANDROID)
find_package(gamemode 1.7 MODULE)
endif()
if (ENABLE_OPENSSL)
find_package(OpenSSL 1.1.1 REQUIRED)
endif()
@@ -732,10 +527,9 @@ endfunction()
if (APPLE)
# Umbrella framework for everything GUI-related
find_library(COCOA_LIBRARY Cocoa)
find_library(COCOA_LIBRARY Cocoa REQUIRED)
find_library(IOKIT_LIBRARY IOKit REQUIRED)
set(PLATFORM_LIBRARIES ${COCOA_LIBRARY} ${IOKIT_LIBRARY} ${COREVIDEO_LIBRARY})
# find_library(ICONV_LIBRARY iconv REQUIRED)
# list(APPEND PLATFORM_LIBRARIES ${ICONV_LIBRARY})
elseif (WIN32)
# Target Windows 10
add_compile_definitions(_WIN32_WINNT=0x0A00 WINVER=0x0A00)
@@ -768,6 +562,7 @@ find_package(VulkanUtilityLibraries)
find_package(SimpleIni)
find_package(SPIRV-Tools)
find_package(sirit)
find_package(gamemode)
if (ARCHITECTURE_x86 OR ARCHITECTURE_x86_64)
find_package(xbyak)
@@ -876,11 +671,6 @@ if(ENABLE_QT)
set_target_properties(Qt6::Platform PROPERTIES INTERFACE_COMPILE_FEATURES "")
endif()
if (UNIX AND NOT APPLE AND NOT ANDROID)
find_package(PkgConfig REQUIRED)
pkg_check_modules(LIBVA libva)
endif()
if (NOT (YUZU_USE_BUNDLED_FFMPEG OR YUZU_USE_EXTERNAL_FFMPEG))
# Use system installed FFmpeg
find_package(FFmpeg REQUIRED QUIET COMPONENTS ${FFmpeg_COMPONENTS})
@@ -907,54 +697,6 @@ endif()
set(THREADS_PREFER_PTHREAD_FLAG ON)
find_package(Threads REQUIRED)
# Setup a custom clang-format target (if clang-format can be found) that will run
# against all the src files. This should be used before making a pull request.
# =======================================================================
set(CLANG_FORMAT_POSTFIX "-15")
find_program(CLANG_FORMAT
NAMES clang-format${CLANG_FORMAT_POSTFIX}
clang-format
PATHS ${PROJECT_BINARY_DIR}/externals)
# if find_program doesn't find it, try to download from externals
if (NOT CLANG_FORMAT)
if (WIN32 AND NOT CMAKE_CROSSCOMPILING)
message(STATUS "Clang format not found! Downloading...")
set(CLANG_FORMAT "${PROJECT_BINARY_DIR}/externals/clang-format${CLANG_FORMAT_POSTFIX}.exe")
file(DOWNLOAD
https://github.com/eden-emulator/ext-windows-bin/raw/master/clang-format${CLANG_FORMAT_POSTFIX}.exe
"${CLANG_FORMAT}" SHOW_PROGRESS
STATUS DOWNLOAD_SUCCESS)
if (NOT DOWNLOAD_SUCCESS EQUAL 0)
message(WARNING "Could not download clang format! Disabling the clang format target")
file(REMOVE ${CLANG_FORMAT})
unset(CLANG_FORMAT)
endif()
else()
message(WARNING "Clang format not found! Disabling the clang format target")
endif()
endif()
if (CLANG_FORMAT)
set(SRCS ${PROJECT_SOURCE_DIR}/src)
set(CCOMMENT "Running clang format against all the .h and .cpp files in src/")
if (WIN32)
add_custom_target(clang-format
COMMAND powershell.exe -Command "Get-ChildItem '${SRCS}/*' -Include *.cpp,*.h -Recurse | Foreach {&'${CLANG_FORMAT}' -i $_.fullname}"
COMMENT ${CCOMMENT})
elseif(MINGW)
add_custom_target(clang-format
COMMAND find `cygpath -u ${SRCS}` -iname *.h -o -iname *.cpp | xargs `cygpath -u ${CLANG_FORMAT}` -i
COMMENT ${CCOMMENT})
else()
add_custom_target(clang-format
COMMAND find ${SRCS} -iname *.h -o -iname *.cpp | xargs ${CLANG_FORMAT} -i
COMMENT ${CCOMMENT})
endif()
unset(SRCS)
unset(CCOMMENT)
endif()
# Include source code
# ===================
@@ -988,47 +730,8 @@ if (MSVC AND CXX_CLANG)
link_libraries(llvm-mingw-runtime)
endif()
#[[
search order:
- gold (GCC only) - the best, generally, but unfortunately not packaged anymore
- mold (GCC only) - generally does well on GCC
- ldd - preferred on clang
- bfd - the final fallback
- If none are found (macOS uses ld.prime, etc) just use the default linker
]]
if (YUZU_USE_FASTER_LD)
find_program(LINKER_BFD bfd)
if (LINKER_BFD)
set(LINKER bfd)
endif()
find_program(LINKER_LLD lld)
if (LINKER_LLD)
set(LINKER lld)
endif()
if (CXX_GCC)
find_program(LINKER_MOLD mold)
if (LINKER_MOLD AND CMAKE_CXX_COMPILER_VERSION VERSION_GREATER_EQUAL "12.1")
set(LINKER mold)
endif()
find_program(LINKER_GOLD gold)
if (LINKER_GOLD)
set(LINKER gold)
endif()
endif()
if (LINKER)
message(NOTICE "Selecting ${LINKER} as linker")
add_link_options("-fuse-ld=${LINKER}")
else()
message(WARNING "No faster linker found--using default")
endif()
if (LINKER STREQUAL "lld" AND CXX_GCC)
message(WARNING "Using lld on GCC may cause issues with certain LTO settings. If the program fails to compile, disable YUZU_USE_FASTER_LD, or install mold or GNU gold.")
endif()
include(FasterLinker)
endif()
# Set runtime library to MD/MDd for all configurations
@@ -1050,14 +753,6 @@ if(MSVC)
)
endif()
if (MINGW)
# This saves a truly ridiculous amount of time during linking
# In my tests, without this it takes 2 mins, with it takes 3-5 seconds
# or on GitHub Actions, 10 minutes -> 3 seconds
set(MINGW_FLAGS "-Wl,--strip-all -Wl,--gc-sections")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} ${MINGW_FLAGS}")
endif()
add_subdirectory(src)
# Set yuzu project or yuzu-cmd project as default StartUp Project in Visual Studio depending on whether QT is enabled or not

View File

@@ -603,8 +603,12 @@ function(AddCIPackage)
add_ci_package(mingw-arm64)
endif()
if (ANDROID AND NOT "android" IN_LIST DISABLED_PLATFORMS)
add_ci_package(android)
if((ANDROID AND ARCHITECTURE_x86_64) AND NOT "android-x86_64" IN_LIST DISABLED_PLATFORMS)
add_ci_package(android-x86_64)
endif()
if((ANDROID AND ARCHITECTURE_arm64) AND NOT "android-aarch64" IN_LIST DISABLED_PLATFORMS)
add_ci_package(android-aarch64)
endif()
if(PLATFORM_SUN AND NOT "solaris-amd64" IN_LIST DISABLED_PLATFORMS)

View File

@@ -1,49 +0,0 @@
# SPDX-FileCopyrightText: 2025 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
include(GetGitRevisionDescription)
function(trim var)
string(REGEX REPLACE "\n" "" new "${${var}}")
set(${var} ${new} PARENT_SCOPE)
endfunction()
set(TAG_FILE ${CMAKE_SOURCE_DIR}/GIT-TAG)
set(REF_FILE ${CMAKE_SOURCE_DIR}/GIT-REFSPEC)
set(COMMIT_FILE ${CMAKE_SOURCE_DIR}/GIT-COMMIT)
set(RELEASE_FILE ${CMAKE_SOURCE_DIR}/GIT-RELEASE)
if (EXISTS ${REF_FILE} AND EXISTS ${COMMIT_FILE})
file(READ ${REF_FILE} GIT_REFSPEC)
file(READ ${COMMIT_FILE} GIT_COMMIT)
else()
get_git_head_revision(GIT_REFSPEC GIT_COMMIT)
git_branch_name(GIT_REFSPEC)
if (GIT_REFSPEC MATCHES "NOTFOUND")
set(GIT_REFSPEC 1.0.0)
set(GIT_COMMIT stable)
endif()
endif()
if (EXISTS ${TAG_FILE})
file(READ ${TAG_FILE} GIT_TAG)
else()
git_describe(GIT_TAG --tags --abbrev=0)
if (GIT_TAG MATCHES "NOTFOUND")
set(GIT_TAG "${GIT_REFSPEC}")
endif()
endif()
if (EXISTS ${RELEASE_FILE})
file(READ ${RELEASE_FILE} GIT_RELEASE)
trim(GIT_RELEASE)
message(STATUS "Git release: ${GIT_RELEASE}")
endif()
trim(GIT_REFSPEC)
trim(GIT_COMMIT)
trim(GIT_TAG)
message(STATUS "Git commit: ${GIT_COMMIT}")
message(STATUS "Git tag: ${GIT_TAG}")
message(STATUS "Git refspec: ${GIT_REFSPEC}")

View File

@@ -1,6 +1,5 @@
<!--
SPDX-FileCopyrightText: 2018 yuzu Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
# Contributing
**The Contributor's Guide has moved to [the yuzu wiki](https://github.com/yuzu-emu/yuzu/wiki/Contributing).**
You want to contribute? Please consult [the development guide](./docs/Development.md).
Don't forget to [get a git account](./docs/SIGNUP.md) - not a requirement per se but it's highly recommended.

View File

@@ -21,7 +21,7 @@ It is written in C++ with portability in mind, and we actively maintain builds f
<p align="center">
</a>
<a href="https://discord.gg/kXAmGCXBGD">
<a href="https://discord.gg/HstXbPch7X">
<img src="https://img.shields.io/discord/1367654015269339267?color=5865F2&label=Eden&logo=discord&logoColor=white"
alt="Discord">
</a>
@@ -52,8 +52,8 @@ Check out our [website](https://eden-emu.dev) for the latest news on exciting fe
## Development
Most of the development happens on our Git server. It is also where [our central repository](https://git.eden-emu.dev/eden-emu/eden) is hosted. For development discussions, please join us on [Discord](https://discord.gg/kXAmGCXBGD) or [Revolt](https://rvlt.gg/qKgFEAbH).
You can also follow us on [X (Twitter)](https://x.com/edenemuofficial) for updates and announcements.
Most of the development happens on our Git server. It is also where [our central repository](https://git.eden-emu.dev/eden-emu/eden) is hosted. For development discussions, please join us on [Discord](https://discord.gg/HstXbPch7X) or [Revolt](https://rvlt.gg/qKgFEAbH).
You can also follow us on [X (Twitter)](https://nitter.poast.org/edenemuofficial) for updates and announcements.
If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Revolt to learn more about the current state of the emulator.
@@ -82,7 +82,7 @@ Any donations received will go towards things such as:
* Additional hardware (e.g. GPUs as needed to improve rendering support, other peripherals to add support for, etc.)
* CI Infrastructure
If you would prefer to support us in a different way, please join our [Discord](https://discord.gg/edenemu) and talk to Camille or any of our other developers.
If you would prefer to support us in a different way, please join our [Discord](https://discord.gg/HstXbPch7X) and talk to Camille or any of our other developers.
## License

View File

@@ -4,7 +4,7 @@
"package": "OpenSSL",
"name": "openssl",
"repo": "crueter-ci/OpenSSL",
"version": "3.6.0-e3608d80df",
"version": "3.6.0-965d6279e8",
"min_version": "1.1.1"
},
"boost": {
@@ -25,9 +25,9 @@
"fmt": {
"repo": "fmtlib/fmt",
"tag": "%VERSION%",
"hash": "c4ab814c20fbad7e3f0ae169125a4988a2795631194703251481dc36b18da65c886c4faa9acd046b0a295005217b3689eb0126108a9ba5aac2ca909aae263c2f",
"hash": "f0da82c545b01692e9fd30fdfb613dbb8dd9716983dcd0ff19ac2a8d36f74beb5540ef38072fdecc1e34191b3682a8542ecbf3a61ef287dbba0a2679d4e023f2",
"version": "8",
"git_version": "12.0.0"
"git_version": "12.1.0"
},
"lz4": {
"name": "lz4",
@@ -91,5 +91,13 @@
"version": "20250828",
"artifact": "clang-rt-builtins.tar.zst",
"hash": "d902392caf94e84f223766e2cc51ca5fab6cae36ab8dc6ef9ef6a683ab1c483bfcfe291ef0bd38ab16a4ecc4078344fa8af72da2f225ab4c378dee23f6186181"
},
"vulkan-validation-layers": {
"package": "VVL",
"repo": "KhronosGroup/Vulkan-ValidationLayers",
"tag": "vulkan-sdk-%VERSION%",
"git_version": "1.4.328.1",
"artifact": "android-binaries-%VERSION%.zip",
"hash": "5ec895a453cb7c2f156830b9766953a0c2bd44dea99e6a3dac4160305041ccd3e87534b4ce0bd102392178d2a8eca48411856298f9395e60117cdfe89f72137e"
}
}

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@@ -1,30 +1,37 @@
# Note: These build instructions are a work-in-progress.
# Android
## Dependencies
* [Android Studio](https://developer.android.com/studio)
* [NDK 27+ and CMake 3.22.1](https://developer.android.com/studio/projects/install-ndk#default-version)
* [Git](https://git-scm.com/download)
### WINDOWS ONLY - Additional Dependencies
* **[Visual Studio 2022 Community](https://visualstudio.microsoft.com/downloads/)** - **Make sure to select "Desktop development with C++" support in the installer. Make sure to update to the latest version if already installed.**
* **[Vulkan SDK](https://vulkan.lunarg.com/sdk/home#windows)** - **Make sure to select Latest SDK.**
- A convenience script to install the latest SDK is provided in `.ci\windows\install-vulkan-sdk.ps1`.
## WINDOWS ONLY - Additional Dependencies
* **[Visual Studio 2022 Community](https://visualstudio.microsoft.com/downloads/)** - **Make sure to select "Desktop development with C++" support in the installer. Make sure to update to the latest version if already installed.**
* **[Vulkan SDK](https://vulkan.lunarg.com/sdk/home#windows)** - **Make sure to select Latest SDK.**
* A convenience script to install the latest SDK is provided in `.ci\windows\install-vulkan-sdk.ps1`.
## Cloning Eden with Git
```
```sh
git clone --recursive https://git.eden-emu.dev/eden-emu/eden.git
```
Eden by default will be cloned into -
Eden by default will be cloned into:
* `C:\Users\<user-name>\eden` on Windows
* `~/eden` on Linux and macOS
## Building
1. Start Android Studio, on the startup dialog select `Open`.
2. Navigate to the `eden/src/android` directory and click on `OK`.
3. In `Build > Select Build Variant`, select `release` or `relWithDebInfo` as the "Active build variant".
4. Build the project with `Build > Make Project` or run it on an Android device with `Run > Run 'app'`.
## Building with Terminal
1. Download the SDK and NDK from Android Studio.
2. Navigate to SDK and NDK paths.
3. Then set ANDROID_SDK_ROOT and ANDROID_NDK_ROOT in terminal via
@@ -38,7 +45,44 @@ Eden by default will be cloned into -
Remember to have a Java SDK installed if not already, on Debian and similar this is done with `sudo apt install openjdk-17-jdk`.
### Script
A convenience script for building is provided in `.ci/android/build.sh`. The built APK can be put into an `artifacts` directory via `.ci/android/package.sh`. On Windows, these must be done in the Git Bash or MinGW terminal.
A convenience script for building is provided in `.ci/android/build.sh`. On Windows, this must be run in Git Bash or MSYS2. This script provides the following options:
```txt
Usage: build.sh [-c|--chromeos] [-t|--target FLAVOR] [-b|--build-type BUILD_TYPE]
[-h|--help] [-r|--release] [extra options]
Build script for Android.
Associated variables can be set outside the script,
and will apply both to this script and the packaging script.
bool values are "true" or "false"
Options:
-c, --chromeos Build for ChromeOS (x86_64) (variable: CHROMEOS, bool)
Default: false
-r, --release Enable update checker. If set, sets the DEVEL bool variable to false.
By default, DEVEL is true.
-t, --target <FLAVOR> Build flavor (variable: TARGET)
Valid values are: legacy, optimized, standard
Default: standard
-b, --build-type <TYPE> Build type (variable: TYPE)
Valid values are: Release, RelWithDebInfo, Debug
Default: Debug
Extra arguments are passed to CMake (e.g. -DCMAKE_OPTION_NAME=VALUE)
Set the CCACHE variable to "true" to enable build caching.
The APK and AAB will be output into "artifacts".
```
Examples:
* Build legacy release with update checker for ChromeOS:
* `.ci/android/build.sh -c -r -t legacy`
* Build standard release with debug info without update checker for phones:
* `.ci/android/build.sh -b RelWithDebInfo`
* Build optimized release with update checker:
* `.ci/android/build.sh -r -t optimized`
### Additional Resources
https://developer.android.com/studio/intro
<https://developer.android.com/studio/intro>

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# Importing Eden into Steam with Steam Rom Manager
Use this when you want to import the Eden AppImage into your Steam Library along with artwork using *Steam ROM Manager.*
**Click [Here](https://evilperson1337.notion.site/Importing-Eden-into-Steam-with-Steam-Rom-Manager-2b757c2edaf68054851bc287b6382cb5) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden set up and configured
- Internet Connection
- Comfort Accessing and Navigating SteamOS Desktop Mode
---
## Steps
### Initial Setup
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
2. Install ***Steam ROM Manager*** (if needed), there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads).
---
### Manual Installation
1. Open the *Discover Store* and search for *Steam ROM Manager.*
2. Select the **Install** button to install the program.
---
### Installing Through *EmuDeck*
<aside>
***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options.
</aside>
1. Open **EmuDeck**, then navigate to *Manage Emulators.*
2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**.
3. Click the **Install** button on the right hand side to install it.
---
### Adding Eden into *Steam ROM Manager*
### EmuDeck Users
EmuDeck will automatically create an *Emulators - Emulators* parser for ***Steam ROM Manager*** that uses shell scripts to launch them. We will follow this convention.
1. In the file explorer go to your **EmuDeck installation folder → tools → launchers**
2. Right-Click some empty space and hit **Create New → Text File,** call this new file ***eden.sh*** instead of ***Text File.txt***
3. Right-Click the ***eden.sh*** file you created and hit ***Open with Kate***.
4. Paste the following code into the contents of the file, save and close the file.
```bash
#!/bin/bash
emuName="eden" #parameterize me
. "$HOME/.config/EmuDeck/backend/functions/all.sh"
emulatorInit "$emuName"
# find full path to emulator appimage
appimage=$(find "$emusFolder" -iname "${emuName}*.AppImage" -print -quit 2>/dev/null)
# make sure the appimage is executable
chmod +x "$appimage"
set -- "$appimage" "$@"
echo "Launching ${emuName} with:" "$@"
"$@"
cloud_sync_uploadForced
rm -rf "$savesPath/.gaming"
```
5. Open a terminal in the directory containing the ***eden.sh*** file and run the following command to make it executable.
```bash
chmod u+x ./eden.sh
```
6. Proceed to the Adding the Emulator section
---
### Non-EmuDeck Users
We will need to create a new parser for the Emulators. Unlike with the EmuDeck model, we will have the parser look for AppImages.
<aside>
***TIP***: In order to ensure that the matches occur correctly, it is recommended that you name the Eden Appimage as ***eden.AppImage***, rather than what it downloads as.
</aside>
1. Open *Steam ROM Manager* and choose **Create Parser**.
<aside>
***TIP***: You may need to go to **Settings → Theme** and set it to *Classic* to view this option.
</aside>
2. Add the following settings to create the parser.
1. Basic Configuration
1. **Parser Type**: *Blob*
2. **Parser Title**: *Emulators - Emulators*
3. **Steam Directory**: *${steamdirglobal}*
4. **User Accounts**: *Global*
5. **ROMs Directory**: <path to directory containing eden AppImage>
6. **Steam Collections**: *Emulation* (OPTIONAL)
2. Parser Specific Configuration
1. **Search Glob**: *${title}@(.AppImage|.APPIMAGE|.appimage)*
3. Executable Configuration
1. **Executable Modifier**: *"${exePath}”*
4. Title Modification Configuration
1. **Title Modifier**: *${fuzzyTitle}*
3. Hit the **Test** button to ensure your emulator AppImages.
4. Hit **Save** to save the Parser.
---
### Adding Eden to Steam
Now that we have the parser or shell script created, we can actually add it to Steam.
1. Open *Steam ROM Manager* if it is not already open.
2. Toggle the **Emulators - Emulators** parser on and hit ***Add Games*** in the top left.
3. Click **Parse** to identify the emulators.
4. Make sure all your emulators are showing up and have the right matches.
---
### Correcting a Mismatch
If the emulator is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
1. Hover over the emulator card and click the magnifying glass icon. Here it incorrectly identified *Eden* as a game by a similar name. **
2. Search for *Eden Emulator* on the *Search SteamGridDB* section and scroll through the results, selecting the one you want.
3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update.
---
### Excluding Matches
You may want to tell Steam ROM Manager to ignore some files that it finds in the directory. This is how you do so.
1. Hit the **Exclude Games** button in the bottom right.
2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add.
3. Hit **Save Excludes** when you are happy with your selections.
---
5. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
6. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
7. Try to launch the Emulator from Steam and ensure everything is working. You are now good to go.

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# Importing Games into Steam with Steam Rom Manager
Use this when you want to import your games inside Eden into Steam to launch with artwork from Steam Game Mode without needing to launch Eden first.
**Click [Here](https://evilperson1337.notion.site/Importing-Games-into-Steam-with-Steam-Rom-Manager-2b757c2edaf680d7a491c92b138f1fcc) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Steam Deck Set up and Configured
- Eden set up and Configured
- Internet Access
---
## Steps
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
1. Install ***Steam ROM Manager***, there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads).
---
### Manual Installation
1. Open the *Discover Store* and search for *Steam ROM Manager.*
2. Select the **Install** button to install the program.
---
### Installing Through *EmuDeck*
<aside>
***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options.
</aside>
1. Open **EmuDeck**, then navigate to *Manage Emulators.*
2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**.
3. Click the **Install** button on the right hand side to install it.
---
2. Open the Start Menu and Launch ***Steam ROM Manager***
1. The program will now launch and show you a window with parsers.
<aside>
***TIP***: Your layout may look different depending on how you installed *Steam ROM Manager*. You may need to go to **Settings → Theme** and change it to *Classic* to follow along.
</aside>
2. Switch off all Parsers by hitting the *Toggle Parsers* switch.
3. Scroll down the list on the left-hand side and look for a parser called *Nintendo Switch - Eden* and switch it on. This parser may not exist depending on how you installed *Steam ROM Manager* (EmuDeck creates it for you). Follow these steps to create it if it is missing.
---
### Creating the Eden Parser
1. Select Create Parser and in the *Community Presets* option look for **Nintendo Switch - Yuzu**.
2. Change the **Parser title** from *Nintendo Switch - Yuzu* to *Nintendo Switch - Eden.*
3. Hit the **Browse** option under the *ROMs directory* section. Select the directory containing your Switch ROMs.
4. Under *Steam collections*, you can add a Steam category name. This just organizes the games under a common category in your Steam Library, this is optional but recommended.
5. Scroll down slightly to the **Executable Configuration → Executable**, select **Browse** and select the Eden AppImage.
6. Leave everything else the same and hit **Save** to save the parser.
---
4. Click the Eden parser to view the options on the right, select **Test** at the bottom of the screen to ensure that *Steam ROM Manager* detects your games correctly.
1. *Steam ROM Manager* will start to scan the specified ROMs directory and match them to games. Look over the results to ensure they are accurate. If you do not see any entries - check your parsers ROMs directory field.
1. When you are happy with the results, click the **Add Games****Parse** to start the actual Parsing.
1. The program will now identify the games and pull artwork from [*SteamGridDB*](https://www.steamgriddb.com/).
2. Review the game matches and ensure everything is there.
---
### Correcting a Mismatch
If the game is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
1. Hover over the game card and click the magnifying glass icon.
2. Search for the game on the *Search SteamGridDB* section and scroll through the results, selecting the one you want.
3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update.
---
### Excluding Matches
You may want to tell Steam ROM Manager to ignore some files (updates/DLC/etc.) that it finds in the directory. This is how you do so.
1. Hit the **Exclude Games** button in the bottom right.
2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add.
3. Hit **Save Excludes** when you are happy with your selections.
---
3. When you are happy with the results, select **Save to Steam** to save the results.
1. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
2. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
3. Try to launch a game and ensure everything is working. You are now good to go.

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# User Handbook - Adding Boolean Settings Toggles
> [!WARNING]
> This guide is intended for developers ONLY. If you are not a developer, this likely irrelevant to yourself.
>
> If you want to add temporary toggles, please refer to **[Adding Debug Knobs](AddingDebugKnobs.md)**
This guide will walk you through adding a new boolean toggle setting to Eden's configuration across both Qt's (PC) and Kotlin's (Android) UIs.
## Index
1. [Step 1 - src/common/settings](#step-1-src-common-settings)
2. [Qt's (PC) Steps](#qt-pc-steps)
* [Step 2 - src/qt_common/config/shared_translation.cpp](#step-2-src-qt_common-config-shared_translation-cpp)
3. [ Kotlin's (Android) Steps](#android-steps)
* [Step 3 - BooleanSetting.kt](#step-3-src-android-app-src-main-java-org-yuzu-yuzu_emu-features-settings-model-booleansetting-kt)
* [Step 4 - SettingsItem.kt](#step-4-src-android-app-src-main-java-org-yuzu-yuzu_emu-features-settings-model-view-settingsitem-kt)
* [Step 5 - SettingsFragmentPresenter.kt](#step-5-src-android-app-src-main-java-org-yuzu-yuzu_emu-features-settings-ui-settingsfragmentpresenter-kt)
* [Step 6 - strings.xml](#step-6-src-android-app-src-main-res-values-strings-xml)
4. [Step 7 - Use Your Toggle](#step-7-use-your-toggle)
5. [Best Practices](#best-practices)
---
## Step 1 - src/common/settings.
Firstly add your desired toggle inside `setting.h`,
Example:
```
SwitchableSetting<bool> your_setting_name{linkage, false, "your_setting_name", Category::RendererExtensions};
```
NOTE - If you wish for your toggle to be on by default then change `false` to `true` after `linkage,`.
### Remember to add your toggle to the appropriate category, for example:
Common Categories:
* Category::Renderer
* Category::RendererAdvanced
* Category::RendererExtensions
* Category::System
* Category::Core
---
## Qt (PC) Steps
### Step 2 - src/qt_common/config/shared_translation.cpp
Now you can add the toggle to the QT (PC) UI inside `shared_translation.cpp`,
Find where you wish for it to appear and place it there.
Example:
```
INSERT(Settings,
your_setting_name,
tr("Your Setting Display Name"),
tr("Detailed description of what this setting does.\n"
"You can use multiple lines.\n"
"Explain any caveats or requirements."));
```
### Make sure to:
* Keep display naming consistant
* Put detailed info in the description
* Use `\n` for line breaks in descriptions
---
## Android Steps
### Step 3 - src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/model/BooleanSetting.kt
Now add it inside `BooleanSetting.kt` where it should be in the settings.
Example:
```
RENDERER_YOUR_SETTING_NAME("your_setting_name"),
```
Remember to make sure the naming of the prefix matches the desired category.
### Step 4 - src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/model/view/SettingsItem.kt
Now you may add the toggle to the Kotlin (Android) UI inside `SettingsItem.kt`.
Example:
```
put(
SwitchSetting(
BooleanSetting.RENDERER_YOUR_SETTING_NAME,
titleId = R.string.your_setting_name,
descriptionId = R.string.your_setting_name_description
)
)
```
### Step 5 - src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/ui/SettingsFragmentPresenter.kt
Now add your setting to the correct location inside `SettingsFragmentPresenter.kt` within the right category.
Example:
```
add(BooleanSetting.RENDERER_YOUR_SETTING_NAME.key)
```
Remember, placing matters! Settings appear in the order of where you add them.
### Step 6 - src/android/app/src/main/res/values/strings.xml
Now add your setting and description to `strings.xml` in the appropriate place.
Example:
```
<string name="your_setting_name">Your Setting Display Name</string>
<string name="your_setting_name_description">Detailed description of what this setting does. Explain any caveats, requirements, or warnings here.</string>
```
---
## Step 7 - Use Your Toggle!
Now the UI part is done find a place in the code for the toggle,
And use it to your heart's desire!
Example:
```
const bool your_value = Settings::values.your_setting_name.GetValue();
if (your_value) {
// Do something when enabled
}
```
If you wish to do something only when the toggle is disabled,
Use `if (!your_value) {` instead of `if (your_value) {`.
---
## Best Practices
* Naming - Use clear, descriptive names. Something for both the devs and the users.
* Defaults - Choose safe default values (usually false for new features).
* Documentation - Write clear descriptions explaining when and why to use the setting.
* Categories - Put settings in the appropriate category.
* Order - Place related settings near each other.
* Testing - Always test on both PC and Android before committing when possible.
### Thank you for reading, I hope this guide helped you making your toggle!

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# User Handbook - Adding Debug Knobs
Debug Knobs is a 16-bit integer setting (`debug_knobs`) in the Eden Emulator that serves as a bitmask for gating various testing and debugging features. This allows developers and advanced users to enable or disable specific debug behaviors without requiring deploying of complete but temporary toggles.
The setting ranges from 0 to 65535 (0x0000 to 0xFFFF), where each bit represents a different debug feature flag.
## Index
1. [Advantages](#advantages)
2. [Usage](#usage)
* [Accessing Debug Knobs (dev side)](#accessing-debug-knobs-dev-side)
* [Setting Debug Knobs (user side)](#setting-debug-knobs-user-side)
* [Bit Manipulation Examples](#bit-manipulation-examples)
3. [Examples](#examples)
* [Example 1: Conditional Debug Logging](#example-1-conditional-debug-logging)
* [Example 2: Performance Tuning](#example-2-performance-tuning)
* [Example 3: Feature Gating](#example-3-feature-gating)
4. [Best Practices](#best-practices)
---
## Advantages
The main advantage is to avoid deploying new disposable toggles (those made only for testing stage, and are disposed once new feature gets good to merge). This empowers devs to be free of all frontend burocracy and hassle of new toggles.
Common advantages recap:
* **Fine-Grained Control**: Enable or disable up to 16 individual debug features independently using bit manipulation on a single build
* **Runtime Configuration**: Change debug behavior at runtime the same way as new toggles would do
* **Safe incremental development**: New debug features can be added while impact can be isolated from previous deployments
## Usage
### Accessing Debug Knobs (dev side)
Use the `Settings::getDebugKnobAt(u8 i)` function to check if a specific bit is set:
```cpp
#include "common/settings.h"
// Check if bit 0 is set
bool feature_enabled = Settings::getDebugKnobAt(0);
// Check if bit 15 is set
bool another_feature = Settings::getDebugKnobAt(15);
```
The function returns `true` if the specified bit (0-15) is set in the `debug_knobs` value, `false` otherwise.
### Setting Debug Knobs (user side)
Developers must inform which knobs are tied to each functionality to be tested.
The debug knobs value can be set through:
1. **Desktop UI**: In the Debug configuration tab, there's a spinbox for "Debug knobs" (0-65535)
2. **Android UI**: Available as an integer setting in the Debug section
3. **Configuration Files**: Set the `debug_knobs` value in the emulator's configuration
### Bit Manipulation Examples
To enable specific features, calculate the decimal value by setting the appropriate bits:
* **Enable only bit 0**: Value = 1 (2^0)
* **Enable only bit 1**: Value = 2 (2^1)
* **Enable bits 0 and 1**: Value = 3 (2^0 + 2^1)
* **Enable bit 15**: Value = 32768 (2^15)
## Examples
### Example 1: Conditional Debug Logging
```cpp
void SomeFunction() {
if (Settings::getDebugKnobAt(0)) {
LOG_DEBUG(Common, "Debug feature 0 is enabled");
// Additional debug code here
}
if (Settings::getDebugKnobAt(1)) {
LOG_DEBUG(Common, "Debug feature 1 is enabled");
// Different debug behavior
}
}
```
### Example 2: Performance Tuning
```cpp
bool UseOptimizedPath() {
// Skip optimization if debug bit 2 is set for testing
return !Settings::getDebugKnobAt(2);
}
```
### Example 3: Feature Gating
```cpp
void ExperimentalFeature() {
static constexpr u8 EXPERIMENTAL_FEATURE_BIT = 3;
if (!Settings::getDebugKnobAt(EXPERIMENTAL_FEATURE_BIT)) {
// Fallback to stable implementation
StableImplementation();
return;
}
// Experimental implementation
ExperimentalImplementation();
}
```
## Best Practices
* This setting is intended for development and testing purposes only
* Knobs must be unwired before PR creation
* The setting is per-game configurable, allowing different debug setups for different titles

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# Setting a Custom Date/Time in Eden
Use this guide whenever you want to modify the Date or Time that Eden reports to games. This can be useful for modifying RNG elements, skipping wait times in games, etc.
**Click [Here](https://evilperson1337.notion.site/Setting-a-Custom-Date-Time-in-Eden-2b357c2edaf680acb8d4e63ccc126564) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden set up and fully configured
---
## Steps
1. Navigate to *Emulation → Configure*.
2. Click on the **System** item on the left-hand side navigation, then check the *Custom RTC Date* box.
3. The Date/Time option now becomes editable. Set it to the value you want and hit **OK**.
4. GREAT SCOTT! We have time traveled! You can of course go forward or backward in time (as long as it is not before the year 1970) and your game should update accordingly (e.g. certain *Super Mario Odyssey* moons that take time for flowers to grow will now be fully grown.).

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# User Handbook - Command Line
There are two main applications, an SDL2 based app (`eden-cli`) and a Qt based app (`eden`); both accept command line arguments.
## eden
- `./eden <path>`: Running with a single argument and nothing else, will make the emulator look for the given file and load it, this behaviour is similar to `eden-cli`; allows dragging and dropping games into the application.
- `-g <path>`: Alternate way to specify what to load, overrides. However let it be noted that arguments that use `-` will be treated as options/ignored, if your game, for some reason, starts with `-`, in order to safely handle it you may need to specify it as an argument.
- `-f`: Use fullscreen.
- `-u <number>`: Select the index of the user to load as.
- `-qlaunch`: Launch QLaunch.
- `-setup`: Launch setup applet.
## eden-cli
- `--debug/-d`: Enter debug mode, allow gdb stub at port `1234`
- `--config/-c`: Specify alternate configuration file.
- `--fullscreen/-f`: Set fullscreen.
- `--help/-h`: Display help.
- `--game/-g`: Specify the game to run.
- `--multiplayer/-m`: Specify multiplayer options.
- `--program/-p`: Specify the program arguments to pass (optional).
- `--user/-u`: Specify the user index.
- `--version/-v`: Display version and quit.

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# Setting Controller Profiles By Game
Use this guide when you want to set up specific controller profiles for specific games. This can be useful for certain games like *Captain Toad Treasure Tracker* where a blue dot appears in the middle of the screen when you have docked mode enabled, but not handheld mode.
**Click [Here](https://evilperson1337.notion.site/Setting-Controller-Profiles-By-Game-2b057c2edaf681658a57f0c199cb6083) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden Emulator set up and fully configured
- Controller Profile Created
- See [*Configuring Controller Profiles*](./ControllerProfiles.md) for instructions on how to do this if needed.
---
## Steps
1. *Right-Click* the game you want to apply the profile to in the main window and select **Properties.**
2. Navigate to the **Input Profiles** tab in the window that appears. Drop down on *Player 1 profile* (or whatever player profile you want to apply it to) and select the profile you want.
<aside>
***NOTE***: You may have to resize the window to see all tabs, or press the arrows by the tabs to see **Input Profiles**.
</aside>
1. Click **OK** to apply the profile mapping.
2. Launch the game and confirm that the profile is applied, regardless of what the global configuration is.

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# Configuring Controller Profiles
Use this guide for when you want to configure specific controller settings to be reused.
**Click [Here](https://evilperson1337.notion.site/Configuring-Controller-Profiles-2be57c2edaf680eabc3ac8c333ec75c4) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden Set Up and Configured
---
## Steps
1. Launch Eden and wait for it to load.
2. Navigate to *Emulation > Configure…*
3. Select **Controls** from the left-hand menu and configure your controller for the way you want it to be in game.
4. Select **New** and enter a name for the profile in the box that appears. Press **OK** to save the profile settings.
5. Select **OK** to close the settings menu.

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# Eden Fails to Launch and Does Not Leave Any Logs
**Click [Here](https://evilperson1337.notion.site/Windows-Eden-Fails-to-Launch-and-Does-Not-Leave-Any-Logs-2b057c2edaf68156b640cf1ac549870a) for a version of this guide with images & visual elements.**
---
## Error Details
*Behavior*: Program appears not to launch or exits immediately without leaving any log entries.
*Platform(s) Affected*:
- **Windows**
**Error Log Entries:**
```
None
```
**Example Error Message Entry in Windows Event Viewer**
```
Faulting application name: eden.exe, version: 0.0.0.0, time stamp: 0x6795dc3c
Faulting module name: ntdll.dll, version: 10.0.26100.3037, time stamp: 0x95e6c489
Exception code: 0xc0000005
Fault offset: 0x0000000000014778
Faulting process id: 0x2AF0
Faulting application start time: 0x1DB7C30D2972402
Faulting application path: C:\temp\Eden-Windows\eden.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: 4c8a6e13-9637-438c-b4d0-e802d279af66
Faulting package full name:
Faulting package-relative application ID:
```
---
## Causes
<aside>
### Issue 1: Missing C++ Redistributable
---
*Eden requires the latest C++ redistributable from Microsoft in order to run. Like many other programs, it relies on aspects and libraries included in this runtime, without it - the program cannot run.*
1. Download the [Latest C++ Redistributable](https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170#visual-studio-2015-2017-2019-and-2022) from Microsoft for your machine.
2. Double Click the downloaded executable file and wait for the software to install.
3. Restart the computer.
4. Launch Eden again, if the main window appears, you are good to go. If not, proceed to the next issue.
</aside>
<aside>
### Issue 2: Corrupted System Files
---
*A corruption of necessary system files can cause odd behaviors when Eden tries to access them. It is a very rare case and you would likely see other programs misbehaving if this is what your issue is, but you can try if you have no other options.*
1. Launch Eden to generate a crash.
2. Confirm there are no logs created in the log directory.
1. See the [How to Access Logs](./HowToAccessLogs.md) page for the log location if you need it.
2. If there are any entries in here since you tried step 1, this is likely not your issue.
3. Navigate to your *Windows Event Viewer* (Start Menu → **eventvwr.msc)**.
4. Expand **Windows Logs** and select **Application.**
5. Look for an entry with the Level of Error, and look for a message similar to the following
```
Faulting application name: Eden.exe, version: 0.0.0.0, time stamp: 0x6795dc3c
Faulting module name: ntdll.dll, version: 10.0.26100.3037, time stamp: 0x95e6c489
Exception code: 0xc0000005
Fault offset: 0x0000000000014778
Faulting process id: 0x2AF0
Faulting application start time: 0x1DB7C30D2972402
Faulting application path: C:\temp\Eden-Windows\Eden.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: 4c8a6e13-9637-438c-b4d0-e802d279af66
Faulting package full name:
Faulting package-relative application ID:
```
6. Run a Command Prompt terminal Window as Administrator.
7. Enter the following command and wait for it to complete. It will take a while, just be patient and do other things while it completes.
```
DISM /Online /Cleanup-Image /RestoreHealth
```
8. Reboot your computer.
9. Launch Eden and verify it is now working.
</aside>

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@@ -43,6 +43,12 @@ Various graphical filters exist - each of them aimed at a specific target/image
- **Pros**: Offers decent pixel-art upscaling.
- **Cons**: Only works for pixel-art.
### Anisotropy values
The anisotropy value is (value game wants + the set value); **Default** will use the native anisotropy value as it would be on hardware. **Automatic** sets it according to screen resolution. Turning off anisotropy is not recommended as it can break a myriad of games, however it is provided in the name of flexibility.
Values from x2, x4, x8, x16, x32 up to x64 values are provided. This should be enough to not need to revise those values in my lifetime ever again.
### External
While stock shaders offer a basic subset of options for most users, programs such as [ReShade](https://github.com/crosire/reshade) offer a more flexible experience. In addition to that users can also seek out modifications (mods) for enhancing visual experience (60 FPS mods, HDR, etc).

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# Getting Gyro/Motion Controls Working on Steam Deck
Use this guide when you want to use the Steam Deck's native gyro functionality for motion controls in Eden.
**Click [Here](https://evilperson1337.notion.site/Getting-Gyro-Motion-Controls-Working-on-Steam-Deck-2b057c2edaf681a1aaade35db6e0fd1b) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Steam Deck Set up and Configured
- Eden set up and Configured
- Internet Access
---
## Steps
1. Go into Steam Deck's Desktop Mode, and use the shortcut to launch EmuDeck.
2. Install [SteamDeckGyroDSU](https://github.com/kmicki/SteamDeckGyroDSU/releases) by going to *3rd Party Tools > Gyroscope* and clicking **Install.**
a. Alternatively you can install [SteamDeckGyroDSU](https://github.com/kmicki/SteamDeckGyroDSU/releases) manually following the GitHub page instructions.
3. Upon completion of the installation. You will need to reboot your Steam Deck. Do so before continuing on.
4. Go back into the Steam Deck Desktop Mode and open the Dolphin File Explorer.
5. Navigate to the following directory to see you controller configuration: `/home/deck/.config/Eden`
6. *Right-Click* the **qt-config.ini** file and open it with ***Kate***
7. Look for the following line: `player_0_motionleft=[empty]`.
8. Change the line to now say: `player_0_motionleft="motion:0,pad:0,port:26760,guid:0000000000000000000000007f000001,engine:cemuhookudp"`
9. Save the file and open Eden.
10. Launch a compatible title, like *The Legend of Zelda: Breath of the Wild*.
11. Test the gyro capabilities, for the above mentioned title, it is accessed by holding down the **R Trigger** and moving the Steam Deck around.

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# How to Access Logs
Use this when you need to review the logs to determine an issue or provide them to a member of the Eden team.
**Click [Here](https://evilperson1337.notion.site/How-to-Access-Logs-2b057c2edaf68105a281fe1688a332d4) for a version of this guide with images & visual elements.**
---
## Pre-Requisites
- Eden installed and run at least once
---
## Steps
### Windows
*By default the Eden folder is stored in your AppData `C:\Users\<USER>\AppData\Roaming\Eden\log`, or the local **user** folder if you have a portable installation.*
<aside>
1. Open Eden.
2. Navigate to *File > Open Eden Folder > Log Folder*, a Windows explorer window will appear.
3. Your log files are now here for your review or upload.
</aside>
### Steam Deck
*By default the Eden folder is stored in `/home/deck/.local/share/Eden`, or the local **user** folder if you have a portable installation.*
<aside>
1. Open Eden.
2. Navigate to *File > Open Eden Folder > Log Folder*, a Dolphin file explorer window will appear.
3. Your log files are now here for your review or upload.
</aside>
### Android
*Logs are stored in the application data, so you wouldn't be able to access the files directly without a rooted device.*
<aside>
1. Open the Eden application on your device.
2. Navigate to *Settings > Share Debug Logs.* You can either save it to your device or send it through some other manner supported by your device.
</aside>

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# Importing Saves Into Eden
Use this guide when you want to manually import save files for use in the Eden emulator.
**Click [Here](https://evilperson1337.notion.site/Importing-Saves-Into-Eden-2b057c2edaf681fe968df8d63821ccae) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden emulator already set up and configured.
- The save file(s) you want to import
---
## Steps
1. Open Eden and wait for it to load.
2. Start the game and create a save file to establish the directories.
3. *Right-Click* the game for which you want to load a save in.
4. Select *Open Save Data Location.*
5. A File Explorer will now appear where Eden is looking for the save data for this title.
6. Copy the save file(s) you want to import and use in Eden into this directory.
<aside>
***NOTE***: Different games have different ways of saving them, it may be a single file or multiple files.
</aside>
7. Close the file explorer as it is no longer needed.
8. Launch the game in Eden and verify that the save data appears through whatever method the game implements.

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# Installing Atmosphere Mods
Use this guide for when you want to install an Atmosphere-based mod for use in Eden.
**Click [Here](https://evilperson1337.notion.site/Installing-Atmosphere-Mods-2b057c2edaf681fe8d39cbfc2d0cc799) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden already set up and functioning with keys and firmware
- The mod you want to install
---
## Steps
1. Right-Click the game you want to apply the mod to and select **Open Mod Data Location.**
2. Create new folder inside the mod directory with the name of the mod.
3. Extract the downloaded mod (if applicable) to a temporary directory.
4. Locate the ***exefs*** and ***romfs*** folders inside the extracted mod - usually *atmosphere/contents/<TITLE_ID>*.
5. Copy the ***exefs*** and ***romfs*** folders into the mod folder you created earlier.
6. Restart Eden.
7. Right-Click the game you installed the mod to and hit *Configure Game*.
8. Look in the **Add-Ons** tab and observe that the Mod Name (or whatever you named the folder to earlier) now appears on the list and is selected.
9. Hit **OK** and launch the game. Your mod should now be active.
<aside>
***NOTE:*** Your mod may not show up on the home screen initially, if it does not. Hit the refresh button in the bottom-left of the window or go back into *Configure Game* and disable the mod by unchecking it, and clicking **OK**. It should now appear on the home screen in the Add-Ons column correctly. Just go back into the *Configure Game* and enable it again if you use this method.
</aside>
10. Your mod is now ready to play.

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@@ -0,0 +1,52 @@
# Working with Updates/DLC in Eden
Use this guide when you want to install Updates or DLC for your games in Eden.
<aside>
***NOTE***: This applies to separate Update/DLC files, not “merged” NSP/XCIs which include the base game and Updates/DLC applied on top of them in a single file. These files work in Eden, but would not require the following steps.
</aside>
**Click [Here](https://evilperson1337.notion.site/Working-with-Updates-DLC-in-Eden-2b057c2edaf681dfb65dfc4dd96980c0) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
1. Eden already setup and configured for your platform.
2. The Update/DLC file(s) you want to install
---
## Installing Updates/DLC
1. Open Eden to the Main Window.
2. Select *File > Install Files to NAND...*.
3. Navigate to the Update/DLC files you want to install.
<aside>
***TIP***: You can install multiple files at once by selecting multiple files in this window.
</aside>
4. The file(s) will be scanned for validity and then a confirmation window will appear, select *Install* to begin installation.
<aside>
***TIP***: You can deselect any that you do not want to install with the checkbox by each entry.
</aside>
5. Upon installation, you will get a prompt saying it was installed successfully.
6. Look at the *Add-Ons* column in the main window, you should now see the additional installed content reflected.
---
## Disabling Updates/DLC
Upon occasion you may find that you want to disable a certain DLC or Update (incompatibility with a mod, causes significant regression, etc.). Luckily the process if very easy to do so.
1. *Right-Click* the game for which you want to disable the additional content.
2. Select *Configure Game.*
3. Uncheck the box next to the DLC or Update you want to disable and hit **OK**.
4. The listing should now reflect that it has been disabled with a **[D]** before the entry. If you load the game, you will observe that the reported version is not updated (assuming the game reports this information).

12
docs/user/Native.md Normal file
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# User Handbook - Native Application Development
Debugging on physical hardware can get tedious and time consuming. Users are empowered with the debugging capabilities of the emulator to ensure their applications run as-is on the system. To the greatest extent possible atleast.
## Debugging
**Standard key prefix**: Allows to redirect the key manager to a file other than `prod.keys` (for example `other` would redirect to `other.keys`). This is useful for testing multiple keysets. Default is `prod`.
**Changing serial**: Very basic way to set debug values for the serial (and battery number). Developers do not need to write the full serial as it will be writen in-place (that is, it will be filled with the default serial and then overwrite the serial from the beginning).
- Battery serial: `YUZU0EMULATOR14022024`
- Board serial: `YUZ10000000001`
If the user were to set their board serial as `ABC`, then it will be written in-place and the resulting serial would be `ABC10000000001`. There are no underlying checks to ensure correctness of serials other than a hard limit of 16-characters for both.

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# Eden Quick Start
Use this guide to get starting using the Eden emulator on Steam Deck.
**Click [Here](https://evilperson1337.notion.site/Eden-Quick-Start-2b757c2edaf680d49ffdcda291a32840) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Firmware dumped from your console
- Keys extracted from your console
- Games dumped from your console
- Internet Connection
---
## Steps
1. Access Steam Desktop Mode.
2. Download either the *Stable* or *Nightly* Eden AppImage onto your Steam Deck and save it somewhere accessible.
<aside>
***TIP***: If you have questions about the requirements, architectures, or general information surrounding what release you need - see the [*Basics Guide*](./Basics.md) and [*Architectures Guide*](./Architectures.md).
</aside>
3. Double-Click the Eden executable to launch the program.
<aside>
***NOTE***: The first time you run the AppImage you will get a notification asking you to confirm you want to launch the program. Hit **Continue**.
</aside>
4. If you have had a different Switch emulator installed, it will detect and ask if you want to import those settings. Make your selection to close the screen.
5. Eden will now launch and notify you about missing Encryption keys. Close the dialog box by hitting **OK**.
6. Navigate to **Tools → Install Decryption Keys**, navigate to the folder containing your ***prod.keys*** file and select the file and hit **Open**.
7. Navigate to **Tools → Install Firmware →** *Select **From Folder*** or ***From ZIP*** - depending on how your firmware is stored, navigate to where it is stored and select it.
8. Double-Click the main window to add the folder containing your games.
9. Go to *Emulation > Configure > Input* and set up your controller. Click **OK** to close the dialog window.
10. Double-Click a game to run it.

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# Eden Quick Start
Use this guide to get starting using the Eden emulator.
**Click [Here](https://evilperson1337.notion.site/Eden-Quick-Start-2b057c2edaf6817b9859d8bcdb474017) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- The [*latest C++ Redistributable*](https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170#latest-supported-redistributable-version) from Microsoft.
- Eden will not even launch without it see [*Eden Fails to Launch*](./EdenFailsToLaunch.md) for more information.
- Firmware dumped from your console
- Keys extracted from your console
- Games dumped from your console
- Internet Connection
---
## Steps
1. Download either the *Stable* or *Nightly* Eden application.
<aside>
***TIP***: If you have questions about the requirements, architectures, or general information surrounding what release you need - see the [*Basics Guide*](./Basics.md) and [*Architectures Guide*](./Architectures.md).
</aside>
2. Extract the contents to wherever you want to store the program on your computer.
<aside>
***TIP***: If you want to run Eden completely portable (everything is stored in the folder you extracted it to) - create a folder called **user** if it is not there by default.
</aside>
3. Run ***Eden.exe*** to launch the program.
<aside>
***INFO***: You may get a “*Windows protected your PC”* SmartScreen message that appears. This is just Windows Defender saying it did not recognize the application and did not run it - Eden is completely safe. Click **More info** and then **Run anyway** to dismiss this message.
</aside>
4. Eden will now launch and notify you about missing Decryption keys. Close the dialog box by hitting **OK**.
5. Navigate to **Tools → Install Decryption Keys**, navigate to the folder containing your key files and select the file, you should only be able to select one.
6. Navigate to **Tools → Install Firmware**, *Select **From Folder*** or ***From ZIP*** - depending on how your firmware is stored, navigate to where it is stored and select it.
7. Double-Click the main window to add the folder containing your games.
8. Go to *Emulation > Configure > Input* and set up your controller of choice. Click **OK** to close the dialog window.
9. Double-Click a game to run it.

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@@ -6,8 +6,12 @@ This handbook is primarily aimed at the end-user - baking useful knowledge for e
- **[The Basics](Basics.md)**
- **[Audio](Audio.md)**
- **[Server hosting](ServerHosting.md)**
- **[Graphics](Graphics.md)**
- **[Platforms and Architectures](Architectures.md)**
- **[Testing](Testing.md)**
- **[Data, savefiles and storage](Storage.md)**
- **[Orphaned Profiles](Orphaned.md)**
- **[Command Line](CommandLine.md)**
- **[Native Application Development](Native.md)**
- **[Adding Boolean Settings Toggles](AddingBooleanToggles.md)**

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# Allowing Eden to Run on MacOS
Use this guide when you need to allow Eden to run on a Mac system, but are being blocked by Apple Security policy.
**Click [Here](https://evilperson1337.notion.site/Allowing-Eden-to-Run-on-MacOS-2b057c2edaf681fea63dc81027efeffd) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Permissions to modify settings in MacOS
---
## Why am I Seeing This?
Recent versions of MacOS (Catalina & newer) introduced the **Gatekeeper** security functionality, requiring software to be signed by Apple or a trusted (aka - paying) developer. If the signature isnt on the list of trusted ones, it will stop the program from executing and display the message above.
---
## Steps
1. Open the *System Settings* panel.
2. Navigate to *Privacy & Security*.
3. Scroll down and observe the following message under the **Security** settings.
4. Select **Open Anyway** to tell your Mac that you trust the application.
5. You will now get another window appearing to verify you want to open Eden. Select **Open Anyway**.
6. You will be prompted for your password to authorize the request. Enter the credentials of an account that has permission to modify settings and press **OK**.
7. Eden will now open and any subsequent launches of the program will not prompt this.

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# User Handbook - Server hosting
This guide explains how to set up a public/private self hosted Eden server/lobby.
## Using a Kamatera VPS and Docker on Ubuntu
- Firstly, head over to kamatera.com and create an account. Sign in and create a new server under "My cloud", then create a new server.
- Region: Choose a location that balances latency for both you and other players (example: New York for US-Europe connections if the host is based in the US).
- Next, under Server OS Images, select Ubuntu 24.04 LTS. Configure CPU/RAM/specs as desired for your server. Complete the creation process.
- Enable the Kamatera firewall and set default policy: IN: DROP, OUT: ACCEPT.
- After setting the default policy, add the three following rules: #1: SSH Access - Direction: IN, Interface: net0, Macro: SSH - Secure Shell Traffic, Source: ANY, Port: Blank/Auto (Handeld by SSH), Destination: Blank/Auto (Handeld by SSH), Policy: ACCEPT, leave a comment: SSH access.
- Then, after creating the first rule, add TCP & UDP Ports for Eden - Direction: IN, Interface: net0, Protocol: TCP or UDP (for respective rule), Source: ANY, Destination Port: 24872, Policy: ACCEPT, leave a comment: Eden server port.
- Note: Only UDP is required for Eden; opening TCP is optional.
- SSH into the server: `ssh root@YOUR_SERVER_IP`.
- Install Docker: `apt update`, `apt install -y docker.io`, `systemctl enable --now docker`. Verify Docker installation: `docker --version`
- (Optional) Install Eden AppImage: `chmod +x Eden-Linux*.AppImage` This step is optional and only needed if you want to manage Eden locally on a VPS.
- Now, we configure the lobby itself. Run the server: `docker run -d --name eden-lobby --restart unless-stopped -p 24872:24872/udp ikuzen/yuzu-hdr-multiplayer-dedicated --room-name "My Eden Room" --password "MySecurePass2025" --max-members 8 --preferred-game "Mario Kart 8 Deluxe" --preferred-game-id "01000ABF0C84C000" --web-api-url "api.ynet-fun.xyz"` This command starts the server in the background, maps the UDP port, and sets your room settings.
- Now you can try verifying the server: `docker ps` You should see: `eden-lobby Up 0.0.0.0:24872->24872/udp`
- Connect from the client: Open Eden on your PC, go to Multiplayer > Direct Connect to Room, enter the VPS IP address, use the room name and password you set above or alternatively you should see your lobby within the "Browse Public Game Lobby" section as well.
- Managing the Docker container: Stop the server: `docker stop eden-lobby`, Start it again: `docker start eden-lobby`, Remove it: `docker rm -f eden-lobby` if you want to change the name of your lobby, you must first stop the server via: docker stop eden-lobby, then remove it via: docker rm -f eden-lobby. Then edit the server name and just repaste the updated command.
- Notes: Only UDP port 24872 is strictly required. You can customize room name, password, max members, and preferred game. Optional parameters from the original Outcaster guide include: `--room-description` (Adds a room description in the lobby), `--allowed-name-suffix` (Restricts usernames), `--moderator-password` (Adds a moderator role), `--allow-non-preferred-game` (Allows games other than the preferred game)

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@@ -0,0 +1,66 @@
# Backing Up/Syncing Eden Game Saves
Use this guide for when you want to configure automated backup/syncing of your Eden save files using [*Syncthing*](https://syncthing.net/).
**Click [Here](https://evilperson1337.notion.site/Backing-Up-Syncing-Eden-Game-Saves-2b357c2edaf68000b40cfab2c2c3dc0a) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden already installed, configured, and functioning.
- Devices to run Syncthing on.
- Ability to allow a program to communicate through the firewall of your device.
---
## Platform Specific Setup Guides
- [*Windows*](./SyncthingGuide_Windows.md)
- *MacOS (Coming Soon)*
- *Steam Deck (Coming Soon)*
- *Android (Coming Soon)*
- [*Linux*](./SyncthingGuide_Linux.md)
---
## A Few Notes Before You Proceed
<aside>
***WARNING***: You should manually back up your save files before proceeding with this guide. If you incorrectly perform the steps, you risk losing them!
</aside>
- While this is a de-centralized model without the concepts of a Server/Client, Parent/Child, etc. - For the purposes of these guides, we will borrow from this models terminology to avoid sync conflicts and potential data loss. After the initial setup, all the devices in the sync network are equals and can push & pull files from any other device.
- In order for this to work, you should get all of the save files in Eden in the save folder on the Parent.
- If you need help doing that, see the ***Importing Saves into Eden*** guide for the platform you elect to act as the Parent, and delete the save files on the "Child" devices.
### Terminology
- **Sync Network**: All the devices configured in *Syncthing* to push/pull files.
- **Parent**: This will be the device that you elect to push files to the other devices. There can only be one here initially in order to avoid sync conflicts.
- **Child**: All the other devices added to the Sync Network. These devices will pull files from the Parent.
---
## Overview
Rather than giving a breakdown of all the platforms and configurations, those will be in the platforms specific guides - this will serve as a general overview of Syncthing.
---
### What is Syncthing Anyway?
Syncthing is a continuous file synchronization program (in the laymans - make sure 2 or more systems with the same files are always up to date). This is perfect for game saves where we would want to play on 1 device, save our game, and then continue playing it on another device. This technology is what Epic/Steam/etc. use to allow you to do this on games run through their respective services. Syncthing is an open source implementation of this technology that you control, rather than relying on a 3rd party. This has a few key benefits, most notably - better security, privacy, and speed (when on your LAN).
---
### What are some common issues?
Syncthing is fairly robust and doesnt have many issues luckily, but there are some things you should watch out for (almost all of them a user issue).
- Sync conflicts
- If for whatever reason you update the same file on 2 different machines, the system does not know which updated file is considered the one to sync across. This results in a ***sync conflict*** where it may not sync the files as you would expect. Worst case scenario, this can result in your save progress being lost if you are not careful. When one of these occurs, it will create a copy of the file and store it with a specific name, like this example, *Paper Mario.sync-conflict-20251102-072925-TZBBN6S.srm.* To resolve this, you must remove the other files and remove the *.sync-conflict-<TIMESTAMP>-<Syncthing Device ID>* from the file name of the file you want to keep.
- Accidental Deletions
- If you delete a file from one of the devices, it will also remove the file on the other devices when they perform a sync so be careful when doing this.

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# Backing Up/Syncing Eden Game Saves
Use this guide for when you want to configure automated backup/syncing of your Eden save files using [*Syncthing*](https://syncthing.net/) on Linux.
**Click [Here](https://evilperson1337.notion.site/Backing-Up-Syncing-Eden-Game-Saves-2b057c2edaf680fc8a28eba5a05fd7a3) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Read the [*Syncthing General Guide*](./SyncthingGuide_General.md).
- Eden already installed, configured, and functioning.
---
## Steps
<aside>
***WARNING***: You should manually back up your save files before proceeding with this guide. If you incorrectly perform the steps, you risk losing them!
</aside>
<aside>
***NOTE***: I am using Linux Mint for my guides, but the steps should translate pretty easily to your distro. I ***hope*** that if you are running Linux you know the basic operations. Steam Deck users should follow the guide specific to that platform.
</aside>
### Downloading and Installing Syncthing
1. Download [*Syncthing Tray*](https://flathub.org/en/apps/io.github.martchus.syncthingtray) from the Flatpak store.
2. Launch *Syncthing Tray* to run it, select the **Start guided setup** on the splash screen that appears and press **Next**.
3. It will then look for an existing *Syncthing* instance to pull settings from, but will likely fail to do so if you are here. Regardless, select the **Yes, continue configuration** option.
4. Select ***Start installed Syncthing application via Syncthing Tray***, this means it will use a built in Syncthing executable rather than relying on an externally provided one. Press **Next** to continue.
5. You will now be presented with a confirmation window with your selections, confirm they are what you want and hit **Apply** to continue.
6. You will now be prompted with a confirmation window that has a QR code and the devices identifier - you will need one of these to add other devices to the sync system.
7. *Syncthing/Syncthing Tray* are now installed. Press Finish to close the pop up.
<aside>
***NOTE***: By default due to flatpak sandboxing limitations, Syncthing Tray will not run automatically on login. You can get around this by following the [*instructions here*](https://github.com/flathub/io.github.martchus.syncthingtray).
</aside>
---
### Configuring this Machine as a Parent
Use this when you want to set this machine as the initial source of truth (push files out to all the other devices). Afterwards they will all be equal partners, not a parent/child relationship, this just helps with initial setup.
1. Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing.**
1. If you dont have a taskbar in your distro, you can also reach it directly by opening a web browser to: *http://127.0.0.1:8384/.*
2. You will now have a browser window open up to a web GUI to configure *Syncthing*. You will get a pop up about allowing anonymous usage and setting a password, make your selections to close them.
3. Well start by adding the folder with our save files that we want to sync by Pressing **+ Add Folder**.
4. A pop-up window will appear, fill in the Folder label field with whatever you want to call it, like Switch Saves.
5. Enter the Full folder path to where your save files are stored on this machine.
<aside>
***TIP***: The easiest way to do this would be to open Eden, right-click a game that has a save, hit ***Open Save Data Location,*** and then go up 1 directory. It should contain folders with the TitleID of your games.
It should look similar to this: ..*\nand\user\save\0000000000000000\EC573727F509799675F6E5112C581D7E*
</aside>
6. Ignore the other tabs for now and hit **Save**.
7. The folder is now ready to be shared with other devices.
---
### Configuring this Machine as a Child
Use this when you want to set this machine up as a child (pull files from the other devices). Afterwards they will all be equal partners, not a parent/child relationship, this just helps with initial setup.
1. Install Syncthing Tray on the client device following the section above. Copy the childs ID and store it so it is accessible to the Parent.
2. ***ON THE PARENT***: Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing** if it is not open already**.**
3. You will now have a browser window open up to a web GUI to configure *Syncthing*. You will get a pop up about allowing anonymous usage and setting a password, make your selections to close them.
4. Navigate down to **+ Add Remote Device**, we are going to add our Child device, so I hope you have its ID handy. If not, go back and get it.
5. Add the ID and Name the device, the device may appear as a **nearby device**, in which case you can just click it to pre-populate the Device ID.
6. Click the **Sharing** Tab, and check the box next to the folder you set up on the Parent (Switch Saves in my case). Hit **Save.**
7. We are done with the parent, now **SWITCH OVER TO THE CHILD.**
8. ***ON THE CHILD***: Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing** if it is not open already.
9. You should now see a connection request pop-up from the parent. Hit **+ Add Device** to add the device.
10. Hit **Save** to finish adding the device.
11. That pop-up will close and you will get notification that the device wants to share a folder now. Hit **Add.**
12. Enter the path to the save folder in Eden and hit **Save.**
<aside>
***TIP***: The easiest way to do this would be to open Eden, right-click a game that has a save, hit ***Open Save Data Location,*** and then go up 1 directory. It should contain folders with the TitleID of your games.
It should look similar to this: ..*\nand\user\save\0000000000000000\EC573727F509799675F6E5112C581D7E*
</aside>
13. *Syncthing* will now pull all the files from the Parent and store them in your local save directory. At this point the files are in sync and alterations to one will affect the other and both can be considered “*Parents*” for other devices you want to add. Repeat these steps for as many devices you want.

View File

@@ -0,0 +1,95 @@
# Backing Up/Syncing Eden Game Saves
Use this guide for when you want to configure automated backup/syncing of your Eden save files using [*Syncthing](https://syncthing.net/)* on Windows.
**Click [Here](https://evilperson1337.notion.site/Backing-Up-Syncing-Eden-Game-Saves-2b057c2edaf680f5aa9cd1c4f97121ce) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Read the [*Syncthing General Guide*](./SyncthingGuide_General.md).
- Eden already installed, configured, and functioning.
- Ability to allow a program to communicate through the firewall in Windows.
- Ability to extract archive (.zip/.7z/.rar) files.
---
## Steps
<aside>
***WARNING***: You should manually back up your save files before proceeding with this guide. If you incorrectly perform the steps, you risk losing them!
</aside>
### Downloading and Installing *Syncthing*
1. Download [*Syncthing Tray*](https://martchus.github.io/syncthingtray/#downloads-section).
1. While it is available as a command line interface, for most people I would recommend *Syncthing Tray* on Windows. For most people here, you would download the **64-bit (Intel/AMD)** version.
2. Open the downloaded archive and extract the **syncthingtray.exe** to wherever you want to store the executable.
3. Double-Click the application to run it, select the **Start guided setup** on the splash screen that appears and press **Next**.
<aside>
***NOTE***: You may get a Windows Defender Smart Screen pop up, this is a known thing, just accept and run anyway.
</aside>
4. It will then look for an existing Syncthing instance to pull settings from, but will likely fail to do so if you are here. Regardless, select the **Yes, continue configuration** option.
5. Select ***Start Syncthing application that is built into Syncthing Tray***, this means it will use a built in Syncthing executable rather than relying on an externally provided one. Press **Next** to continue.
6. Check the box to start Syncthing Tray on login - as the name implies, this means the program will run automatically whenever you log onto the computer. Press Next to continue.
7. You will now be presented with a confirmation window with your selections, confirm they are what you want and hit **Apply** to continue.
8. You will now be prompted with a confirmation window and a message to allow it through the firewall. Allow the access through the firewall to close that pop up. The confirmation screen has a QR code and the devices identifier - you will need one of these to add other devices to the sync system.
9. *Syncthing/Syncthing Tray* are now installed.
---
### Configuring this Machine as a Parent
Use this when you want to set this machine as the initial source of truth (push files out to all the other devices). Afterwards they will all be equal partners, not a parent/child relationship, this just helps with initial setup.
1. Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing.**
2. You will now have a browser window open up to a web GUI to configure *Syncthing*. You will get a pop up about allowing anonymous usage and setting a password, make your selections to close them.
3. Well start by adding the folder with our save files that we want to sync by Pressing **+ Add Folder**.
4. A pop-up window will appear, fill in the Folder label field with whatever you want to call it, like Switch Saves.
5. Enter the Full folder path to where your save files are stored on this machine.
<aside>
***TIP***: The easiest way to do this would be to open Eden, right-click a game that has a save, hit ***Open Save Data Location,*** and then go up 1 directory. It should contain folders with the TitleID of your games.
It should look similar to this: ..*\nand\user\save\0000000000000000\EC573727F509799675F6E5112C581D7E*
</aside>
6. Ignore the other tabs for now and hit **Save**.
7. The folder is now ready to be shared with other devices.
---
### Configuring this Machine as a Child
Use this when you want to set this machine up as a child (pull files from the other devices). Afterwards they will all be equal partners, not a parent/child relationship, this just helps with initial setup.
1. Install Syncthing Tray on the client device following the section above. Copy the childs ID and store it so it is accessible to the Parent.
2. ***ON THE PARENT***: Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing** if it is not open already**.**
3. You will now have a browser window open up to a web GUI to configure *Syncthing*. You will get a pop up about allowing anonymous usage and setting a password, make your selections to close them.
4. Navigate down to **+ Add Remote Device**, we are going to add our Child device, so I hope you have its ID handy. If not, go back and get it.
5. Add the ID and Name the device, the device may appear as a **nearby device**, in which case you can just click it to pre-populate the Device ID.
6. Click the **Sharing** Tab, and check the box next to the folder you set up on the Parent (Switch Saves in my case). Hit **Save.**
7. We are done with the parent, now **SWITCH OVER TO THE CHILD.**
8. ***ON THE CHILD***: Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing** if it is not open already**.**
9. You should now see a connection request from the parent. Hit **+ Add Device** to add the device.
10. Hit **Save** to finish adding the device.
11. That pop-up will close and you will get notification that the device wants to share a folder now. Hit **Add.**
12. Enter the path to the save folder in Eden and hit **Save.**
<aside>
***TIP***: The easiest way to do this would be to open Eden, right-click a game that has a save, hit ***Open Save Data Location,*** and then go up 1 directory. It should contain folders with the TitleID of your games.
It should look similar to this: ..*\nand\user\save\0000000000000000\EC573727F509799675F6E5112C581D7E*
</aside>
13. *Syncthing* will now pull all the files from the Parent and store them in your local save directory. At this point the files are in sync and alterations to one will affect the other and both can be considered “*Parents*” for other devices you want to add. Repeat these steps for as many devices you want.

View File

@@ -0,0 +1,43 @@
# Using Amiibo with Eden
Use this guide when you want to load Amiibo into your games for use with the Eden emulator.
**Click [Here](https://evilperson1337.notion.site/Using-Amiibo-with-Eden-2b057c2edaf681b1b28ec6be600c6d3e) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
1. The Eden Emulator fully set up and configured.
2. The Amiibo file you want to use.
<aside>
***NOTE***: Eden only supports the *.bin* amiibo format, ***NOT*** the *.nfc* format.
</aside>
## Steps
---
1. Launch Eden and launch the game you want to load Amiibo for.
<aside>
***TIP***: You must be in-game before you can emulate scanning an Amiibo
</aside>
1. Navigate to the Amiibo section of the game. The method for initiating the scanning varies from game to game, for *Captain Toads Treasure Tracker*, you need to go to the press the **+** button when on the level select. You will need to look up how to do so with your specific game.
2. Upon activating the Amiibo scan functionality, you should get a Scan page. Eden is now looking for an Amiibo file to be loaded, which emulates scanning an Amiibo on actual hardware.
3. Navigate to **File > Load/Remove Amiibo…**, or press the hotkey to do the same (**F2** on keyboard by default).
4. In the file explorer that opens, navigate to the amiibo file you want to use.
<aside>
***NOTE***: It seems the scanning functionality is spotty and will sometimes throw a "*The current game is not looking for amiibos*” message, even though it is. Usually you just need to try loading it again or restarting the scanning from the game. In some situations it was only resolved by restarting the game.
</aside>
5. Upon loading a valid file, you will get a confirmation screen and your bonus content will be unlocked/functionality activated.
6. Repeat with any other Amiibo you want to use.

View File

@@ -0,0 +1,92 @@
# Using Cheats with Eden
Use this guide when you want to add cheats into a game to alter gameplay for use with the Eden emulator.
**Click [Here](https://evilperson1337.notion.site/Using-Cheats-with-Eden-2b057c2edaf6818fab66c276e2304bb4) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden Emulator fully set up and configured on your Android device.
- The cheat(s) you want to apply.
- The **Build ID** of the game.
<aside>
***TIP***: The easiest way I have found to find the Build ID is by Right-Clicking the game **IN RYUJINX ON PC** and hitting **Manage Cheats**. Your Build ID will be displayed at the top.
Another option would be to launch the game in Eden and close it - then go into the log and look for a line like this - the first 16 characters if your Build ID. Make sure that it is the MAIN line.
[ 27.098382] Loader <Info> core/file_sys/patch_manager.cpp:HasNSOPatch:304: Querying NSO patch existence for build_id=AEE6DCCC06D9C05B42061E2019123A61, name=main
</aside>
---
## Steps
### Configuring a Cheat
1. Create a directory somewhere accessible on your phone with the name of the cheat. The name you choose only affects how it is displayed in Eden.
2. Create a directory inside of this folder called **cheats.**
3. Create a new text file and copy the Hex Code of the cheat into it, optionally with the cheat name at the beginning like this example. Here this code will set the timer to 999 in *New Super Mario Bros. U Deluxe.*
```bash
[Time = 999]
58000000 00C88A70
78001000 00000090
64000000 00000000 003E6F00
```
4. Save the file as a **txt** file with the Build ID of the game. For my example, my Build ID is **AEE6DCCC06D9C05B** so my file would be `AEE6DCCC06D9C05B.txt`.
5. Open Eden and press and hold the game you want to apply the cheat to.
6. Scroll down on the properties until you see **Add-ons**, select this option.
7. Select + **Install** then select **Mods and cheats** and **OK** on the window that appears.
8. A file explorer will now appear. Navigate to the directory created in step 1 and select the folder.
<aside>
***INFO***: Make sure you select the correct directory or it will not work, the screen should show the **cheats** sub-directory.
</aside>
2. You should now see the cheat appear in the **Add-ons** screen.
3. Launch the game and confirm that the cheat is applied.
---
### Multiple Cheats
In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory. You **cannot** install multiple cheats with a single file.
Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Windows or anything that can run Python) that can take a file with multiple cheats and create the files/structure for you with a provided Build ID. To download and run it, see the [GitHub Project](https://github.com/Ninjistix/nxCheat_Splitter) page.
**Example cheat TXT file with multiple cheats. It must be in this format to work:**
```
[Super Mario Bros. Wonder - Various] <- Optional
[♯ 1. Always Star Power]
040E0000 00880580 52800035
[♯ 2. Star Power + Bubble Mode (Invincible)]
040E0000 00880580 52800075
[♯ 3. Can Fast Travel to Any Course and World]
040E0000 00935E10 52800036
040E0000 0048A528 52800028
040E0000 005D9F58 52800028
[♯ 4. Got All Top of Flag Poles]
040E0000 0048A818 52800028
```
---
### Enabling/Disabling Cheats
Cheats are enabled by default, but can be disabled so they dont affect gameplay fairly easily using the game properties.
1. Open Eden and press and hold the game you want to apply the cheat to.
2. Scroll down on the properties until you see **Add-ons**, select this option.
3. *Select/Deselect* the name of the cheat you wish to enable/disable.
4. Click **OK** to close the window.
5. Launch the game to confirm the cheat is/is not active.

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@@ -0,0 +1,83 @@
# Using Cheats with Eden
Use this guide when you want to add cheats into a game to alter gameplay for use with the Eden emulator.
**Click [Here](https://evilperson1337.notion.site/Using-Cheats-with-Eden-2b057c2edaf6818fab66c276e2304bb4) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden Emulator fully set up and configured
- The cheat(s) you want to apply
- The **Build ID** of the game.
<aside>
***TIP***: The easiest way I have found to find the Build ID is by Right-Clicking the game **IN RYUJINX** and hitting **Manage Cheats**. Your Build ID will be displayed at the top.
Another option would be to launch the game in Eden and close it - then go into the log and look for a line like this - the first 16 characters if your Build ID. **Make sure that it is the MAIN line**.
`[ 27.098382] Loader <Info> core/file_sys/patch_manager.cpp:HasNSOPatch:304: Querying NSO patch existence for build_id=AEE6DCCC06D9C05B42061E2019123A61, name=main`
</aside>
## Steps
---
### Configuring a Cheat
1. Copy the Hex Code of the cheat into a text file, optionally with the cheat name at the beginning like the example. Here this code will set the timer to 999 in *New Super Mario Bros. U Deluxe.*
```bash
[Time = 999]
58000000 00C88A70
78001000 00000090
64000000 00000000 003E6F00
```
1. Save the file as a **txt** file with the Build ID of the game. For my example, my Build ID is **AEE6DCCC06D9C05B** so my file would be `AEE6DCCC06D9C05B.txt`.
2. Launch Eden and wait for the program to load.
3. *Right-Click* the game in Eden and select **Open Mod Data Location**. A file explorer window should appear.
4. Create a folder inside of the file explorer window with the name of the cheat. This name does not matter and only affects how it appears in the game properties inside of Eden.
5. Navigate inside of this folder and create another folder called **cheats.**
6. Move the txt file you created earlier into this **cheats** folder. (e.g. `<mod_location>/Time 999/cheats/AEE6DCCC06D9C05B.txt` )
7. Go back to Eden and *right-click* the game. Select *Configure Game* and you should now see the cheat you created appear in the **Add-Ons** section with the name of the folder from step 6.
8. Launch the game to verify that the cheat is enabled.
### Multiple Cheats
In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory. You **cannot** install multiple cheats with a single file.
Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Windows or anything that can run Python) that can take a file with multiple cheats and create the files/structure for you with a provided Build ID. To download and run it, see the [GitHub Project](https://github.com/Ninjistix/nxCheat_Splitter) page.
**Example cheat TXT file with multiple cheats. It must be in this format to work:**
```
[Super Mario Bros. Wonder - Various] <- Optional
[♯ 1. Always Star Power]
040E0000 00880580 52800035
[♯ 2. Star Power + Bubble Mode (Invincible)]
040E0000 00880580 52800075
[♯ 3. Can Fast Travel to Any Course and World]
040E0000 00935E10 52800036
040E0000 0048A528 52800028
040E0000 005D9F58 52800028
[♯ 4. Got All Top of Flag Poles]
040E0000 0048A818 52800028
```
---
### Enabling/Disabling Cheats
Cheats are enabled by default, but can be disabled so they dont affect gameplay fairly easily using the game properties.
1. *Right-Click* the game and select *Configure Game*.
2. In the **Add-Ons** section, locate the cheat you wish to enable.
3. *Select/Deselect* the name of the cheat you wish to enable/disable.
4. Click **OK** to close the window.
5. Launch the game to confirm the cheat is/is not active.

View File

@@ -27,7 +27,7 @@ set_directory_properties(PROPERTIES EXCLUDE_FROM_ALL ON)
# Xbyak (also used by Dynarmic, so needs to be added first)
if (ARCHITECTURE_x86 OR ARCHITECTURE_x86_64)
if (PLATFORM_SUN OR PLATFORM_OPENBSD)
if (PLATFORM_SUN OR PLATFORM_OPENBSD OR PLATFORM_NETBSD OR PLATFORM_DRAGONFLY)
AddJsonPackage(xbyak_sun)
else()
AddJsonPackage(xbyak)
@@ -267,9 +267,11 @@ if (ANDROID AND ARCHITECTURE_arm64)
AddJsonPackage(libadrenotools)
endif()
if (UNIX AND NOT APPLE AND NOT TARGET gamemode::headers)
AddJsonPackage(gamemode)
if (gamemode_ADDED)
add_library(gamemode INTERFACE)
target_include_directories(gamemode INTERFACE gamemode)
target_include_directories(gamemode INTERFACE ${gamemode_SOURCE_DIR}/lib)
add_library(gamemode::headers ALIAS gamemode)
endif()
@@ -392,3 +394,19 @@ if (ANDROID)
add_library(oboe::oboe ALIAS oboe)
endif()
if (APPLE)
# moltenvk
if (NOT YUZU_USE_BUNDLED_MOLTENVK)
find_library(MOLTENVK_LIBRARY MoltenVK)
else()
unset(MOLTENVK_LIBRARY)
endif()
# TODO: kosmickrisp?
if (NOT MOLTENVK_LIBRARY)
AddJsonPackage(moltenvk)
set(MOLTENVK_LIBRARY "${moltenvk_SOURCE_DIR}/MoltenVK/dylib/macOS/libMoltenVK.dylib" CACHE STRING "" FORCE)
endif()
endif()

View File

@@ -0,0 +1,17 @@
# SPDX-FileCopyrightText: Copyright 2025 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
## DefaultConfig ##
# Generally, you will always want "some" default configuration for your project.
# This module does nothing but enforce that. :)
set(CMAKE_BUILD_TYPE_DEFAULT "Release" CACHE STRING "Default build type")
get_property(IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
if (NOT IS_MULTI_CONFIG AND NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "${CMAKE_BUILD_TYPE_DEFAULT}"
CACHE STRING "Choose the type of build." FORCE)
message(STATUS "[DefaultConfig] Defaulting to a "
"${CMAKE_BUILD_TYPE_DEFAULT} build")
endif()

View File

@@ -0,0 +1,225 @@
# SPDX-FileCopyrightText: Copyright 2025 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
## DetectArchitecture ##
#[[
Does exactly as it sounds. Detects common symbols defined for different architectures and
adds compile definitions thereof. Namely:
- arm64
- arm
- x86_64
- x86
- ia64
- mips64
- mips
- ppc64
- ppc
- riscv
- riscv64
- loongarch64
- wasm
Unsupported architectures:
- ARMv2-6
- m68k
- PIC
This file WILL NOT detect endian-ness for you.
This file is based off of Yuzu and Dynarmic.
]]
# multiarch builds are a special case and also very difficult
# this is what I have for now, but it's not ideal
# Do note that situations where multiple architectures are defined
# should NOT be too dependent on the architecture
# otherwise, you may end up with duplicate code
if (CMAKE_OSX_ARCHITECTURES)
set(MULTIARCH_BUILD 1)
set(ARCHITECTURE "${CMAKE_OSX_ARCHITECTURES}")
# hope and pray the architecture names match
foreach(ARCH IN ${CMAKE_OSX_ARCHITECTURES})
set(ARCHITECTURE_${ARCH} 1 PARENT_SCOPE)
add_definitions(-DARCHITECTURE_${ARCH}=1)
endforeach()
return()
endif()
include(CheckSymbolExists)
function(detect_architecture symbol arch)
# The output variable needs to be unset between invocations otherwise
# CMake's crazy scope rules will keep it defined
unset(SYMBOL_EXISTS CACHE)
if (NOT DEFINED ARCHITECTURE)
set(CMAKE_REQUIRED_QUIET 1)
check_symbol_exists("${symbol}" "" SYMBOL_EXISTS)
unset(CMAKE_REQUIRED_QUIET)
if (SYMBOL_EXISTS)
set(ARCHITECTURE "${arch}" PARENT_SCOPE)
set(ARCHITECTURE_${arch} 1 PARENT_SCOPE)
add_definitions(-DARCHITECTURE_${arch}=1)
endif()
endif()
endfunction()
function(detect_architecture_symbols)
if (DEFINED ARCHITECTURE)
return()
endif()
set(oneValueArgs ARCH)
set(multiValueArgs SYMBOLS)
cmake_parse_arguments(ARGS "" "${oneValueArgs}" "${multiValueArgs}"
"${ARGN}")
set(arch "${ARGS_ARCH}")
foreach(symbol ${ARGS_SYMBOLS})
detect_architecture("${symbol}" "${arch}")
if (ARCHITECTURE_${arch})
message(DEBUG "[DetectArchitecture] Found architecture symbol ${symbol} for ${arch}")
set(ARCHITECTURE "${arch}" PARENT_SCOPE)
set(ARCHITECTURE_${arch} 1 PARENT_SCOPE)
add_definitions(-DARCHITECTURE_${arch}=1)
return()
endif()
endforeach()
endfunction()
function(DetectArchitecture)
# arches here are put in a sane default order of importance
# notably, amd64, arm64, and riscv (in order) are BY FAR the most common
# mips is pretty popular in embedded
# ppc64 is pretty popular in supercomputing
# sparc is uh
# ia64 exists
# the rest exist, but are probably less popular than ia64
detect_architecture_symbols(
ARCH arm64
SYMBOLS
"__ARM64__"
"__aarch64__"
"_M_ARM64")
detect_architecture_symbols(
ARCH x86_64
SYMBOLS
"__x86_64"
"__x86_64__"
"__amd64"
"_M_X64"
"_M_AMD64")
# riscv is interesting since it generally does not define a riscv64-specific symbol
# We can, however, check for the rv32 zcf extension which is good enough of a heuristic on GCC
detect_architecture_symbols(
ARCH riscv
SYMBOLS
"__riscv_zcf")
# if zcf doesn't exist we can safely assume it's riscv64
detect_architecture_symbols(
ARCH riscv64
SYMBOLS
"__riscv")
detect_architecture_symbols(
ARCH x86
SYMBOLS
"__i386"
"__i386__"
"_M_IX86")
detect_architecture_symbols(
ARCH arm
SYMBOLS
"__arm__"
"__TARGET_ARCH_ARM"
"_M_ARM")
detect_architecture_symbols(
ARCH ia64
SYMBOLS
"__ia64"
"__ia64__"
"_M_IA64")
# mips is probably the least fun to detect due to microMIPS
# Because microMIPS is such cancer I'm considering it out of scope for now
detect_architecture_symbols(
ARCH mips64
SYMBOLS
"__mips64")
detect_architecture_symbols(
ARCH mips
SYMBOLS
"__mips"
"__mips__"
"_M_MRX000")
detect_architecture_symbols(
ARCH ppc64
SYMBOLS
"__ppc64__"
"__powerpc64__"
"_ARCH_PPC64"
"_M_PPC64")
detect_architecture_symbols(
ARCH ppc
SYMBOLS
"__ppc__"
"__ppc"
"__powerpc__"
"_ARCH_COM"
"_ARCH_PWR"
"_ARCH_PPC"
"_M_MPPC"
"_M_PPC")
detect_architecture_symbols(
ARCH sparc64
SYMBOLS
"__sparc_v9__")
detect_architecture_symbols(
ARCH sparc
SYMBOLS
"__sparc__"
"__sparc")
# I don't actually know about loongarch32 since crossdev does not support it, only 64
detect_architecture_symbols(
ARCH loongarch64
SYMBOLS
"__loongarch__"
"__loongarch64")
detect_architecture_symbols(
ARCH wasm
SYMBOLS
"__EMSCRIPTEN__")
# "generic" target
# If you have reached this point, you're on some as-of-yet unsupported architecture.
# See the docs up above for known unsupported architectures
# If you're not in the list... I think you know what you're doing.
if (NOT DEFINED ARCHITECTURE)
set(ARCHITECTURE "GENERIC")
set(ARCHITECTURE_GENERIC 1)
add_definitions(-DARCHITECTURE_GENERIC=1)
endif()
message(STATUS "[DetectArchitecture] Target architecture: ${ARCHITECTURE}")
set(ARCHITECTURE "${ARCHITECTURE}" PARENT_SCOPE)
set(ARCHITECTURE_${ARCHITECTURE} 1 PARENT_SCOPE)
endfunction()

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@@ -0,0 +1,151 @@
# SPDX-FileCopyrightText: Copyright 2025 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
## DetectPlatform ##
# This is a small helper that sets PLATFORM_<platform> variables for various
# operating systems and distributions. Note that Apple, Windows, Android, etc.
# are not covered, as CMake already does that for us.
# It also sets CXX_<compiler> for the C++ compiler.
# Furthermore, some platforms have really silly requirements/quirks, so this
# also does a few of those.
# This module contains contributions from the Eden Emulator Project,
# notably from crueter and Lizzie.
if (${CMAKE_SYSTEM_NAME} STREQUAL "SunOS")
set(PLATFORM_SUN ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "FreeBSD")
set(PLATFORM_FREEBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "OpenBSD")
set(PLATFORM_OPENBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "NetBSD")
set(PLATFORM_NETBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "DragonFly")
set(PLATFORM_DRAGONFLYBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Haiku")
set(PLATFORM_HAIKU ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
set(PLATFORM_LINUX ON)
endif()
# dumb heuristic to detect msys2
if (CMAKE_COMMAND MATCHES "msys64")
set(PLATFORM_MSYS ON)
endif()
if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
set(CXX_CLANG ON)
if (MSVC)
set(CXX_CLANG_CL ON)
endif()
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
set(CXX_GCC ON)
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
set(CXX_CL ON)
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "IntelLLVM")
set(CXX_ICC ON)
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
set(CXX_APPLE ON)
endif()
# https://gitlab.kitware.com/cmake/cmake/-/merge_requests/11112
# This works totally fine on MinGW64, but not CLANG{,ARM}64
if(MINGW AND CXX_CLANG)
set(CMAKE_SYSTEM_VERSION 10.0.0)
endif()
# NB: this does not account for SPARC
if (PLATFORM_SUN)
# Terrific OpenIndiana pkg shenanigans
list(APPEND CMAKE_PREFIX_PATH
"${CMAKE_SYSROOT}/usr/lib/qt/6.6/lib/amd64/cmake")
list(APPEND CMAKE_MODULE_PATH
"${CMAKE_SYSROOT}/usr/lib/qt/6.6/lib/amd64/cmake")
# Amazing - absolutely incredible
list(APPEND CMAKE_PREFIX_PATH "${CMAKE_SYSROOT}/usr/lib/amd64/cmake")
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SYSROOT}/usr/lib/amd64/cmake")
# For some mighty reason, doing a normal release build sometimes
# may not trigger the proper -O3 switch to materialize
if (CMAKE_BUILD_TYPE MATCHES "Release")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O3")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O3")
endif()
if (CMAKE_BUILD_TYPE MATCHES "RelWithDebInfo")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O2")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O2")
endif()
endif()
# MSYS2 utilities
# Sometimes, PkgConfig modules will incorrectly reference / when CMake
# wants you to reference it as C:/msys64/. This function corrects that.
# Example in a Find module:
#[[
if (PLATFORM_MSYS)
FixMsysPath(PkgConfig::OPUS)
endif()
]]
function(FixMsysPath target)
get_target_property(include_dir ${target} INTERFACE_INCLUDE_DIRECTORIES)
if (NOT (include_dir MATCHES "^/"))
return()
endif()
set(root_default $ENV{MSYS2_LOCATION})
if (root_default STREQUAL "")
set(root_default "C:/msys64")
endif()
set(MSYS_ROOT_PATH ${root_default}
CACHE STRING "Location of the MSYS2 root")
set(include_dir "C:/msys64${include_dir}")
set_target_properties(${target} PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES ${include_dir})
endfunction()
# MSYSTEM handling + program_path
if (PLATFORM_MSYS)
# really, really dumb heuristic to detect what environment we are in
macro(system var)
if (CMAKE_COMMAND MATCHES ${var})
set(MSYSTEM ${var})
endif()
endmacro()
system(mingw64)
system(clang64)
system(clangarm64)
system(ucrt64)
if (NOT DEFINED MSYSTEM)
set(MSYSTEM msys2)
endif()
# We generally want to prioritize environment-specific binaries if possible
# some, like autoconf, are not present on environments besides msys2 though
set(CMAKE_PROGRAM_PATH C:/msys64/${MSYSTEM}/bin C:/msys64/usr/bin)
set(ENV{PKG_CONFIG_PATH} C:/msys64/${MSYSTEM}/lib/pkgconfig)
endif()
# This saves a truly ridiculous amount of time during linking
# In my tests, without this, Eden takes 2 mins, with this, it takes 3-5 seconds
# or on GitHub Actions, 10 minutes -> 3 seconds
if (MINGW)
set(MINGW_FLAGS "-Wl,--strip-all -Wl,--gc-sections")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE
"${CMAKE_EXE_LINKER_FLAGS_RELEASE} ${MINGW_FLAGS}")
endif()
# awesome
if (PLATFORM_FREEBSD OR PLATFORM_DRAGONFLYBSD)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -L${CMAKE_SYSROOT}/usr/local/lib")
endif()

View File

@@ -0,0 +1,58 @@
# SPDX-FileCopyrightText: Copyright 2025 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
## FasterLinker ##
# This finds a faster linker for your compiler, if available.
# Only really tested on Linux. I would not recommend this on MSYS2.
#[[
search order:
- gold (GCC only) - the best, generally, but not packaged anymore
- mold (GCC only) - generally does well on GCC
- lld - preferred on clang
- bfd - the final fallback
- If none are found (macOS uses ld.prime, etc) just use the default linker
]]
# This module is based on the work of Yuzu, specifically Liam White,
# and later extended by crueter.
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
set(CXX_GCC ON)
endif()
find_program(LINKER_BFD bfd)
if (LINKER_BFD)
set(LINKER bfd)
endif()
find_program(LINKER_LLD lld)
if (LINKER_LLD)
set(LINKER lld)
endif()
if (CXX_GCC)
find_program(LINKER_MOLD mold)
if (LINKER_MOLD AND CMAKE_CXX_COMPILER_VERSION VERSION_GREATER_EQUAL "12.1")
set(LINKER mold)
endif()
find_program(LINKER_GOLD gold)
if (LINKER_GOLD)
set(LINKER gold)
endif()
endif()
if (LINKER)
message(NOTICE "[FasterLinker] Selecting ${LINKER} as linker")
add_link_options("-fuse-ld=${LINKER}")
else()
message(WARNING "[FasterLinker] No faster linker found--using default")
endif()
if (LINKER STREQUAL "lld" AND CXX_GCC)
message(WARNING
"[FasterLinker] Using lld on GCC may cause issues "
"with certain LTO settings.")
endif()

View File

@@ -1,162 +0,0 @@
# SPDX-FileCopyrightText: 2009 Iowa State University
# SPDX-FileContributor: Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
# SPDX-License-Identifier: BSL-1.0
# - Returns a version string from Git
#
# These functions force a re-configure on each git commit so that you can
# trust the values of the variables in your build system.
#
# get_git_head_revision(<refspecvar> <hashvar> [<additional arguments to git describe> ...])
#
# Returns the refspec and sha hash of the current head revision
#
# git_describe(<var> [<additional arguments to git describe> ...])
#
# Returns the results of git describe on the source tree, and adjusting
# the output so that it tests false if an error occurs.
#
# git_get_exact_tag(<var> [<additional arguments to git describe> ...])
#
# Returns the results of git describe --exact-match on the source tree,
# and adjusting the output so that it tests false if there was no exact
# matching tag.
#
# Requires CMake 2.6 or newer (uses the 'function' command)
#
# Original Author:
# 2009-2010 Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
# http://academic.cleardefinition.com
# Iowa State University HCI Graduate Program/VRAC
#
# Copyright Iowa State University 2009-2010.
# Distributed under the Boost Software License, Version 1.0.
# (See accompanying file LICENSE_1_0.txt or copy at
# http://www.boost.org/LICENSE_1_0.txt)
if(__get_git_revision_description)
return()
endif()
set(__get_git_revision_description YES)
# We must run the following at "include" time, not at function call time,
# to find the path to this module rather than the path to a calling list file
get_filename_component(_gitdescmoddir ${CMAKE_CURRENT_LIST_FILE} PATH)
function(get_git_head_revision _refspecvar _hashvar)
set(GIT_PARENT_DIR "${CMAKE_CURRENT_SOURCE_DIR}")
set(GIT_DIR "${GIT_PARENT_DIR}/.git")
while(NOT EXISTS "${GIT_DIR}") # .git dir not found, search parent directories
set(GIT_PREVIOUS_PARENT "${GIT_PARENT_DIR}")
get_filename_component(GIT_PARENT_DIR ${GIT_PARENT_DIR} PATH)
if(GIT_PARENT_DIR STREQUAL GIT_PREVIOUS_PARENT)
# We have reached the root directory, we are not in git
set(${_refspecvar} "GITDIR-NOTFOUND" PARENT_SCOPE)
set(${_hashvar} "GITDIR-NOTFOUND" PARENT_SCOPE)
return()
endif()
set(GIT_DIR "${GIT_PARENT_DIR}/.git")
endwhile()
# check if this is a submodule
if(NOT IS_DIRECTORY ${GIT_DIR})
file(READ ${GIT_DIR} submodule)
string(REGEX REPLACE "gitdir: (.*)\n$" "\\1" GIT_DIR_RELATIVE ${submodule})
get_filename_component(SUBMODULE_DIR ${GIT_DIR} PATH)
get_filename_component(GIT_DIR ${SUBMODULE_DIR}/${GIT_DIR_RELATIVE} ABSOLUTE)
endif()
set(GIT_DATA "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/git-data")
if(NOT EXISTS "${GIT_DATA}")
file(MAKE_DIRECTORY "${GIT_DATA}")
endif()
if(NOT EXISTS "${GIT_DIR}/HEAD")
return()
endif()
set(HEAD_FILE "${GIT_DATA}/HEAD")
configure_file("${GIT_DIR}/HEAD" "${HEAD_FILE}" COPYONLY)
configure_file("${_gitdescmoddir}/GetGitRevisionDescription.cmake.in"
"${GIT_DATA}/grabRef.cmake"
@ONLY)
include("${GIT_DATA}/grabRef.cmake")
set(${_refspecvar} "${HEAD_REF}" PARENT_SCOPE)
set(${_hashvar} "${HEAD_HASH}" PARENT_SCOPE)
endfunction()
function(git_branch_name _var)
if(NOT GIT_FOUND)
find_package(Git QUIET)
endif()
if(NOT GIT_FOUND)
set(${_var} "GIT-NOTFOUND" PARENT_SCOPE)
return()
endif()
execute_process(COMMAND
"${GIT_EXECUTABLE}"
rev-parse --abbrev-ref HEAD
WORKING_DIRECTORY
"${CMAKE_SOURCE_DIR}"
RESULT_VARIABLE
res
OUTPUT_VARIABLE
out
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT res EQUAL 0)
set(out "${out}-${res}-NOTFOUND")
endif()
set(${_var} "${out}" PARENT_SCOPE)
endfunction()
function(git_describe _var)
if(NOT GIT_FOUND)
find_package(Git QUIET)
endif()
#get_git_head_revision(refspec hash)
if(NOT GIT_FOUND)
set(${_var} "GIT-NOTFOUND" PARENT_SCOPE)
return()
endif()
#if(NOT hash)
# set(${_var} "HEAD-HASH-NOTFOUND" PARENT_SCOPE)
# return()
#endif()
# TODO sanitize
#if((${ARGN}" MATCHES "&&") OR
# (ARGN MATCHES "||") OR
# (ARGN MATCHES "\\;"))
# message("Please report the following error to the project!")
# message(FATAL_ERROR "Looks like someone's doing something nefarious with git_describe! Passed arguments ${ARGN}")
#endif()
#message(STATUS "Arguments to execute_process: ${ARGN}")
execute_process(COMMAND
"${GIT_EXECUTABLE}"
describe
${hash}
${ARGN}
WORKING_DIRECTORY
"${CMAKE_SOURCE_DIR}"
RESULT_VARIABLE
res
OUTPUT_VARIABLE
out
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT res EQUAL 0)
set(out "${out}-${res}-NOTFOUND")
endif()
set(${_var} "${out}" PARENT_SCOPE)
endfunction()
function(git_get_exact_tag _var)
git_describe(out --exact-match ${ARGN})
set(${_var} "${out}" PARENT_SCOPE)
endfunction()

View File

@@ -1,45 +0,0 @@
# SPDX-FileCopyrightText: 2009 Iowa State University
# SPDX-FileContributor: Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
# SPDX-License-Identifier: BSL-1.0
# Internal file for GetGitRevisionDescription.cmake
#
# Requires CMake 2.6 or newer (uses the 'function' command)
#
# Original Author:
# 2009-2010 Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
# http://academic.cleardefinition.com
# Iowa State University HCI Graduate Program/VRAC
#
# Copyright Iowa State University 2009-2010.
# Distributed under the Boost Software License, Version 1.0.
# (See accompanying file LICENSE_1_0.txt or copy at
# http://www.boost.org/LICENSE_1_0.txt)
set(HEAD_HASH)
file(READ "@HEAD_FILE@" HEAD_CONTENTS LIMIT 1024)
string(STRIP "${HEAD_CONTENTS}" HEAD_CONTENTS)
if(HEAD_CONTENTS MATCHES "ref")
# named branch
string(REPLACE "ref: " "" HEAD_REF "${HEAD_CONTENTS}")
if(EXISTS "@GIT_DIR@/${HEAD_REF}")
configure_file("@GIT_DIR@/${HEAD_REF}" "@GIT_DATA@/head-ref" COPYONLY)
elseif(EXISTS "@GIT_DIR@/logs/${HEAD_REF}")
configure_file("@GIT_DIR@/logs/${HEAD_REF}" "@GIT_DATA@/head-ref" COPYONLY)
set(HEAD_HASH "${HEAD_REF}")
endif()
else()
# detached HEAD
configure_file("@GIT_DIR@/HEAD" "@GIT_DATA@/head-ref" COPYONLY)
endif()
if(NOT HEAD_HASH)
if(EXISTS "@GIT_DATA@/head-ref")
file(READ "@GIT_DATA@/head-ref" HEAD_HASH LIMIT 1024)
string(STRIP "${HEAD_HASH}" HEAD_HASH)
else()
set(HEAD_HASH "Unknown")
endif()
endif()

85
externals/cmake-modules/GetSCMRev.cmake vendored Normal file
View File

@@ -0,0 +1,85 @@
# SPDX-FileCopyrightText: Copyright 2025 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
## GetSCMRev ##
# Name is self explanatory. Gets revision information from files, OR from git.
# Prioritizes GIT-TAG, GIT-REFSPEC, GIT-COMMIT, GIT-RELEASE files within the root directory,
# otherwise grabs stuff from Git.
# loosely based on Ryan Pavlik's work
find_package(Git QUIET)
# commit: git rev-parse HEAD
# tag: git describe --tags --abbrev=0
# branch: git rev-parse --abbrev-ref=HEAD
function(run_git_command variable)
if(NOT GIT_FOUND)
set(${variable} "GIT-NOTFOUND" PARENT_SCOPE)
return()
endif()
execute_process(COMMAND
"${GIT_EXECUTABLE}"
${ARGN}
WORKING_DIRECTORY
"${CMAKE_SOURCE_DIR}"
RESULT_VARIABLE
res
OUTPUT_VARIABLE
out
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT res EQUAL 0)
set(out "${out}-${res}-NOTFOUND")
endif()
set(${variable} "${out}" PARENT_SCOPE)
endfunction()
function(trim var)
string(REGEX REPLACE "\n" "" new "${${var}}")
set(${var} ${new} PARENT_SCOPE)
endfunction()
set(TAG_FILE ${CMAKE_SOURCE_DIR}/GIT-TAG)
set(REF_FILE ${CMAKE_SOURCE_DIR}/GIT-REFSPEC)
set(COMMIT_FILE ${CMAKE_SOURCE_DIR}/GIT-COMMIT)
set(RELEASE_FILE ${CMAKE_SOURCE_DIR}/GIT-RELEASE)
if (EXISTS ${REF_FILE} AND EXISTS ${COMMIT_FILE})
file(READ ${REF_FILE} GIT_REFSPEC)
file(READ ${COMMIT_FILE} GIT_COMMIT)
else()
run_git_command(GIT_COMMIT rev-parse HEAD)
run_git_command(GIT_REFSPEC rev-parse --abbrev-ref HEAD)
if (GIT_REFSPEC MATCHES "NOTFOUND")
set(GIT_REFSPEC 1.0.0)
set(GIT_COMMIT stable)
endif()
endif()
if (EXISTS ${TAG_FILE})
file(READ ${TAG_FILE} GIT_TAG)
else()
run_git_command(GIT_TAG describe --tags --abbrev=0)
if (GIT_TAG MATCHES "NOTFOUND")
set(GIT_TAG "${GIT_REFSPEC}")
endif()
endif()
if (EXISTS ${RELEASE_FILE})
file(READ ${RELEASE_FILE} GIT_RELEASE)
trim(GIT_RELEASE)
message(STATUS "[GetSCMRev] Git release: ${GIT_RELEASE}")
endif()
trim(GIT_REFSPEC)
trim(GIT_COMMIT)
trim(GIT_TAG)
message(STATUS "[GetSCMRev] Git commit: ${GIT_COMMIT}")
message(STATUS "[GetSCMRev] Git tag: ${GIT_TAG}")
message(STATUS "[GetSCMRev] Git refspec: ${GIT_REFSPEC}")

34
externals/cmake-modules/UseCcache.cmake vendored Normal file
View File

@@ -0,0 +1,34 @@
# SPDX-FileCopyrightText: Copyright 2025 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
## UseCcache ##
# Adds an option to enable CCache and uses it if provided.
# Also does some debug info downgrading to make it easier.
# Credit to DraVee for his work on this
option(USE_CCACHE "Use ccache for compilation" OFF)
set(CCACHE_PATH "ccache" CACHE STRING "Path to ccache binary")
if(USE_CCACHE)
find_program(CCACHE_BINARY ${CCACHE_PATH})
if(CCACHE_BINARY)
message(STATUS "[UseCcache] Found ccache at: ${CCACHE_BINARY}")
set(CMAKE_C_COMPILER_LAUNCHER ${CCACHE_BINARY})
set(CMAKE_CXX_COMPILER_LAUNCHER ${CCACHE_BINARY})
else()
message(FATAL_ERROR "[UseCcache] USE_CCACHE enabled, but no "
"executable found at: ${CCACHE_PATH}")
endif()
# Follow SCCache recommendations:
# <https://github.com/mozilla/sccache/blob/main/README.md?plain=1#L144>
if(WIN32)
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_DEBUG
"${CMAKE_CXX_FLAGS_DEBUG}")
string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_DEBUG
"${CMAKE_C_FLAGS_DEBUG}")
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_RELWITHDEBINFO
"${CMAKE_CXX_FLAGS_RELWITHDEBINFO}")
string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_RELWITHDEBINFO
"${CMAKE_C_FLAGS_RELWITHDEBINFO}")
endif()
endif()

17
externals/cmake-modules/UseLTO.cmake vendored Normal file
View File

@@ -0,0 +1,17 @@
# SPDX-FileCopyrightText: Copyright 2025 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
## UseLTO ##
# Enable Interprocedural Optimization (IPO).
# Self-explanatory.
include(CheckIPOSupported)
check_ipo_supported(RESULT COMPILER_SUPPORTS_LTO)
if(NOT COMPILER_SUPPORTS_LTO)
message(FATAL_ERROR
"Your compiler does not support interprocedural optimization"
" (IPO).")
endif()
set(CMAKE_POLICY_DEFAULT_CMP0069 NEW)
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION ${COMPILER_SUPPORTS_LTO})

View File

@@ -9,7 +9,7 @@
},
"sirit": {
"repo": "eden-emulator/sirit",
"git_version": "1.0.2",
"git_version": "1.0.3",
"tag": "v%VERSION%",
"artifact": "sirit-source-%VERSION%.tar.zst",
"hash_suffix": "sha512sum",
@@ -23,17 +23,13 @@
"package": "sirit",
"name": "sirit",
"repo": "eden-emulator/sirit",
"version": "1.0.2",
"disabled_platforms": [
"mingw-amd64",
"mingw-arm64"
]
"version": "1.0.3"
},
"httplib": {
"repo": "yhirose/cpp-httplib",
"tag": "v%VERSION%",
"hash": "b364500f76e2ecb0fe21b032d831272e3f1dfeea71af74e325f8fc4ce9dcdb3c941b97a5b422bdeafb9facd058597b90f8bfc284fb9afe3c33fefa15dd5a010b",
"git_version": "0.26.0",
"hash": "e7a8877d489c97669a8ee536e1498575be921e558ed947253013fe6b67a49d4569eedd01f543caa70183b92d8ac0e8687d662a70d880954412e387317008a239",
"git_version": "0.28.0",
"find_args": "MODULE GLOBAL",
"patches": [
"0001-mingw.patch"
@@ -93,9 +89,9 @@
"package": "unordered_dense",
"repo": "martinus/unordered_dense",
"tag": "v%VERSION%",
"hash": "f9c819e28e1c1a387acfee09277d6af5e366597a0d39acf1c687acf0608a941ba966af8aaebdb8fba0126c7360269c4a51754ef4cab17c35c01a30215f953368",
"hash": "b98b5d4d96f8e0081b184d6c4c1181fae4e41723b54bed4296717d7f417348b48fad0bbcc664cac142b8c8a47e95aa57c1eb1cf6caa855fd782fad3e3ab99e5e",
"find_args": "CONFIG",
"git_version": "4.5.0"
"git_version": "4.8.1"
},
"mbedtls": {
"package": "MbedTLS",
@@ -107,8 +103,8 @@
"artifact": "%TAG%.tar.bz2",
"skip_updates": true,
"patches": [
"0002-aesni-fix.patch",
"0003-aesni-fix.patch"
"0001-aesni-fix.patch",
"0002-arm64-aes-fix.patch"
]
},
"enet": {
@@ -167,7 +163,7 @@
"package": "SDL2",
"name": "SDL2",
"repo": "crueter-ci/SDL2",
"version": "2.32.10-38e0094637",
"version": "2.32.10-a65111bd2d",
"min_version": "2.26.4"
},
"catch2": {
@@ -192,9 +188,9 @@
"package": "SimpleIni",
"repo": "brofield/simpleini",
"tag": "v%VERSION%",
"hash": "6c198636816a0018adbf7f735d402c64245c6fcd540b7360d4388d46f007f3a520686cdaec4705cb8cb31401b2cb4797a80b42ea5d08a6a5807c0848386f7ca1",
"hash": "b937c18a7b6277d77ca7ebfb216af4984810f77af4c32d101b7685369a4bd5eb61406223f82698e167e6311a728d07415ab59639fdf19eff71ad6dc2abfda989",
"find_args": "MODULE",
"git_version": "4.22"
"git_version": "4.25"
},
"sdl2_generic": {
"package": "SDL2",
@@ -214,5 +210,20 @@
"key": "steamdeck",
"bundled": true,
"skip_updates": "true"
},
"moltenvk": {
"repo": "V380-Ori/Ryujinx.MoltenVK",
"tag": "v%VERSION%-ryujinx",
"git_version": "1.4.1",
"artifact": "MoltenVK-macOS.tar",
"hash": "5695b36ca5775819a71791557fcb40a4a5ee4495be6b8442e0b666d0c436bec02aae68cc6210183f7a5c986bdbec0e117aecfad5396e496e9c2fd5c89133a347",
"bundled": true
},
"gamemode": {
"repo": "FeralInteractive/gamemode",
"sha": "ce6fe122f3",
"hash": "e87ec14ed3e826d578ebf095c41580069dda603792ba91efa84f45f4571a28f4d91889675055fd6f042d7dc25b0b9443daf70963ae463e38b11bcba95f4c65a9",
"version": "1.7",
"find_args": "MODULE"
}
}

View File

@@ -114,16 +114,6 @@ if (UNIX AND NOT ANDROID)
endif()
if (YUZU_USE_BUNDLED_FFMPEG)
# MSVC conflicts with ksuser otherwise
# MinGW has the funny quirk of requiring avutil after avcodec
# Android needs some deps to be compiled with PIC (TODO)
# TODO(crueter) fix
if (ANDROID)
set(BUILD_SHARED_LIBS ON)
else()
set(BUILD_SHARED_LIBS OFF)
endif()
AddJsonPackage(ffmpeg-ci)
set(FFmpeg_INCLUDE_DIR

View File

@@ -1,8 +1,8 @@
{
"ffmpeg": {
"repo": "FFmpeg/FFmpeg",
"sha": "c2184b65d2",
"hash": "007b1ccdd4d3ea3324835258d9a255103253bd66edb442b12d9c60dca85149cad52136a3b3120e5094115b6a3d9e80eeacbf9c07e5ffafc9ac459614d5fa3b22",
"sha": "ddf443f1e9",
"hash": "ded1c313843f23805102565bd3ca92602fb9c2951e059ca5e1a486ab3ef7d589acccf3cde05c5ff0cfc5199c3a261dccb4d2a93254e585824850696fb41a292e",
"bundled": true
},
"ffmpeg-ci": {
@@ -10,7 +10,7 @@
"package": "FFmpeg",
"name": "ffmpeg",
"repo": "crueter-ci/FFmpeg",
"version": "8.0-be99d2c0b2",
"version": "8.0-ddf443f1e9",
"min_version": "4.1"
}
}

View File

@@ -1,376 +0,0 @@
/*
Copyright (c) 2017-2019, Feral Interactive
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of Feral Interactive nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef CLIENT_GAMEMODE_H
#define CLIENT_GAMEMODE_H
/*
* GameMode supports the following client functions
* Requests are refcounted in the daemon
*
* int gamemode_request_start() - Request gamemode starts
* 0 if the request was sent successfully
* -1 if the request failed
*
* int gamemode_request_end() - Request gamemode ends
* 0 if the request was sent successfully
* -1 if the request failed
*
* GAMEMODE_AUTO can be defined to make the above two functions apply during static init and
* destruction, as appropriate. In this configuration, errors will be printed to stderr
*
* int gamemode_query_status() - Query the current status of gamemode
* 0 if gamemode is inactive
* 1 if gamemode is active
* 2 if gamemode is active and this client is registered
* -1 if the query failed
*
* int gamemode_request_start_for(pid_t pid) - Request gamemode starts for another process
* 0 if the request was sent successfully
* -1 if the request failed
* -2 if the request was rejected
*
* int gamemode_request_end_for(pid_t pid) - Request gamemode ends for another process
* 0 if the request was sent successfully
* -1 if the request failed
* -2 if the request was rejected
*
* int gamemode_query_status_for(pid_t pid) - Query status of gamemode for another process
* 0 if gamemode is inactive
* 1 if gamemode is active
* 2 if gamemode is active and this client is registered
* -1 if the query failed
*
* const char* gamemode_error_string() - Get an error string
* returns a string describing any of the above errors
*
* Note: All the above requests can be blocking - dbus requests can and will block while the daemon
* handles the request. It is not recommended to make these calls in performance critical code
*/
#include <stdbool.h>
#include <stdio.h>
#include <dlfcn.h>
#include <string.h>
#include <assert.h>
#include <sys/types.h>
static char internal_gamemode_client_error_string[512] = { 0 };
/**
* Load libgamemode dynamically to dislodge us from most dependencies.
* This allows clients to link and/or use this regardless of runtime.
* See SDL2 for an example of the reasoning behind this in terms of
* dynamic versioning as well.
*/
static volatile int internal_libgamemode_loaded = 1;
/* Typedefs for the functions to load */
typedef int (*api_call_return_int)(void);
typedef const char *(*api_call_return_cstring)(void);
typedef int (*api_call_pid_return_int)(pid_t);
/* Storage for functors */
static api_call_return_int REAL_internal_gamemode_request_start = NULL;
static api_call_return_int REAL_internal_gamemode_request_end = NULL;
static api_call_return_int REAL_internal_gamemode_query_status = NULL;
static api_call_return_cstring REAL_internal_gamemode_error_string = NULL;
static api_call_pid_return_int REAL_internal_gamemode_request_start_for = NULL;
static api_call_pid_return_int REAL_internal_gamemode_request_end_for = NULL;
static api_call_pid_return_int REAL_internal_gamemode_query_status_for = NULL;
/**
* Internal helper to perform the symbol binding safely.
*
* Returns 0 on success and -1 on failure
*/
__attribute__((always_inline)) static inline int internal_bind_libgamemode_symbol(
void *handle, const char *name, void **out_func, size_t func_size, bool required)
{
void *symbol_lookup = NULL;
char *dl_error = NULL;
/* Safely look up the symbol */
symbol_lookup = dlsym(handle, name);
dl_error = dlerror();
if (required && (dl_error || !symbol_lookup)) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"dlsym failed - %s",
dl_error);
return -1;
}
/* Have the symbol correctly, copy it to make it usable */
memcpy(out_func, &symbol_lookup, func_size);
return 0;
}
/**
* Loads libgamemode and needed functions
*
* Returns 0 on success and -1 on failure
*/
__attribute__((always_inline)) static inline int internal_load_libgamemode(void)
{
/* We start at 1, 0 is a success and -1 is a fail */
if (internal_libgamemode_loaded != 1) {
return internal_libgamemode_loaded;
}
/* Anonymous struct type to define our bindings */
struct binding {
const char *name;
void **functor;
size_t func_size;
bool required;
} bindings[] = {
{ "real_gamemode_request_start",
(void **)&REAL_internal_gamemode_request_start,
sizeof(REAL_internal_gamemode_request_start),
true },
{ "real_gamemode_request_end",
(void **)&REAL_internal_gamemode_request_end,
sizeof(REAL_internal_gamemode_request_end),
true },
{ "real_gamemode_query_status",
(void **)&REAL_internal_gamemode_query_status,
sizeof(REAL_internal_gamemode_query_status),
false },
{ "real_gamemode_error_string",
(void **)&REAL_internal_gamemode_error_string,
sizeof(REAL_internal_gamemode_error_string),
true },
{ "real_gamemode_request_start_for",
(void **)&REAL_internal_gamemode_request_start_for,
sizeof(REAL_internal_gamemode_request_start_for),
false },
{ "real_gamemode_request_end_for",
(void **)&REAL_internal_gamemode_request_end_for,
sizeof(REAL_internal_gamemode_request_end_for),
false },
{ "real_gamemode_query_status_for",
(void **)&REAL_internal_gamemode_query_status_for,
sizeof(REAL_internal_gamemode_query_status_for),
false },
};
void *libgamemode = NULL;
/* Try and load libgamemode */
libgamemode = dlopen("libgamemode.so.0", RTLD_NOW);
if (!libgamemode) {
/* Attempt to load unversioned library for compatibility with older
* versions (as of writing, there are no ABI changes between the two -
* this may need to change if ever ABI-breaking changes are made) */
libgamemode = dlopen("libgamemode.so", RTLD_NOW);
if (!libgamemode) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"dlopen failed - %s",
dlerror());
internal_libgamemode_loaded = -1;
return -1;
}
}
/* Attempt to bind all symbols */
for (size_t i = 0; i < sizeof(bindings) / sizeof(bindings[0]); i++) {
struct binding *binder = &bindings[i];
if (internal_bind_libgamemode_symbol(libgamemode,
binder->name,
binder->functor,
binder->func_size,
binder->required)) {
internal_libgamemode_loaded = -1;
return -1;
};
}
/* Success */
internal_libgamemode_loaded = 0;
return 0;
}
/**
* Redirect to the real libgamemode
*/
__attribute__((always_inline)) static inline const char *gamemode_error_string(void)
{
/* If we fail to load the system gamemode, or we have an error string already, return our error
* string instead of diverting to the system version */
if (internal_load_libgamemode() < 0 || internal_gamemode_client_error_string[0] != '\0') {
return internal_gamemode_client_error_string;
}
/* Assert for static analyser that the function is not NULL */
assert(REAL_internal_gamemode_error_string != NULL);
return REAL_internal_gamemode_error_string();
}
/**
* Redirect to the real libgamemode
* Allow automatically requesting game mode
* Also prints errors as they happen.
*/
#ifdef GAMEMODE_AUTO
__attribute__((constructor))
#else
__attribute__((always_inline)) static inline
#endif
int gamemode_request_start(void)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
#ifdef GAMEMODE_AUTO
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
#endif
return -1;
}
/* Assert for static analyser that the function is not NULL */
assert(REAL_internal_gamemode_request_start != NULL);
if (REAL_internal_gamemode_request_start() < 0) {
#ifdef GAMEMODE_AUTO
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
#endif
return -1;
}
return 0;
}
/* Redirect to the real libgamemode */
#ifdef GAMEMODE_AUTO
__attribute__((destructor))
#else
__attribute__((always_inline)) static inline
#endif
int gamemode_request_end(void)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
#ifdef GAMEMODE_AUTO
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
#endif
return -1;
}
/* Assert for static analyser that the function is not NULL */
assert(REAL_internal_gamemode_request_end != NULL);
if (REAL_internal_gamemode_request_end() < 0) {
#ifdef GAMEMODE_AUTO
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
#endif
return -1;
}
return 0;
}
/* Redirect to the real libgamemode */
__attribute__((always_inline)) static inline int gamemode_query_status(void)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
return -1;
}
if (REAL_internal_gamemode_query_status == NULL) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"gamemode_query_status missing (older host?)");
return -1;
}
return REAL_internal_gamemode_query_status();
}
/* Redirect to the real libgamemode */
__attribute__((always_inline)) static inline int gamemode_request_start_for(pid_t pid)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
return -1;
}
if (REAL_internal_gamemode_request_start_for == NULL) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"gamemode_request_start_for missing (older host?)");
return -1;
}
return REAL_internal_gamemode_request_start_for(pid);
}
/* Redirect to the real libgamemode */
__attribute__((always_inline)) static inline int gamemode_request_end_for(pid_t pid)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
return -1;
}
if (REAL_internal_gamemode_request_end_for == NULL) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"gamemode_request_end_for missing (older host?)");
return -1;
}
return REAL_internal_gamemode_request_end_for(pid);
}
/* Redirect to the real libgamemode */
__attribute__((always_inline)) static inline int gamemode_query_status_for(pid_t pid)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
return -1;
}
if (REAL_internal_gamemode_query_status_for == NULL) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"gamemode_query_status_for missing (older host?)");
return -1;
}
return REAL_internal_gamemode_query_status_for(pid);
}
#endif // CLIENT_GAMEMODE_H

View File

@@ -4,10 +4,11 @@
// SPDX-FileCopyrightText: Copyright yuzu/Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
import android.annotation.SuppressLint
// import android.annotation.SuppressLint
import kotlin.collections.setOf
import org.jlleitschuh.gradle.ktlint.reporter.ReporterType
import com.github.triplet.gradle.androidpublisher.ReleaseStatus
import org.gradle.api.tasks.Copy
plugins {
id("com.android.application")
@@ -63,11 +64,6 @@ android {
versionName = getGitVersion()
versionCode = autoVersion
ndk {
@SuppressLint("ChromeOsAbiSupport")
abiFilters += listOf("arm64-v8a")
}
externalNativeBuild {
cmake {
val extraCMakeArgs =
@@ -127,7 +123,7 @@ android {
isMinifyEnabled = true
isDebuggable = false
proguardFiles(
getDefaultProguardFile("proguard-android.txt"),
getDefaultProguardFile("proguard-android-optimize.txt"),
"proguard-rules.pro"
)
}
@@ -139,7 +135,7 @@ android {
signingConfig = signingConfigs.getByName("default")
isDebuggable = true
proguardFiles(
getDefaultProguardFile("proguard-android.txt"),
getDefaultProguardFile("proguard-android-optimize.txt"),
"proguard-rules.pro"
)
versionNameSuffix = "-relWithDebInfo"
@@ -163,12 +159,20 @@ android {
create("mainline") {
dimension = "version"
resValue("string", "app_name_suffixed", "Eden")
ndk {
abiFilters += listOf("arm64-v8a")
}
}
create("genshinSpoof") {
dimension = "version"
resValue("string", "app_name_suffixed", "Eden Optimized")
applicationId = "com.miHoYo.Yuanshen"
ndk {
abiFilters += listOf("arm64-v8a")
}
}
create("legacy") {
@@ -187,6 +191,25 @@ android {
res.srcDirs("src/main/legacy")
}
}
ndk {
abiFilters += listOf("arm64-v8a")
}
}
create("chromeOS") {
dimension = "version"
resValue("string", "app_name_suffixed", "Eden")
ndk {
abiFilters += listOf("x86_64")
}
externalNativeBuild {
cmake {
abiFilters("x86_64")
}
}
}
}
@@ -321,3 +344,35 @@ fun getGitVersion(): String {
}
return versionName.ifEmpty { "0.0" }
}
afterEvaluate {
val artifactsDir = layout.projectDirectory.dir("../../../artifacts")
val outputsDir = layout.buildDirectory.dir("outputs").get()
android.applicationVariants.forEach { variant ->
val variantName = variant.name
val variantTask = variantName.replaceFirstChar { it.uppercaseChar() }
val flavor = variant.flavorName
val type = variant.buildType.name
val baseName = "app-$flavor-$type"
val apkFile = outputsDir.file("apk/$flavor/$type/$baseName.apk")
val aabFile = outputsDir.file("bundle/$variantName/$baseName.aab")
val taskName = "copy${variantTask}Outputs"
tasks.register<Copy>(taskName) {
group = "publishing"
description = "Copy APK and AAB for $variantName to $artifactsDir"
from(apkFile)
from(aabFile)
into(artifactsDir)
dependsOn("assemble${variantTask}")
dependsOn("bundle${variantTask}")
}
}
}

View File

@@ -24,13 +24,11 @@ SPDX-License-Identifier: GPL-3.0-or-later
<uses-permission android:name="android.permission.POST_NOTIFICATIONS" />
<uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
<uses-permission android:name="android.permission.VIBRATE" />
<uses-permission android:name="android.permission.WRITE_SECURE_SETTINGS" android:required="false" />
<uses-permission android:name="android.permission.BLUETOOTH_CONNECT" />
<uses-permission android:name="android.permission.BLUETOOTH_SCAN" />
<uses-permission android:name="android.permission.FOREGROUND_SERVICE" />
<uses-permission android:name="android.permission.FOREGROUND_SERVICE_SPECIAL_USE" />
<uses-permission android:name="android.permission.BLUETOOTH" android:maxSdkVersion="30" />
<uses-permission android:name="android.permission.BLUETOOTH_ADMIN" android:maxSdkVersion="30" />
<uses-permission android:name="android.permission.REQUEST_INSTALL_PACKAGES" />
<application
android:name="org.yuzu.yuzu_emu.YuzuApplication"
@@ -110,5 +108,15 @@ SPDX-License-Identifier: GPL-3.0-or-later
</intent-filter>
</provider>
<provider
android:name="androidx.core.content.FileProvider"
android:authorities="${applicationId}.provider"
android:exported="false"
android:grantUriPermissions="true">
<meta-data
android:name="android.support.FILE_PROVIDER_PATHS"
android:resource="@xml/file_paths" />
</provider>
</application>
</manifest>

View File

@@ -222,6 +222,11 @@ object NativeLibrary {
*/
external fun getUpdateUrl(version: String): String
/**
* Return the URL to download the APK for the given version
*/
external fun getUpdateApkUrl(version: String, packageId: String): String
/**
* Returns whether the update checker is enabled through CMAKE options.
*/

View File

@@ -235,10 +235,19 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener {
}
override fun dispatchKeyEvent(event: KeyEvent): Boolean {
if (event.keyCode == KeyEvent.KEYCODE_VOLUME_UP ||
event.keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
return super.dispatchKeyEvent(event)
}
val isPhysicalKeyboard = event.source and InputDevice.SOURCE_KEYBOARD == InputDevice.SOURCE_KEYBOARD &&
event.device?.isVirtual == false
if (event.source and InputDevice.SOURCE_JOYSTICK != InputDevice.SOURCE_JOYSTICK &&
event.source and InputDevice.SOURCE_GAMEPAD != InputDevice.SOURCE_GAMEPAD &&
event.source and InputDevice.SOURCE_KEYBOARD != InputDevice.SOURCE_KEYBOARD &&
event.source and InputDevice.SOURCE_MOUSE != InputDevice.SOURCE_MOUSE
event.source and InputDevice.SOURCE_MOUSE != InputDevice.SOURCE_MOUSE &&
!isPhysicalKeyboard
) {
return super.dispatchKeyEvent(event)
}

View File

@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -8,16 +11,16 @@ import android.view.LayoutInflater
import android.view.ViewGroup
import androidx.appcompat.app.AppCompatActivity
import androidx.core.content.res.ResourcesCompat
import androidx.lifecycle.ViewModelProvider
import com.google.android.material.button.MaterialButton
import org.yuzu.yuzu_emu.databinding.PageSetupBinding
import org.yuzu.yuzu_emu.model.HomeViewModel
import org.yuzu.yuzu_emu.model.PageState
import org.yuzu.yuzu_emu.model.SetupCallback
import org.yuzu.yuzu_emu.model.SetupPage
import org.yuzu.yuzu_emu.model.StepState
import org.yuzu.yuzu_emu.utils.ViewUtils
import org.yuzu.yuzu_emu.utils.ViewUtils.setVisible
import org.yuzu.yuzu_emu.viewholder.AbstractViewHolder
import android.content.res.ColorStateList
import org.yuzu.yuzu_emu.R
import org.yuzu.yuzu_emu.model.ButtonState
class SetupAdapter(val activity: AppCompatActivity, pages: List<SetupPage>) :
AbstractListAdapter<SetupPage, SetupAdapter.SetupPageViewHolder>(pages) {
@@ -29,9 +32,40 @@ class SetupAdapter(val activity: AppCompatActivity, pages: List<SetupPage>) :
inner class SetupPageViewHolder(val binding: PageSetupBinding) :
AbstractViewHolder<SetupPage>(binding), SetupCallback {
override fun bind(model: SetupPage) {
if (model.stepCompleted.invoke() == StepState.COMPLETE) {
binding.buttonAction.setVisible(visible = false, gone = false)
binding.textConfirmation.setVisible(true)
if (model.pageSteps.invoke() == PageState.COMPLETE) {
onStepCompleted(0, pageFullyCompleted = true)
}
if (model.pageButtons != null && model.pageSteps.invoke() != PageState.COMPLETE) {
for (pageButton in model.pageButtons) {
val pageButtonView = LayoutInflater.from(activity)
.inflate(
R.layout.page_button,
binding.pageButtonContainer,
false
) as MaterialButton
pageButtonView.apply {
id = pageButton.titleId
icon = ResourcesCompat.getDrawable(
activity.resources,
pageButton.iconId,
activity.theme
)
text = activity.resources.getString(pageButton.titleId)
}
pageButtonView.setOnClickListener {
pageButton.buttonAction.invoke(this@SetupPageViewHolder)
}
binding.pageButtonContainer.addView(pageButtonView)
// Disable buton add if its already completed
if (pageButton.buttonState.invoke() == ButtonState.BUTTON_ACTION_COMPLETE) {
onStepCompleted(pageButton.titleId, pageFullyCompleted = false)
}
}
}
binding.icon.setImageDrawable(
@@ -44,32 +78,26 @@ class SetupAdapter(val activity: AppCompatActivity, pages: List<SetupPage>) :
binding.textTitle.text = activity.resources.getString(model.titleId)
binding.textDescription.text =
Html.fromHtml(activity.resources.getString(model.descriptionId), 0)
binding.buttonAction.apply {
text = activity.resources.getString(model.buttonTextId)
if (model.buttonIconId != 0) {
icon = ResourcesCompat.getDrawable(
activity.resources,
model.buttonIconId,
activity.theme
)
}
iconGravity =
if (model.leftAlignedIcon) {
MaterialButton.ICON_GRAVITY_START
} else {
MaterialButton.ICON_GRAVITY_END
}
setOnClickListener {
model.buttonAction.invoke(this@SetupPageViewHolder)
}
}
}
override fun onStepCompleted() {
ViewUtils.hideView(binding.buttonAction, 200)
ViewUtils.showView(binding.textConfirmation, 200)
ViewModelProvider(activity)[HomeViewModel::class.java].setShouldPageForward(true)
override fun onStepCompleted(pageButtonId: Int, pageFullyCompleted: Boolean) {
val button = binding.pageButtonContainer.findViewById<MaterialButton>(pageButtonId)
if (pageFullyCompleted) {
ViewUtils.hideView(binding.pageButtonContainer, 200)
ViewUtils.showView(binding.textConfirmation, 200)
}
if (button != null) {
button.isEnabled = false
button.animate()
.alpha(0.38f)
.setDuration(200)
.start()
button.setTextColor(button.context.getColor(com.google.android.material.R.color.material_on_surface_disabled))
button.iconTint =
ColorStateList.valueOf(button.context.getColor(com.google.android.material.R.color.material_on_surface_disabled))
}
}
}
}

View File

@@ -52,10 +52,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
SHOW_FW_VERSION("show_firmware_version"),
SOC_OVERLAY_BACKGROUND("soc_overlay_background"),
FRAME_INTERPOLATION("frame_interpolation"),
// FRAME_SKIPPING("frame_skipping"),
ENABLE_INPUT_OVERLAY_AUTO_HIDE("enable_input_overlay_auto_hide"),
PERF_OVERLAY_BACKGROUND("perf_overlay_background"),
@@ -72,7 +68,8 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
DEBUG_FLUSH_BY_LINE("flush_line"),
USE_LRU_CACHE("use_lru_cache"),
DONT_SHOW_DRIVER_SHADER_WARNING("dont_show_driver_shader_warning");
DONT_SHOW_DRIVER_SHADER_WARNING("dont_show_driver_shader_warning"),
ENABLE_OVERLAY("enable_overlay");
// external fun isFrameSkippingEnabled(): Boolean

View File

@@ -61,7 +61,8 @@ enum class IntSetting(override val key: String) : AbstractIntSetting {
LOGIN_SHARE_APPLET("login_share_applet_mode"),
WIFI_WEB_AUTH_APPLET("wifi_web_auth_applet_mode"),
MY_PAGE_APPLET("my_page_applet_mode"),
INPUT_OVERLAY_AUTO_HIDE("input_overlay_auto_hide")
INPUT_OVERLAY_AUTO_HIDE("input_overlay_auto_hide"),
DEBUG_KNOBS("debug_knobs")
;
override fun getInt(needsGlobal: Boolean): Int = NativeConfig.getInt(key, needsGlobal)

View File

@@ -236,21 +236,6 @@ abstract class SettingsItem(
override fun reset() = BooleanSetting.USE_DOCKED_MODE.reset()
}
put(
SwitchSetting(
BooleanSetting.FRAME_INTERPOLATION,
titleId = R.string.frame_interpolation,
descriptionId = R.string.frame_interpolation_description
)
)
// put(
// SwitchSetting(
// BooleanSetting.FRAME_SKIPPING,
// titleId = R.string.frame_skipping,
// descriptionId = R.string.frame_skipping_description
// )
// )
put(
SwitchSetting(
@@ -762,6 +747,7 @@ abstract class SettingsItem(
SwitchSetting(
BooleanSetting.ENABLE_UPDATE_CHECKS,
titleId = R.string.enable_update_checks,
descriptionId = R.string.enable_update_checks_description,
)
)
put(
@@ -787,6 +773,16 @@ abstract class SettingsItem(
descriptionId = R.string.use_auto_stub_description
)
)
put(
SpinBoxSetting(
IntSetting.DEBUG_KNOBS,
titleId = R.string.debug_knobs,
descriptionId = R.string.debug_knobs_description,
valueHint = R.string.debug_knobs_hint,
min = 0,
max = 65535
)
)
val fastmem = object : AbstractBooleanSetting {
override fun getBoolean(needsGlobal: Boolean): Boolean =
@@ -838,7 +834,14 @@ abstract class SettingsItem(
descriptionId = R.string.airplane_mode_description
)
)
put(
SwitchSetting(
BooleanSetting.ENABLE_OVERLAY,
titleId = R.string.enable_overlay,
descriptionId = R.string.enable_overlay_description
)
)
}
}
}

View File

@@ -186,6 +186,12 @@ class SettingsDialogFragment : DialogFragment(), DialogInterface.OnClickListener
updateButtonState(isValid)
}
/*
* xbzk: these two events, along with attachRepeat feature,
* were causing spinbox buttons to respond twice per press
* cutting these out to retain accelerated press functionality
* TODO: clean this out later if no issues arise
*
spinboxBinding.buttonDecrement.setOnClickListener {
val current = spinboxBinding.editValue.text.toString().toIntOrNull() ?: currentValue
val newValue = current - 1
@@ -199,6 +205,7 @@ class SettingsDialogFragment : DialogFragment(), DialogInterface.OnClickListener
spinboxBinding.editValue.setText(newValue.toString())
updateValidity(newValue)
}
*/
fun attachRepeat(button: View, delta: Int) {
val handler = Handler(Looper.getMainLooper())

View File

@@ -463,7 +463,6 @@ class SettingsFragmentPresenter(
add(BooleanSetting.RENDERER_EARLY_RELEASE_FENCES.key)
add(IntSetting.DMA_ACCURACY.key)
add(BooleanSetting.BUFFER_REORDER_DISABLE.key)
add(BooleanSetting.FRAME_INTERPOLATION.key)
add(BooleanSetting.RENDERER_FAST_GPU.key)
add(IntSetting.FAST_GPU_TIME.key)
add(IntSetting.RENDERER_SHADER_BACKEND.key)
@@ -491,6 +490,7 @@ class SettingsFragmentPresenter(
sl.apply {
add(IntSetting.SWKBD_APPLET.key)
add(BooleanSetting.AIRPLANE_MODE.key)
add(BooleanSetting.ENABLE_OVERLAY.key)
}
}
private fun addInputPlayer(sl: ArrayList<SettingsItem>, playerIndex: Int) {
@@ -1167,9 +1167,10 @@ class SettingsFragmentPresenter(
add(IntSetting.CPU_ACCURACY.key)
add(BooleanSetting.USE_AUTO_STUB.key)
add(SettingsItem.FASTMEM_COMBINED)
add(HeaderSetting(R.string.log))
add(BooleanSetting.DEBUG_FLUSH_BY_LINE.key)
add(HeaderSetting(R.string.general))
add(IntSetting.DEBUG_KNOBS.key)
}
}
}

View File

@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
@@ -32,12 +35,14 @@ class AddGameFolderDialogFragment : DialogFragment() {
.setTitle(R.string.add_game_folder)
.setPositiveButton(android.R.string.ok) { _: DialogInterface, _: Int ->
val newGameDir = GameDir(folderUriString!!, binding.deepScanSwitch.isChecked)
homeViewModel.setGamesDirSelected(true)
val calledFromGameFragment = requireArguments().getBoolean(
"calledFromGameFragment",
false
)
gamesViewModel.addFolder(newGameDir, calledFromGameFragment)
val job = gamesViewModel.addFolder(newGameDir, calledFromGameFragment)
job.invokeOnCompletion {
homeViewModel.setGamesDirSelected(true)
}
}
.setNegativeButton(android.R.string.cancel, null)
.setView(binding.root)

View File

@@ -1127,20 +1127,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
val actualFps = perfStats[FPS]
if (BooleanSetting.SHOW_FPS.getBoolean(needsGlobal)) {
val enableFrameInterpolation =
BooleanSetting.FRAME_INTERPOLATION.getBoolean()
// val enableFrameSkipping = BooleanSetting.FRAME_SKIPPING.getBoolean()
var fpsText = String.format("FPS: %.1f", actualFps)
if (enableFrameInterpolation) {
fpsText += " " + getString(R.string.enhanced_fps_suffix)
}
// if (enableFrameSkipping) {
// fpsText += " " + getString(R.string.skipping_fps_suffix)
// }
sb.append(fpsText)
}

View File

@@ -145,13 +145,12 @@ class GamePropertiesFragment : Fragment() {
val seconds = playTimeSeconds % 60
val readablePlayTime = when {
hours > 0 -> "${hours}h ${minutes}m ${seconds}s"
minutes > 0 -> "${minutes}m ${seconds}s"
else -> "${seconds}s"
}
hours > 0 -> "$hours${getString(R.string.hours_abbr)} $minutes${getString(R.string.minutes_abbr)} $seconds${getString(R.string.seconds_abbr)}"
minutes > 0 -> "$minutes${getString(R.string.minutes_abbr)} $seconds${getString(R.string.seconds_abbr)}"
else -> "$seconds${getString(R.string.seconds_abbr)}"
}
append(getString(R.string.playtime))
append(readablePlayTime)
append(getString(R.string.playtime) + " " + readablePlayTime)
}
binding.playtime.setOnClickListener {

View File

@@ -26,7 +26,6 @@ import androidx.navigation.findNavController
import androidx.preference.PreferenceManager
import androidx.viewpager2.widget.ViewPager2.OnPageChangeCallback
import com.google.android.material.transition.MaterialFadeThrough
import kotlinx.coroutines.launch
import org.yuzu.yuzu_emu.NativeLibrary
import java.io.File
import org.yuzu.yuzu_emu.R
@@ -34,10 +33,13 @@ import org.yuzu.yuzu_emu.YuzuApplication
import org.yuzu.yuzu_emu.adapters.SetupAdapter
import org.yuzu.yuzu_emu.databinding.FragmentSetupBinding
import org.yuzu.yuzu_emu.features.settings.model.Settings
import org.yuzu.yuzu_emu.model.ButtonState
import org.yuzu.yuzu_emu.model.GamesViewModel
import org.yuzu.yuzu_emu.model.HomeViewModel
import org.yuzu.yuzu_emu.model.PageButton
import org.yuzu.yuzu_emu.model.SetupCallback
import org.yuzu.yuzu_emu.model.SetupPage
import org.yuzu.yuzu_emu.model.StepState
import org.yuzu.yuzu_emu.model.PageState
import org.yuzu.yuzu_emu.ui.main.MainActivity
import org.yuzu.yuzu_emu.utils.DirectoryInitialization
import org.yuzu.yuzu_emu.utils.NativeConfig
@@ -50,11 +52,16 @@ class SetupFragment : Fragment() {
private val binding get() = _binding!!
private val homeViewModel: HomeViewModel by activityViewModels()
private val gamesViewModel: GamesViewModel by activityViewModels()
private lateinit var mainActivity: MainActivity
private lateinit var hasBeenWarned: BooleanArray
private lateinit var pages: MutableList<SetupPage>
private lateinit var pageButtonCallback: SetupCallback
companion object {
const val KEY_NEXT_VISIBILITY = "NextButtonVisibility"
const val KEY_BACK_VISIBILITY = "BackButtonVisibility"
@@ -94,124 +101,142 @@ class SetupFragment : Fragment() {
requireActivity().window.navigationBarColor =
ContextCompat.getColor(requireContext(), android.R.color.transparent)
val pages = mutableListOf<SetupPage>()
pages = mutableListOf<SetupPage>()
pages.apply {
add(
SetupPage(
R.drawable.ic_yuzu_title,
R.string.welcome,
R.string.welcome_description,
0,
true,
R.string.get_started,
{ pageForward() },
false
)
)
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) {
add(
SetupPage(
R.drawable.ic_notification,
R.string.notifications,
R.string.notifications_description,
0,
false,
R.string.give_permission,
{
notificationCallback = it
permissionLauncher.launch(Manifest.permission.POST_NOTIFICATIONS)
},
true,
R.string.notification_warning,
R.string.notification_warning_description,
0,
{
if (NotificationManagerCompat.from(requireContext())
R.drawable.ic_permission,
R.string.permissions,
R.string.permissions_description,
mutableListOf<PageButton>().apply {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) {
add(
PageButton(
R.drawable.ic_notification,
R.string.notifications,
R.string.notifications_description,
{
pageButtonCallback = it
permissionLauncher.launch(
Manifest.permission.POST_NOTIFICATIONS
)
},
{
if (NotificationManagerCompat.from(requireContext())
.areNotificationsEnabled()
) {
ButtonState.BUTTON_ACTION_COMPLETE
} else {
ButtonState.BUTTON_ACTION_INCOMPLETE
}
},
false,
false,
)
)
}
},
{
if (NotificationManagerCompat.from(requireContext())
.areNotificationsEnabled()
) {
StepState.COMPLETE
} else {
StepState.INCOMPLETE
}
}
)
)
}
add(
SetupPage(
R.drawable.ic_key,
R.string.keys,
R.string.keys_description,
R.drawable.ic_add,
true,
R.string.select_keys,
{
keyCallback = it
getProdKey.launch(arrayOf("*/*"))
},
true,
R.string.install_prod_keys_warning,
R.string.install_prod_keys_warning_description,
R.string.install_prod_keys_warning_help,
{
val file = File(DirectoryInitialization.userDirectory + "/keys/prod.keys")
if (file.exists() && NativeLibrary.areKeysPresent()) {
StepState.COMPLETE
) {
PageState.COMPLETE
} else {
StepState.INCOMPLETE
PageState.INCOMPLETE
}
}
)
)
add(
SetupPage(
R.drawable.ic_firmware,
R.string.firmware,
R.string.firmware_description,
R.drawable.ic_add,
true,
R.string.select_firmware,
{
firmwareCallback = it
getFirmware.launch(arrayOf("application/zip"))
R.drawable.ic_folder_open,
R.string.emulator_data,
R.string.emulator_data_description,
mutableListOf<PageButton>().apply {
add(
PageButton(
R.drawable.ic_key,
R.string.keys,
R.string.keys_description,
{
pageButtonCallback = it
getProdKey.launch(arrayOf("*/*"))
},
{
val file = File(
DirectoryInitialization.userDirectory + "/keys/prod.keys"
)
if (file.exists() && NativeLibrary.areKeysPresent()) {
ButtonState.BUTTON_ACTION_COMPLETE
} else {
ButtonState.BUTTON_ACTION_INCOMPLETE
}
},
false,
true,
R.string.install_prod_keys_warning,
R.string.install_prod_keys_warning_description,
R.string.install_prod_keys_warning_help,
)
)
add(
PageButton(
R.drawable.ic_firmware,
R.string.firmware,
R.string.firmware_description,
{
pageButtonCallback = it
getFirmware.launch(arrayOf("application/zip"))
},
{
if (NativeLibrary.isFirmwareAvailable()) {
ButtonState.BUTTON_ACTION_COMPLETE
} else {
ButtonState.BUTTON_ACTION_INCOMPLETE
}
},
false,
true,
R.string.install_firmware_warning,
R.string.install_firmware_warning_description,
R.string.install_firmware_warning_help,
)
)
add(
PageButton(
R.drawable.ic_controller,
R.string.games,
R.string.games_description,
{
pageButtonCallback = it
getGamesDirectory.launch(Intent(Intent.ACTION_OPEN_DOCUMENT_TREE).data)
},
{
if (NativeConfig.getGameDirs().isNotEmpty()) {
ButtonState.BUTTON_ACTION_COMPLETE
} else {
ButtonState.BUTTON_ACTION_INCOMPLETE
}
},
false,
true,
R.string.add_games_warning,
R.string.add_games_warning_description,
R.string.add_games_warning_help,
)
)
},
true,
R.string.install_firmware_warning,
R.string.install_firmware_warning_description,
R.string.install_firmware_warning_help,
{
if (NativeLibrary.isFirmwareAvailable()) {
StepState.COMPLETE
val file = File(
DirectoryInitialization.userDirectory + "/keys/prod.keys"
)
if (file.exists() && NativeLibrary.areKeysPresent() &&
NativeLibrary.isFirmwareAvailable() && NativeConfig.getGameDirs()
.isNotEmpty()
) {
PageState.COMPLETE
} else {
StepState.INCOMPLETE
}
}
)
)
add(
SetupPage(
R.drawable.ic_controller,
R.string.games,
R.string.games_description,
R.drawable.ic_add,
true,
R.string.add_games,
{
gamesDirCallback = it
getGamesDirectory.launch(Intent(Intent.ACTION_OPEN_DOCUMENT_TREE).data)
},
true,
R.string.add_games_warning,
R.string.add_games_warning_description,
R.string.add_games_warning_help,
{
if (NativeConfig.getGameDirs().isNotEmpty()) {
StepState.COMPLETE
} else {
StepState.INCOMPLETE
PageState.INCOMPLETE
}
}
)
@@ -221,12 +246,22 @@ class SetupFragment : Fragment() {
R.drawable.ic_check,
R.string.done,
R.string.done_description,
R.drawable.ic_arrow_forward,
false,
R.string.text_continue,
{ finishSetup() },
false
)
mutableListOf<PageButton>().apply {
add(
PageButton(
R.drawable.ic_arrow_forward,
R.string.get_started,
0,
buttonAction = {
finishSetup()
},
buttonState = {
ButtonState.BUTTON_ACTION_UNDEFINED
},
)
)
}
) { PageState.UNDEFINED }
)
}
@@ -237,7 +272,7 @@ class SetupFragment : Fragment() {
homeViewModel.gamesDirSelected.collect(
viewLifecycleOwner,
resetState = { homeViewModel.setGamesDirSelected(false) }
) { if (it) gamesDirCallback.onStepCompleted() }
) { if (it) checkForButtonState.invoke() }
binding.viewPager2.apply {
adapter = SetupAdapter(requireActivity() as AppCompatActivity, pages)
@@ -251,15 +286,18 @@ class SetupFragment : Fragment() {
override fun onPageSelected(position: Int) {
super.onPageSelected(position)
if (position == 1 && previousPosition == 0) {
ViewUtils.showView(binding.buttonNext)
ViewUtils.showView(binding.buttonBack)
} else if (position == 0 && previousPosition == 1) {
val isFirstPage = position == 0
val isLastPage = position == pages.size - 1
if (isFirstPage) {
ViewUtils.hideView(binding.buttonBack)
} else {
ViewUtils.showView(binding.buttonBack)
}
if (isLastPage) {
ViewUtils.hideView(binding.buttonNext)
} else if (position == pages.size - 1 && previousPosition == pages.size - 2) {
ViewUtils.hideView(binding.buttonNext)
} else if (position == pages.size - 2 && previousPosition == pages.size - 1) {
} else {
ViewUtils.showView(binding.buttonNext)
}
@@ -271,35 +309,63 @@ class SetupFragment : Fragment() {
val index = binding.viewPager2.currentItem
val currentPage = pages[index]
// Checks if the user has completed the task on the current page
if (currentPage.hasWarning) {
val stepState = currentPage.stepCompleted.invoke()
if (stepState != StepState.INCOMPLETE) {
pageForward()
return@setOnClickListener
}
val warningMessages =
mutableListOf<Triple<Int, Int, Int>>() // title, description, helpLink
if (!hasBeenWarned[index]) {
SetupWarningDialogFragment.newInstance(
currentPage.warningTitleId,
currentPage.warningDescriptionId,
currentPage.warningHelpLinkId,
index
).show(childFragmentManager, SetupWarningDialogFragment.TAG)
return@setOnClickListener
currentPage.pageButtons?.forEach { button ->
if (button.hasWarning || button.isUnskippable) {
val buttonState = button.buttonState()
if (buttonState == ButtonState.BUTTON_ACTION_COMPLETE) {
return@forEach
}
if (button.isUnskippable) {
MessageDialogFragment.newInstance(
activity = requireActivity(),
titleId = button.warningTitleId,
descriptionId = button.warningDescriptionId,
helpLinkId = button.warningHelpLinkId
).show(childFragmentManager, MessageDialogFragment.TAG)
return@setOnClickListener
}
if (!hasBeenWarned[index]) {
warningMessages.add(
Triple(
button.warningTitleId,
button.warningDescriptionId,
button.warningHelpLinkId
)
)
}
}
}
if (warningMessages.isNotEmpty()) {
SetupWarningDialogFragment.newInstance(
warningMessages.map { it.first }.toIntArray(),
warningMessages.map { it.second }.toIntArray(),
warningMessages.map { it.third }.toIntArray(),
index
).show(childFragmentManager, SetupWarningDialogFragment.TAG)
return@setOnClickListener
}
pageForward()
}
binding.buttonBack.setOnClickListener { pageBackward() }
if (savedInstanceState != null) {
val nextIsVisible = savedInstanceState.getBoolean(KEY_NEXT_VISIBILITY)
val backIsVisible = savedInstanceState.getBoolean(KEY_BACK_VISIBILITY)
hasBeenWarned = savedInstanceState.getBooleanArray(KEY_HAS_BEEN_WARNED)!!
binding.buttonNext.setVisible(nextIsVisible)
binding.buttonBack.setVisible(backIsVisible)
if (nextIsVisible) {
binding.buttonNext.visibility = View.VISIBLE
}
if (backIsVisible) {
binding.buttonBack.visibility = View.VISIBLE
}
} else {
hasBeenWarned = BooleanArray(pages.size)
}
@@ -307,6 +373,7 @@ class SetupFragment : Fragment() {
setInsets()
}
override fun onStop() {
super.onStop()
NativeConfig.saveGlobalConfig()
@@ -314,10 +381,8 @@ class SetupFragment : Fragment() {
override fun onSaveInstanceState(outState: Bundle) {
super.onSaveInstanceState(outState)
if (_binding != null) {
outState.putBoolean(KEY_NEXT_VISIBILITY, binding.buttonNext.isVisible)
outState.putBoolean(KEY_BACK_VISIBILITY, binding.buttonBack.isVisible)
}
outState.putBoolean(KEY_NEXT_VISIBILITY, binding.buttonNext.isVisible)
outState.putBoolean(KEY_BACK_VISIBILITY, binding.buttonBack.isVisible)
outState.putBooleanArray(KEY_HAS_BEEN_WARNED, hasBeenWarned)
}
@@ -326,13 +391,27 @@ class SetupFragment : Fragment() {
_binding = null
}
private lateinit var notificationCallback: SetupCallback
private val checkForButtonState: () -> Unit = {
val page = pages[binding.viewPager2.currentItem]
page.pageButtons?.forEach {
if (it.buttonState() == ButtonState.BUTTON_ACTION_COMPLETE) {
pageButtonCallback.onStepCompleted(
it.titleId,
pageFullyCompleted = false
)
}
if (page.pageSteps() == PageState.COMPLETE) {
pageButtonCallback.onStepCompleted(0, pageFullyCompleted = true)
}
}
}
@RequiresApi(Build.VERSION_CODES.TIRAMISU)
private val permissionLauncher =
registerForActivityResult(ActivityResultContracts.RequestPermission()) {
if (it) {
notificationCallback.onStepCompleted()
checkForButtonState.invoke()
}
if (!it &&
@@ -345,15 +424,13 @@ class SetupFragment : Fragment() {
}
}
private lateinit var keyCallback: SetupCallback
private lateinit var firmwareCallback: SetupCallback
val getProdKey =
registerForActivityResult(ActivityResultContracts.OpenDocument()) { result ->
if (result != null) {
mainActivity.processKey(result, "keys")
if (NativeLibrary.areKeysPresent()) {
keyCallback.onStepCompleted()
checkForButtonState.invoke()
}
}
}
@@ -363,14 +440,12 @@ class SetupFragment : Fragment() {
if (result != null) {
mainActivity.processFirmware(result) {
if (NativeLibrary.isFirmwareAvailable()) {
firmwareCallback.onStepCompleted()
checkForButtonState.invoke()
}
}
}
}
private lateinit var gamesDirCallback: SetupCallback
val getGamesDirectory =
registerForActivityResult(ActivityResultContracts.OpenDocumentTree()) { result ->
if (result != null) {
@@ -379,9 +454,13 @@ class SetupFragment : Fragment() {
}
private fun finishSetup() {
PreferenceManager.getDefaultSharedPreferences(YuzuApplication.appContext).edit()
PreferenceManager.getDefaultSharedPreferences(YuzuApplication.appContext)
.edit()
.putBoolean(Settings.PREF_FIRST_APP_LAUNCH, false)
.apply()
gamesViewModel.reloadGames(directoriesChanged = true, firstStartup = false)
mainActivity.finishSetup(binding.root.findNavController())
}
@@ -405,8 +484,10 @@ class SetupFragment : Fragment() {
ViewCompat.setOnApplyWindowInsetsListener(
binding.root
) { _: View, windowInsets: WindowInsetsCompat ->
val barInsets = windowInsets.getInsets(WindowInsetsCompat.Type.systemBars())
val cutoutInsets = windowInsets.getInsets(WindowInsetsCompat.Type.displayCutout())
val barInsets =
windowInsets.getInsets(WindowInsetsCompat.Type.systemBars())
val cutoutInsets =
windowInsets.getInsets(WindowInsetsCompat.Type.displayCutout())
val leftPadding = barInsets.left + cutoutInsets.left
val topPadding = barInsets.top + cutoutInsets.top
@@ -415,11 +496,22 @@ class SetupFragment : Fragment() {
if (resources.getBoolean(R.bool.small_layout)) {
binding.viewPager2
.updatePadding(left = leftPadding, top = topPadding, right = rightPadding)
.updatePadding(
left = leftPadding,
top = topPadding,
right = rightPadding
)
binding.constraintButtons
.updatePadding(left = leftPadding, right = rightPadding, bottom = bottomPadding)
.updatePadding(
left = leftPadding,
right = rightPadding,
bottom = bottomPadding
)
} else {
binding.viewPager2.updatePadding(top = topPadding, bottom = bottomPadding)
binding.viewPager2.updatePadding(
top = topPadding,
bottom = bottomPadding
)
binding.constraintButtons
.updatePadding(
left = leftPadding,

View File

@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -11,20 +14,21 @@ import android.os.Bundle
import androidx.fragment.app.DialogFragment
import com.google.android.material.dialog.MaterialAlertDialogBuilder
import org.yuzu.yuzu_emu.R
import androidx.core.net.toUri
class SetupWarningDialogFragment : DialogFragment() {
private var titleId: Int = 0
private var descriptionId: Int = 0
private var helpLinkId: Int = 0
private var titleIds: IntArray = intArrayOf()
private var descriptionIds: IntArray = intArrayOf()
private var helpLinkIds: IntArray = intArrayOf()
private var page: Int = 0
private lateinit var setupFragment: SetupFragment
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
titleId = requireArguments().getInt(TITLE)
descriptionId = requireArguments().getInt(DESCRIPTION)
helpLinkId = requireArguments().getInt(HELP_LINK)
titleIds = requireArguments().getIntArray(TITLES) ?: intArrayOf()
descriptionIds = requireArguments().getIntArray(DESCRIPTIONS) ?: intArrayOf()
helpLinkIds = requireArguments().getIntArray(HELP_LINKS) ?: intArrayOf()
page = requireArguments().getInt(PAGE)
setupFragment = requireParentFragment() as SetupFragment
@@ -38,18 +42,24 @@ class SetupWarningDialogFragment : DialogFragment() {
}
.setNegativeButton(R.string.warning_cancel, null)
if (titleId != 0) {
builder.setTitle(titleId)
} else {
builder.setTitle("")
val messageBuilder = StringBuilder()
for (i in titleIds.indices) {
if (titleIds[i] != 0) {
messageBuilder.append(getString(titleIds[i])).append("\n\n")
}
if (descriptionIds[i] != 0) {
messageBuilder.append(getString(descriptionIds[i])).append("\n\n")
}
}
if (descriptionId != 0) {
builder.setMessage(descriptionId)
}
if (helpLinkId != 0) {
builder.setTitle("Warning")
builder.setMessage(messageBuilder.toString().trim())
if (helpLinkIds.any { it != 0 }) {
builder.setNeutralButton(R.string.warning_help) { _: DialogInterface?, _: Int ->
val helpLink = resources.getString(R.string.install_prod_keys_warning_help)
val intent = Intent(Intent.ACTION_VIEW, Uri.parse(helpLink))
val helpLinkId = helpLinkIds.first { it != 0 }
val helpLink = resources.getString(helpLinkId)
val intent = Intent(Intent.ACTION_VIEW, helpLink.toUri())
startActivity(intent)
}
}
@@ -60,27 +70,27 @@ class SetupWarningDialogFragment : DialogFragment() {
companion object {
const val TAG = "SetupWarningDialogFragment"
private const val TITLE = "Title"
private const val DESCRIPTION = "Description"
private const val HELP_LINK = "HelpLink"
private const val TITLES = "Titles"
private const val DESCRIPTIONS = "Descriptions"
private const val HELP_LINKS = "HelpLinks"
private const val PAGE = "Page"
fun newInstance(
titleId: Int,
descriptionId: Int,
helpLinkId: Int,
titleIds: IntArray,
descriptionIds: IntArray,
helpLinkIds: IntArray,
page: Int
): SetupWarningDialogFragment {
val dialog = SetupWarningDialogFragment()
val bundle = Bundle()
bundle.apply {
putInt(TITLE, titleId)
putInt(DESCRIPTION, descriptionId)
putInt(HELP_LINK, helpLinkId)
putIntArray(TITLES, titleIds)
putIntArray(DESCRIPTIONS, descriptionIds)
putIntArray(HELP_LINKS, helpLinkIds)
putInt(PAGE, page)
}
dialog.arguments = bundle
return dialog
}
}
}
}

View File

@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
package org.yuzu.yuzu_emu.model
@@ -145,7 +145,10 @@ class GamesViewModel : ViewModel() {
viewModelScope.launch {
withContext(Dispatchers.IO) {
NativeConfig.addGameDir(gameDir)
getGameDirs(true)
val isFirstTimeSetup = PreferenceManager.getDefaultSharedPreferences(YuzuApplication.appContext)
.getBoolean(org.yuzu.yuzu_emu.features.settings.model.Settings.PREF_FIRST_APP_LAUNCH, true)
getGameDirs(!isFirstTimeSetup)
}
if (savedFromGameFragment) {

View File

@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -7,23 +10,36 @@ data class SetupPage(
val iconId: Int,
val titleId: Int,
val descriptionId: Int,
val buttonIconId: Int,
val leftAlignedIcon: Boolean,
val buttonTextId: Int,
val pageButtons: List<PageButton>? = null,
val pageSteps: () -> PageState = { PageState.COMPLETE },
)
data class PageButton(
val iconId: Int,
val titleId: Int,
val descriptionId: Int,
val buttonAction: (callback: SetupCallback) -> Unit,
val hasWarning: Boolean,
val buttonState: () -> ButtonState = { ButtonState.BUTTON_ACTION_UNDEFINED },
val isUnskippable: Boolean = false,
val hasWarning: Boolean = false,
val warningTitleId: Int = 0,
val warningDescriptionId: Int = 0,
val warningHelpLinkId: Int = 0,
val stepCompleted: () -> StepState = { StepState.UNDEFINED }
val warningHelpLinkId: Int = 0
)
interface SetupCallback {
fun onStepCompleted()
fun onStepCompleted(pageButtonId: Int, pageFullyCompleted: Boolean)
}
enum class StepState {
enum class PageState {
COMPLETE,
INCOMPLETE,
UNDEFINED
}
enum class ButtonState {
BUTTON_ACTION_COMPLETE,
BUTTON_ACTION_INCOMPLETE,
BUTTON_ACTION_UNDEFINED
}

View File

@@ -53,8 +53,16 @@ import androidx.core.content.edit
import org.yuzu.yuzu_emu.activities.EmulationActivity
import kotlin.text.compareTo
import androidx.core.net.toUri
import com.google.android.material.progressindicator.LinearProgressIndicator
import com.google.android.material.textview.MaterialTextView
import org.yuzu.yuzu_emu.features.settings.model.BooleanSetting
import org.yuzu.yuzu_emu.YuzuApplication
import org.yuzu.yuzu_emu.updater.APKDownloader
import org.yuzu.yuzu_emu.updater.APKInstaller
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.launch
import kotlinx.coroutines.withContext
class MainActivity : AppCompatActivity(), ThemeProvider {
private lateinit var binding: ActivityMainBinding
@@ -186,9 +194,7 @@ class MainActivity : AppCompatActivity(), ThemeProvider {
.setTitle(R.string.update_available)
.setMessage(getString(R.string.update_available_description, version))
.setPositiveButton(android.R.string.ok) { _, _ ->
val url = NativeLibrary.getUpdateUrl(version)
val intent = Intent(Intent.ACTION_VIEW, url.toUri())
startActivity(intent)
downloadAndInstallUpdate(version)
}
.setNeutralButton(R.string.cancel) { dialog, _ ->
dialog.dismiss()
@@ -201,6 +207,87 @@ class MainActivity : AppCompatActivity(), ThemeProvider {
.show()
}
private fun downloadAndInstallUpdate(version: String) {
CoroutineScope(Dispatchers.IO).launch {
val packageId = applicationContext.packageName
val apkUrl = NativeLibrary.getUpdateApkUrl(version, packageId)
val apkFile = File(cacheDir, "update-$version.apk")
withContext(Dispatchers.Main) {
showDownloadProgressDialog()
}
val downloader = APKDownloader(apkUrl, apkFile)
downloader.download(
onProgress = { progress ->
runOnUiThread {
updateDownloadProgress(progress)
}
},
onComplete = { success ->
runOnUiThread {
dismissDownloadProgressDialog()
if (success) {
val installer = APKInstaller(this@MainActivity)
installer.install(
apkFile,
onComplete = {
Toast.makeText(
this@MainActivity,
R.string.update_installed_successfully,
Toast.LENGTH_LONG
).show()
},
onFailure = { exception ->
Toast.makeText(
this@MainActivity,
getString(R.string.update_install_failed, exception.message),
Toast.LENGTH_LONG
).show()
}
)
} else {
Toast.makeText(
this@MainActivity,
getString(R.string.update_download_failed) + "\n\nURL: $apkUrl",
Toast.LENGTH_LONG
).show()
}
}
}
)
}
}
private var progressDialog: androidx.appcompat.app.AlertDialog? = null
private var progressBar: LinearProgressIndicator? = null
private var progressMessage: MaterialTextView? = null
private fun showDownloadProgressDialog() {
val progressView = layoutInflater.inflate(R.layout.dialog_download_progress, null)
progressBar = progressView.findViewById(R.id.download_progress_bar)
progressMessage = progressView.findViewById(R.id.download_progress_message)
progressDialog = MaterialAlertDialogBuilder(this)
.setTitle(R.string.downloading_update)
.setView(progressView)
.setCancelable(false)
.create()
progressDialog?.show()
}
private fun updateDownloadProgress(progress: Int) {
progressBar?.progress = progress
progressMessage?.text = "$progress%"
}
private fun dismissDownloadProgressDialog() {
progressDialog?.dismiss()
progressDialog = null
progressBar = null
progressMessage = null
}
fun displayMultiplayerDialog() {
val dialog = NetPlayDialog(this)

View File

@@ -0,0 +1,61 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
package org.yuzu.yuzu_emu.updater
import okhttp3.Call
import okhttp3.Callback
import okhttp3.OkHttpClient
import okhttp3.Request
import okhttp3.Response
import java.io.File
import java.io.FileOutputStream
import java.io.IOException
class APKDownloader(private val url: String, private val outputFile: File) {
fun download(onProgress: (Int) -> Unit, onComplete: (Boolean) -> Unit) {
val client = OkHttpClient()
val request = Request.Builder().url(url).build()
client.newCall(request).enqueue(object : Callback {
override fun onFailure(call: Call, e: IOException) {
e.printStackTrace()
onComplete(false)
}
override fun onResponse(call: Call, response: Response) {
if (response.isSuccessful) {
response.body?.let { body ->
val contentLength = body.contentLength()
try {
val inputStream = body.byteStream()
val outputStream = FileOutputStream(outputFile)
val buffer = ByteArray(4096)
var bytesRead: Int
var totalBytesRead: Long = 0
while (inputStream.read(buffer).also { bytesRead = it } != -1) {
outputStream.write(buffer, 0, bytesRead)
totalBytesRead += bytesRead
val progress = (totalBytesRead * 100 / contentLength).toInt()
onProgress(progress)
}
outputStream.flush()
outputStream.close()
inputStream.close()
onComplete(true)
} catch (e: IOException) {
e.printStackTrace()
onComplete(false)
}
} ?: run {
onComplete(false)
}
} else {
onComplete(false)
}
}
})
}
}

View File

@@ -0,0 +1,41 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
package org.yuzu.yuzu_emu.updater
import android.content.Context
import android.content.Intent
import android.content.IntentFilter
import android.net.Uri
import androidx.core.content.FileProvider
import kotlinx.coroutines.GlobalScope
import kotlinx.coroutines.launch
import java.io.File
class APKInstaller(private val context: Context) {
fun install(apkFile: File, onComplete: () -> Unit, onFailure: (Exception) -> Unit) {
try {
val apkUri: Uri = FileProvider.getUriForFile(
context,
context.applicationContext.packageName + ".provider",
apkFile
)
val intent = Intent(Intent.ACTION_VIEW)
intent.setDataAndType(apkUri, "application/vnd.android.package-archive")
intent.flags = Intent.FLAG_GRANT_READ_URI_PERMISSION or Intent.FLAG_ACTIVITY_NEW_TASK
context.startActivity(intent)
GlobalScope.launch {
val receiver = AppInstallReceiver(onComplete, onFailure)
context.registerReceiver(receiver, IntentFilter().apply {
addAction(Intent.ACTION_PACKAGE_ADDED)
addAction(Intent.ACTION_PACKAGE_REPLACED)
addDataScheme("package")
})
}
} catch (e: Exception) {
onFailure(e)
}
}
}

View File

@@ -0,0 +1,30 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
package org.yuzu.yuzu_emu.updater
import android.content.BroadcastReceiver
import android.content.Context
import android.content.Intent
import android.util.Log
class AppInstallReceiver(
private val onComplete: () -> Unit,
private val onFailure: (Exception) -> Unit
) : BroadcastReceiver() {
override fun onReceive(context: Context, intent: Intent) {
val packageName = intent.data?.schemeSpecificPart
when (intent.action) {
Intent.ACTION_PACKAGE_ADDED, Intent.ACTION_PACKAGE_REPLACED -> {
Log.i("AppInstallReceiver", "Package installed or updated: $packageName")
onComplete()
context.unregisterReceiver(this)
}
else -> {
onFailure(Exception("Installation failed for package: $packageName"))
context.unregisterReceiver(this)
}
}
}
}

View File

@@ -1166,11 +1166,8 @@ void Java_org_yuzu_yuzu_1emu_NativeLibrary_initializeEmptyUserDirectory(JNIEnv*
void Java_org_yuzu_yuzu_1emu_NativeLibrary_playTimeManagerInit(JNIEnv* env, jobject obj) {
// for some reason the full user directory isnt initialized in Android, so we need to create it
const auto play_time_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::PlayTimeDir);
if (!Common::FS::IsDir(play_time_dir)) {
if (!Common::FS::CreateDir(play_time_dir)) {
LOG_WARNING(Frontend, "Failed to create play time directory");
}
}
if (!Common::FS::IsDir(play_time_dir) && !Common::FS::CreateDir(play_time_dir))
LOG_WARNING(Frontend, "Failed to create play time directory");
play_time_manager = std::make_unique<PlayTime::PlayTimeManager>();
}
@@ -1183,13 +1180,16 @@ void Java_org_yuzu_yuzu_1emu_NativeLibrary_playTimeManagerStart(JNIEnv* env, job
}
void Java_org_yuzu_yuzu_1emu_NativeLibrary_playTimeManagerStop(JNIEnv* env, jobject obj) {
play_time_manager->Stop();
if (play_time_manager)
play_time_manager->Stop();
}
jlong Java_org_yuzu_yuzu_1emu_NativeLibrary_playTimeManagerGetPlayTime(JNIEnv* env, jobject obj,
jstring jprogramId) {
u64 program_id = EmulationSession::GetProgramId(env, jprogramId);
return play_time_manager->GetPlayTime(program_id);
jlong Java_org_yuzu_yuzu_1emu_NativeLibrary_playTimeManagerGetPlayTime(JNIEnv* env, jobject obj, jstring jprogramId) {
if (play_time_manager) {
u64 program_id = EmulationSession::GetProgramId(env, jprogramId);
return play_time_manager->GetPlayTime(program_id);
}
return 0UL;
}
jlong Java_org_yuzu_yuzu_1emu_NativeLibrary_playTimeManagerGetCurrentTitleId(JNIEnv* env,
@@ -1199,17 +1199,17 @@ jlong Java_org_yuzu_yuzu_1emu_NativeLibrary_playTimeManagerGetCurrentTitleId(JNI
void Java_org_yuzu_yuzu_1emu_NativeLibrary_playTimeManagerResetProgramPlayTime(JNIEnv* env, jobject obj,
jstring jprogramId) {
u64 program_id = EmulationSession::GetProgramId(env, jprogramId);
if (play_time_manager) {
u64 program_id = EmulationSession::GetProgramId(env, jprogramId);
play_time_manager->ResetProgramPlayTime(program_id);
}
}
void Java_org_yuzu_yuzu_1emu_NativeLibrary_playTimeManagerSetPlayTime(JNIEnv* env, jobject obj,
jstring jprogramId, jlong playTimeSeconds) {
u64 program_id = EmulationSession::GetProgramId(env, jprogramId);
if (play_time_manager) {
play_time_manager->SetPlayTime(program_id, static_cast<u64>(playTimeSeconds));
u64 program_id = EmulationSession::GetProgramId(env, jprogramId);
play_time_manager->SetPlayTime(program_id, u64(playTimeSeconds));
}
}
@@ -1613,6 +1613,37 @@ JNIEXPORT jstring JNICALL Java_org_yuzu_yuzu_1emu_NativeLibrary_getUpdateUrl(
env->ReleaseStringUTFChars(version, version_str);
return env->NewStringUTF(url.c_str());
}
JNIEXPORT jstring JNICALL Java_org_yuzu_yuzu_1emu_NativeLibrary_getUpdateApkUrl(
JNIEnv* env,
jobject obj,
jstring version,
jstring packageId) {
const char* version_str = env->GetStringUTFChars(version, nullptr);
const char* package_id_str = env->GetStringUTFChars(packageId, nullptr);
std::string variant;
std::string package_id(package_id_str);
if (package_id.find("dev.legacy.eden_emulator") != std::string::npos) {
variant = "legacy";
} else if (package_id.find("com.miHoYo.Yuanshen") != std::string::npos) {
variant = "optimized";
} else {
variant = "standard";
}
const std::string apk_filename = fmt::format("Eden-Android-{}-{}.apk", version_str, variant);
const std::string url = fmt::format("{}/{}/releases/download/{}/{}",
std::string{Common::g_build_auto_update_website},
std::string{Common::g_build_auto_update_repo},
version_str,
apk_filename);
env->ReleaseStringUTFChars(version, version_str);
env->ReleaseStringUTFChars(packageId, package_id_str);
return env->NewStringUTF(url.c_str());
}
#endif
JNIEXPORT jstring JNICALL Java_org_yuzu_yuzu_1emu_NativeLibrary_getBuildVersion(

View File

@@ -0,0 +1,9 @@
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="24dp"
android:height="24dp"
android:viewportWidth="24"
android:viewportHeight="24">
<path
android:fillColor="?attr/colorControlNormal"
android:pathData="M12,1L3,5v6c0,5.55 3.84,10.74 9,12 5.16,-1.26 9,-6.45 9,-12V5l-9,-4zM12,11.99h7c-0.53,4.12 -3.28,7.79 -7,8.94V12H5V6.3l7,-3.11v8.8z"/>
</vector>

View File

@@ -27,7 +27,7 @@
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/next"
android:visibility="invisible"
android:visibility="visible"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent" />

View File

@@ -1,97 +1,101 @@
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout
<androidx.constraintlayout.widget.ConstraintLayout
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent">
<LinearLayout
android:layout_width="match_parent"
<androidx.constraintlayout.widget.ConstraintLayout
android:id="@+id/left_content"
android:layout_width="0dp"
android:layout_height="match_parent"
android:orientation="vertical"
android:layout_weight="1"
android:gravity="center">
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintEnd_toStartOf="@+id/right_content"
app:layout_constraintHorizontal_weight="2">
<ImageView
android:id="@+id/icon"
android:layout_width="260dp"
android:layout_height="260dp"
android:layout_gravity="center" />
</LinearLayout>
<androidx.constraintlayout.widget.ConstraintLayout
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_weight="1">
android:layout_width="0dp"
android:layout_height="0dp"
android:layout_marginTop="32dp"
app:layout_constraintBottom_toTopOf="@+id/text_title"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintHeight_max="160dp"
app:layout_constraintHeight_min="80dp"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toTopOf="parent"
app:layout_constraintWidth_max="160dp"
app:layout_constraintWidth_min="80dp"
app:layout_constraintVertical_chainStyle="packed"
app:layout_constraintVertical_weight="3"
tools:src="@drawable/ic_notification" />
<com.google.android.material.textview.MaterialTextView
android:id="@+id/text_title"
style="@style/TextAppearance.Material3.DisplaySmall"
style="@style/SynthwaveText.Header"
android:layout_width="0dp"
android:layout_height="0dp"
android:gravity="center"
android:textColor="?attr/colorOnSurface"
android:layout_height="wrap_content"
android:textAlignment="center"
android:textStyle="bold"
app:layout_constraintBottom_toTopOf="@+id/text_description"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toTopOf="parent"
app:layout_constraintVertical_weight="2"
app:layout_constraintTop_toBottomOf="@+id/icon"
tools:text="@string/welcome" />
<com.google.android.material.textview.MaterialTextView
android:id="@+id/text_description"
style="@style/TextAppearance.Material3.TitleLarge"
android:layout_width="0dp"
android:layout_height="0dp"
android:gravity="center"
android:textSize="20sp"
android:layout_height="wrap_content"
android:paddingHorizontal="16dp"
app:layout_constraintBottom_toTopOf="@+id/button_action"
android:textAlignment="center"
android:textSize="20sp"
app:layout_constraintBottom_toTopOf="@+id/text_confirmation"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toBottomOf="@+id/text_title"
app:layout_constraintVertical_weight="2"
app:lineHeight="30sp"
tools:text="@string/welcome_description" />
<com.google.android.material.textview.MaterialTextView
android:id="@+id/text_confirmation"
style="@style/TextAppearance.Material3.TitleLarge"
android:layout_width="0dp"
android:layout_height="0dp"
android:paddingHorizontal="16dp"
android:paddingBottom="20dp"
android:gravity="center"
android:textSize="30sp"
android:visibility="invisible"
android:text="@string/step_complete"
android:textStyle="bold"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toBottomOf="@+id/text_description"
app:layout_constraintVertical_weight="1"
app:lineHeight="30sp" />
<com.google.android.material.button.MaterialButton
android:id="@+id/button_action"
style="@style/EdenButton.Primary"
style="@style/SynthwaveText.Accent"
android:layout_width="wrap_content"
android:layout_height="56dp"
android:layout_marginTop="16dp"
android:layout_marginBottom="48dp"
android:textSize="20sp"
app:iconGravity="end"
app:iconSize="24sp"
android:layout_height="wrap_content"
android:paddingHorizontal="16dp"
android:text="@string/step_complete"
android:textAlignment="center"
android:textSize="30sp"
android:textStyle="bold"
android:visibility="invisible"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toBottomOf="@+id/text_description"
tools:text="Get started" />
app:lineHeight="30sp" />
</androidx.constraintlayout.widget.ConstraintLayout>
</LinearLayout>
<LinearLayout
android:id="@+id/right_content"
android:layout_width="0dp"
android:layout_height="match_parent"
android:gravity="center"
android:orientation="vertical"
android:padding="16dp"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toEndOf="@+id/left_content"
app:layout_constraintHorizontal_weight="1">
<LinearLayout
android:id="@+id/page_button_container"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical"
android:gravity="center" />
</LinearLayout>
</androidx.constraintlayout.widget.ConstraintLayout>

View File

@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical"
android:padding="24dp">
<com.google.android.material.textview.MaterialTextView
android:id="@+id/download_progress_message"
style="@style/TextAppearance.Material3.BodyMedium"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_marginBottom="16dp"
android:text="0%"
android:textAlignment="center"
android:textSize="18sp"
android:textStyle="bold" />
<com.google.android.material.progressindicator.LinearProgressIndicator
android:id="@+id/download_progress_bar"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:max="100"
android:progress="0"
app:indicatorColor="?attr/colorPrimary"
app:trackColor="?attr/colorSurfaceVariant"
app:trackCornerRadius="4dp"
app:trackThickness="8dp" />
</LinearLayout>

View File

@@ -27,7 +27,7 @@
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/next"
android:visibility="invisible"
android:visibility="visible"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent" />

View File

@@ -0,0 +1,8 @@
<com.google.android.material.button.MaterialButton xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
android:layout_width="170dp"
android:layout_height="55dp"
android:layout_marginBottom="16dp"
app:iconTint="?attr/colorOnPrimary"
app:iconSize="24dp"
style="@style/Widget.Material3.Button.UnelevatedButton" />

View File

@@ -11,7 +11,6 @@
android:layout_width="0dp"
android:layout_height="0dp"
android:layout_marginTop="64dp"
android:layout_marginBottom="32dp"
app:layout_constraintBottom_toTopOf="@+id/text_title"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintHeight_max="220dp"
@@ -45,7 +44,7 @@
android:textAlignment="center"
android:textSize="20sp"
android:paddingHorizontal="16dp"
app:layout_constraintBottom_toTopOf="@+id/button_action"
app:layout_constraintBottom_toTopOf="@+id/text_confirmation"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toBottomOf="@+id/text_title"
@@ -56,8 +55,8 @@
<com.google.android.material.textview.MaterialTextView
android:id="@+id/text_confirmation"
style="@style/SynthwaveText.Accent"
android:layout_width="wrap_content"
android:layout_height="0dp"
android:layout_width="213dp"
android:layout_height="226dp"
android:paddingHorizontal="16dp"
android:paddingTop="24dp"
android:textAlignment="center"
@@ -71,20 +70,16 @@
app:layout_constraintVertical_weight="1"
app:lineHeight="30sp" />
<com.google.android.material.button.MaterialButton
android:id="@+id/button_action"
style="@style/EdenButton.Primary"
android:layout_width="wrap_content"
android:layout_height="56dp"
android:layout_marginTop="16dp"
android:layout_marginBottom="48dp"
android:textSize="20sp"
app:iconGravity="end"
app:iconSize="24sp"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
<LinearLayout
android:id="@+id/page_button_container"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical"
android:padding="16dp"
android:gravity="center"
app:layout_constraintTop_toBottomOf="@+id/text_description"
tools:text="Get started" />
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintEnd_toEndOf="parent" />
</androidx.constraintlayout.widget.ConstraintLayout>

View File

@@ -27,7 +27,6 @@
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(Enhanced)</string>
<string name="process_ram">Process RAM: %1$d MB</string>
<string name="shaders_prefix">بناء</string>
<string name="shaders_suffix">تظليل(ات)</string>
@@ -99,8 +98,6 @@
<string name="sample_shading_fraction_description">كثافة تمرير تظليل العينة. تؤدي القيم الأعلى إلى تحسين الجودة بشكل أكبر، ولكنها تقلل أيضًا من الأداء إلى حد كبير.</string>
<string name="veil_renderer">العارض</string>
<string name="frame_interpolation">تحسين سرعة الإطارات</string>
<string name="frame_interpolation_description">يضمن تسليمًا سلسًا ومتناسقًا للإطارات من خلال مزامنة التوقيت بينها، مما يقلل من التقطيع وعدم انتظام الحركة. مثالي للألعاب التي تعاني من عدم استقرار في توقيت الإطارات أو تقطع دقيق أثناء اللعب.</string>
<string name="renderer_early_release_fences">إطلاق الأسوار مبكرًا</string>
<string name="renderer_early_release_fences_description">يساعد في إصلاح مشكلة 0 إطار في الثانية في ألعاب مثل DKCR:HD وSubnautica Below Zero وOri 2، ولكن قد يتسبب في تعطيل التحميل أو الأداء في ألعاب Unreal Engine.</string>
<string name="sync_memory_operations">مزامنة عمليات الذاكرة</string>
@@ -239,15 +236,12 @@
<string name="get_started">ابدأ الآن</string>
<string name="keys">المفاتيح</string>
<string name="keys_description">حدد ملف <b>prod.keys</b> الخاص بك باستخدام الزر أدناه.</string>
<string name="select_keys">حدد المفاتيح</string>
<string name="firmware">الفيرموير</string>
<string name="firmware_description">حدد ملف <b>firmware.zip</b> الخاص بك باستخدام الزر أدناه.</string>
<string name="select_firmware">حدد الفيرموير</string>
<string name="games">الألعاب</string>
<string name="games_description">حدد مجلد <b>الألعاب</b> الخاص بك باستخدام الزر أدناه.</string>
<string name="done">إنهاء</string>
<string name="done_description">أنت جاهز تمامًا.\nاستمتع بألعابك!</string>
<string name="text_continue">متابعة</string>
<string name="next">التالي</string>
<string name="back">عودة</string>
<string name="add_games">إضافة الألعاب</string>
@@ -287,9 +281,6 @@
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
<string name="notifications">الإشعارات</string>
<string name="notifications_description">امنح الإذن بالإشعار باستخدام الزر أدناه.</string>
<string name="give_permission">منح الإذن</string>
<string name="notification_warning">تخطي منح إذن الإشعارات؟</string>
<string name="notification_warning_description">لن تتمكن Eden من إشعارك بالمعلومات المهمة.</string>
<string name="permission_denied">تم رفض الإذن</string>
<string name="permission_denied_description">لقد رفضت هذا الإذن عدة مرات ويتعين عليك الآن منحه يدويًا في إعدادات النظام</string>
<string name="about">حول</string>
@@ -479,8 +470,6 @@
<string name="display">الشاشة</string>
<string name="processing">تأثيرات بعد المعالجة</string>
<string name="frame_skipping">قيد التطوير: تخطي الإطارات</string>
<string name="frame_skipping_description">تبديل تخطي الإطارات لتحسين الأداء عن طريق تقليل عدد الإطارات المعروضة. هذه الميزة قيد التطوير وسيتم تمكينها في الإصدارات المستقبلية.</string>
<string name="renderer_accuracy">مستوى الدقة</string>
<string name="renderer_resolution">الدقة (الإرساء/محمول)</string>
<string name="renderer_vsync">VSync وضع</string>
@@ -1016,10 +1005,13 @@
<string name="cubeb">cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">خلفيات سوداء</string>

View File

@@ -5,7 +5,6 @@
<string name="notice_notification_channel_description">ئاگادارکردنەوەکان پیشان دەدات کاتێک شتێک بە هەڵەدا دەچێت.</string>
<string name="notification_permission_not_granted">مۆڵەتی ئاگادارکردنەوە نەدراوە!</string>
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(پێشکەوتوو)</string>
<string name="process_ram">RAMی پرۆسە: %1$d MB</string>
<string name="shaders_prefix">بیناکردنی</string>
<string name="shaders_suffix">شەیدەر(ەکان)</string>
@@ -77,8 +76,6 @@
<string name="sample_shading_fraction_description">چڕی تێپەڕاندنی سێبەرکردنی نموونە. بەهای زیاتر کوالێتی باشتر دەکات بەڵام کارایی زیاتر کەم دەکاتەوە.</string>
<string name="veil_renderer">رێندرەر</string>
<string name="frame_interpolation">تحسين توقيت الإطارات</string>
<string name="frame_interpolation_description">يضمن تسليمًا سلسًا ومتناسقًا للإطارات من خلال مزامنة التوقيت بينها، مما يقلل من التقطيع وعدم انتظام الحركة. مثالي للألعاب التي تعاني من عدم استقرار في توقيت الإطارات أو تقطع دقيق أثناء اللعب.</string>
<string name="renderer_early_release_fences">زێدەکردنی پەرستارەکان زووتر</string>
<string name="renderer_early_release_fences_description">یارمەتی دەدات لە چارەسەری 0 FPS لە یارییەکانی وەک DKCR:HD، Subnautica Below Zero و Ori 2، بەڵام ڕەنگە بارکردن یان کارایی لە یارییەکانی Unreal Engine تێکبدات.</string>
<string name="sync_memory_operations">هاوبەشیی کردارەکانی بیرگە</string>
@@ -216,13 +213,10 @@
<string name="get_started">دەست پێبکە</string>
<string name="keys">کلیلەکان</string>
<string name="keys_description">فایلی &lt;b>prod.keys&lt;/b> هەڵبژێرە بە دوگمەی خوارەوە.</string>
<string name="select_keys">کلیلەکان هەڵبژێرە</string>
<string name="firmware">فریموێر</string>
<string name="select_firmware">هەڵبژاردنی فریموێر</string>
<string name="games">یاریەکان</string>
<string name="games_description">فۆڵدەری &lt;b>Games&lt;/b> هەڵبژێرە بە دوگمەی خوارەوە.</string>
<string name="done">تەواو</string>
<string name="text_continue">بەردەوام بوون</string>
<string name="next">دواتر</string>
<string name="back">گەڕانەوە</string>
<string name="add_games">زیادکردنی یاری</string>
@@ -249,9 +243,6 @@
<string name="install_firmware_warning_description">زۆر یاری پێویستیان بە فریموێر هەیە بۆ ئەوەی باش کار بکەن.</string>
<string name="notifications">ئاگادارکردنەوەکان</string>
<string name="notifications_description">بە دوگمەی خوارەوە مۆڵەتی ئاگادارکردنەوەکە بدە.</string>
<string name="give_permission">مۆڵەت بدە</string>
<string name="notification_warning">پێدانی مۆڵەتی ئاگادارکردنەوە تێپەڕدەکەیت؟</string>
<string name="notification_warning_description">یوزو ناتوانێت لە زانیاری گرنگ ئاگادارت بکاتەوە.</string>
<string name="permission_denied">مۆڵەت پێدان ڕەتکرایەوە</string>
<string name="permission_denied_description">زۆر جار ئەم مۆڵەتەت ڕەتکردۆتەوە و ئێستا دەبێت بە دەستی ڕێگەپێدان بکەیت لە ڕێکخستنەکانی سیستەمدا.</string>
<string name="about">دەربارە</string>
@@ -389,8 +380,6 @@
<string name="display">پیشاندان</string>
<string name="processing">پاشپڕۆسەکردن</string>
<string name="frame_skipping">قيد التطوير: تخطي الإطارات</string>
<string name="frame_skipping_description">تێپەڕاندنی فرەیمەکان بکە بۆ باشترکردنی کارایی بە کەمکردنەوەی ژمارەی فرەیمە ڕێندرکراوەکان. ئەم تایبەتمەندییە هێشتا کاردەکرێت و لە وەشانە داهاتووەکاندا چالاکدەکرێت.</string>
<string name="renderer_accuracy">ئاستی وردبینی</string>
<string name="renderer_resolution">ڕوونی (دۆخی دەستی/دۆخی دۆک)</string>
<string name="renderer_vsync">دۆخی VSync</string>
@@ -727,10 +716,13 @@
<string name="theme_mode_dark">تاریک</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">پاشبنەمای ڕەش</string>

View File

@@ -5,7 +5,6 @@
<string name="notice_notification_channel_description">Ukáže oznámení v případě chyby.</string>
<string name="notification_permission_not_granted">Oznámení nejsou oprávněna!</string>
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(Vylepšený)</string>
<string name="process_ram">RAM procesu: %1$d MB</string>
<string name="shaders_prefix">Sestavování</string>
<string name="shaders_suffix">shaderů</string>
@@ -77,8 +76,6 @@
<string name="sample_shading_fraction_description">Intenzita průchodu stínování vzorku. Vyšší hodnoty zlepšují kvalitu, ale také výrazněji snižují výkon.</string>
<string name="veil_renderer">Renderer</string>
<string name="frame_interpolation">Vylepšené časování snímků</string>
<string name="frame_interpolation_description">Zajišťuje plynulé a konzistentní zobrazování snímků synchronizací jejich časování, čímž snižuje trhání a nerovnoměrné animace. Ideální pro hry, které trpí nestabilitou časování snímků nebo mikrotrháním během hraní.</string>
<string name="renderer_early_release_fences">Uvolnit ploty brzy</string>
<string name="renderer_early_release_fences_description">Pomáhá opravit 0 FPS v hrách jako DKCR:HD, Subnautica Below Zero a Ori 2, ale může narušit načítání nebo výkon v hrách na Unreal Engine.</string>
<string name="sync_memory_operations">Synchronizace paměťových operací</string>
@@ -214,12 +211,9 @@
<string name="welcome">Vítejte!</string>
<string name="get_started">Začít</string>
<string name="keys">Klíče</string>
<string name="select_keys">Vybrat klíče</string>
<string name="firmware">Firmware</string>
<string name="select_firmware">Vybrat firmware</string>
<string name="games">Hry</string>
<string name="done">Hotovo</string>
<string name="text_continue">Pokračovat</string>
<string name="next">Další</string>
<string name="back">Zpět</string>
<string name="add_games">Přidat hry</string>
@@ -240,9 +234,6 @@
<string name="install_firmware_warning">Přeskočit přidání firmwaru?</string>
<string name="install_firmware_warning_description">Mnoho her vyžaduje přístup k firmwaru pro správnou funkci.</string>
<string name="notifications">Oznámení</string>
<string name="give_permission">Udělit oprávnění</string>
<string name="notification_warning">Přeskočit udělení oprávnění k oznámení?</string>
<string name="notification_warning_description">Eden vám nebude schopno oznámit důležité informace.</string>
<string name="permission_denied">Oprávnění zamítnuto</string>
<string name="permission_denied_description">Zamítnul jste toto oprávnění příliš mnohokrát, musíte manuálně udělit oprávnění v nastavení systému.</string>
<string name="about">O aplikaci</string>
@@ -377,8 +368,6 @@
<string name="display">Zobrazení</string>
<string name="processing">Postprocesing</string>
<string name="frame_skipping">WIP: Přeskočení snímků</string>
<string name="frame_skipping_description">Přepínání přeskočení snímků pro zlepšení výkonu snížením počtu vykreslených snímků. Tato funkce je stále ve vývoji a bude povolena v budoucích verzích.</string>
<string name="renderer_accuracy">Úroveň přesnosti</string>
<string name="renderer_resolution">Rozlišení (Handheld/Docked)</string>
<string name="renderer_vsync">VSync režim</string>
@@ -693,10 +682,13 @@
<string name="theme_mode_dark">Tmavé</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Černá pozadí</string>

View File

@@ -13,7 +13,6 @@
<string name="value_too_high">Wert darf höchstens %1$d betragen</string>
<string name="input_overlay_options">Eingabe-Overlay</string>
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(Erweitert)</string>
<string name="process_ram">Prozess-RAM: %1$d MB</string>
<string name="shaders_prefix">Erstelle</string>
<string name="shaders_suffix">Shader</string>
@@ -85,8 +84,6 @@
<string name="sample_shading_fraction_description">Die Intensität des Sample-Shading-Durchgangs. Höhere Werte verbessern die Qualität stärker, beeinträchtigen aber auch die Leistung stärker.</string>
<string name="veil_renderer">Renderer</string>
<string name="frame_interpolation">Erweiterte Frame-Synchronisation</string>
<string name="frame_interpolation_description">Sorgt für eine gleichmäßige und konsistente Frame-Wiedergabe durch Synchronisierung der Frame-Zeiten, was Ruckeln und ungleichmäßige Animationen reduziert. Ideal für Spiele, die unter instabilen Frame-Zeiten oder Mikrorucklern leiden.</string>
<string name="renderer_early_release_fences">Zäune früher freigeben</string>
<string name="renderer_early_release_fences_description">Behebt 0 FPS in Spielen wie DKCR:HD, Subnautica Below Zero und Ori 2, kann aber Ladezeiten oder Performance in Unreal Engine-Spielen beeinträchtigen.</string>
<string name="sync_memory_operations">Speicheroperationen synchronisieren</string>
@@ -224,14 +221,11 @@
<string name="get_started">Erste Schritte</string>
<string name="keys">Schlüssel</string>
<string name="keys_description">Wähle deine &lt;b>prod.keys&lt;/b> Datei mit dem Button unten aus.</string>
<string name="select_keys">Schlüssel auswählen</string>
<string name="firmware">Firmware</string>
<string name="select_firmware">Firmware auswählen</string>
<string name="games">Spiele</string>
<string name="games_description">Wähle mit dem Knopf unten den &lt;b>Spiele&lt;/b>-Ordner aus.</string>
<string name="done">Fertig</string>
<string name="done_description">Du bist start klar.\nViel Spaß mit deinen Spielen!</string>
<string name="text_continue">Fortsetzen</string>
<string name="next">Weiter</string>
<string name="back">Zurück</string>
<string name="add_games">Spiele hinzufügen</string>
@@ -268,9 +262,6 @@
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
<string name="notifications">Benachrichtigungen</string>
<string name="notifications_description">Erteile mit dem Knopf unten die Berechtigung, Benachrichtigungen zu senden.</string>
<string name="give_permission">Berechtigung erteilen</string>
<string name="notification_warning">Erteilung der Benachrichtigungsberechtigung überspringen\?</string>
<string name="notification_warning_description">Eden wird dich nicht über wichtige Informationen benachrichtigen können.</string>
<string name="permission_denied">Zugriff verweigert</string>
<string name="permission_denied_description">Du hast diese Berechtigung zu oft verweigert und musst sie nun manuell in den Systemeinstellungen erteilen.</string>
<string name="about">Über</string>
@@ -430,12 +421,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
<!-- Graphics settings strings -->
<string name="backend">Backend</string>
<string name="display">Anzeige</string>
<string name="processing">Nachbearbeitung</string>
<string name="frame_skipping">WIP: Frame Skipping</string>
<string name="frame_skipping_description">Aktivieren Sie Frame Skipping, um die Leistung durch Reduzierung der gerenderten Frames zu verbessern. Diese Funktion wird noch entwickelt und in zukünftigen Versionen verfügbar sein.</string>
<string name="renderer_accuracy">Genauigkeitsstufe</string>
<string name="renderer_resolution">Auflösung (Handheld/Gedockt)</string>
<string name="renderer_vsync">VSync-Modus</string>
<string name="renderer_screen_layout">Ausrichtung</string>
@@ -912,10 +897,13 @@ Wirklich fortfahren?</string>
<string name="cubeb">cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Schwarze Hintergründe</string>

View File

@@ -27,7 +27,6 @@
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(Mejorado)</string>
<string name="process_ram">Proceso de RAM: %1$d MB</string>
<string name="shaders_prefix">Compilando</string>
<string name="shaders_suffix">Sombreador(es)</string>
@@ -99,8 +98,6 @@
<string name="sample_shading_fraction_description">La intensidad del paso de sombreado de la muestra. Los valores más altos mejoran más la calidad, pero también reducen el rendimiento en mayor medida.</string>
<string name="veil_renderer">Renderizador</string>
<string name="frame_interpolation">Ritmo de fotogramas mejorado</string>
<string name="frame_interpolation_description">Garantiza una entrega de fotogramas fluida y consistente al sincronizar el tiempo entre fotogramas, reduciendo la tartamudez y la animación desigual. Ideal para juegos que experimentan inestabilidad en el tiempo de fotogramas o microtartamudeos durante el juego.</string>
<string name="renderer_early_release_fences">Liberar las vallas antes</string>
<string name="renderer_early_release_fences_description">Ayuda a arreglar 0 FPS en juegos como DKCR:HD, Subnautica Below Zero y Ori 2, pero puede romper la carga o el rendimiento en juegos de Unreal Engine.</string>
<string name="sync_memory_operations">Sincronizar operaciones de memoria</string>
@@ -238,15 +235,12 @@
<string name="get_started">Empezar</string>
<string name="keys">Claves</string>
<string name="keys_description">Selecciona tu archivo <b>prod.keys</b> utilizando el botón de abajo.</string>
<string name="select_keys">Seleccionar las claves</string>
<string name="firmware">Firmware</string>
<string name="firmware_description">Seleccione su archivo <b> firmware.zip </b> con el botón de abajo.</string>
<string name="select_firmware">Seleccionar firmware</string>
<string name="games">Juegos</string>
<string name="games_description">Selecciona la carpeta <b>Juegos</b> utilizando el botón de abajo</string>
<string name="done">Hecho</string>
<string name="done_description">Ya está todo listo.\n¡Disfrute de tus juegos!</string>
<string name="text_continue">Continuar</string>
<string name="next">Siguiente</string>
<string name="back">Atrás</string>
<string name="add_games">Añadir Juegos</string>
@@ -286,9 +280,6 @@
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
<string name="notifications">Notificaciones</string>
<string name="notifications_description">Otorga el permiso de notificación con el botón de abajo.</string>
<string name="give_permission">Conceder permiso</string>
<string name="notification_warning">¿Omitir conceder el permiso de notificación?</string>
<string name="notification_warning_description">Eden no podrá notificarte información importante.</string>
<string name="permission_denied">Permiso denegado</string>
<string name="permission_denied_description">Se ha denegado este permiso demasiadas veces y ahora debes otorgarlo de forma manual en la configuración del sistema.</string>
<string name="about">Acerca de</string>
@@ -453,8 +444,6 @@
<string name="display">Pantalla</string>
<string name="processing">Postprocesado</string>
<string name="frame_skipping">WIP: Salto de fotogramas</string>
<string name="frame_skipping_description">Activa o desactiva el salto de fotogramas para mejorar el rendimiento reduciendo el número de fotogramas renderizados. Esta función está en desarrollo y se habilitará en futuras versiones.</string>
<string name="renderer_accuracy">Nivel de precisión</string>
<string name="renderer_resolution">Resolución (Portátil/Sobremesa)</string>
<string name="renderer_vsync">Modo VSync</string>
@@ -975,10 +964,13 @@
<string name="cubeb">cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">x2</string>
<string name="multiplier_four">x4</string>
<string name="multiplier_eight">x8</string>
<string name="multiplier_sixteen">x16</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Fondos oscuros</string>

View File

@@ -7,7 +7,6 @@
<string name="notification_permission_not_granted">مجوز اعلان داده نشده!</string>
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(بهبودیافته)</string>
<string name="process_ram">حافظه فرآیند: %1$d مگابایت</string>
<string name="shaders_prefix">در حال ساخت</string>
<string name="shaders_suffix">شیدر(ها)</string>
@@ -66,10 +65,6 @@
<string name="veil_misc">پردازنده و حافظه</string>
<string name="eden_veil">پرده عدن</string>
<string name="eden_veil_description">تنظیمات آزمایشی برای بهبود عملکرد و قابلیت. این تنظیمات ممکن است باعث نمایش صفحه سیاه یا سایر مشکلات بازی شود.</string>
<string name="frame_skipping">در حال توسعه: رد کردن فریم‌ها</string>
<string name="frame_skipping_description">با فعال کردن رد کردن فریم‌ها، عملکرد را با کاهش تعداد فریم‌های رندر شده بهبود دهید. این قابلیت در حال توسعه است و در نسخه‌های آینده فعال خواهد شد.</string>
<string name="frame_interpolation">زمان‌بندی پیشرفته فریم‌ها</string>
<string name="frame_interpolation_description">ارسال یکنواخت و پایدار فریم‌ها را با همگام‌سازی زمان بین آن‌ها تضمین می‌کند، که منجر به کاهش لرزش و انیمیشن‌های ناهموار می‌شود. برای بازی‌هایی که ناپایداری در زمان‌بندی فریم‌ها یا میکرو لرزش در حین بازی دارند ایده‌آل است</string>
<string name="renderer_early_release_fences">رهاسازی حصارها زودتر</string>
<string name="renderer_early_release_fences_description">به رفع مشکل 0 فریم بر ثانیه در بازی‌هایی مانند DKCR:HD، Subnautica Below Zero و Ori 2 کمک می‌کند، اما ممکن است بارگذاری یا عملکرد بازی‌های Unreal Engine را مختل کند.</string>
<string name="sync_memory_operations">همگام‌سازی عملیات حافظه</string>
@@ -275,15 +270,12 @@
<string name="get_started">شروع کنید</string>
<string name="keys">کلیدها</string>
<string name="keys_description">فایل &lt;b>prod.keys&lt;/b> خود را با دکمه زیر انتخاب کنید.</string>
<string name="select_keys">انتخاب کلیدها</string>
<string name="firmware">فریمور</string>
<string name="firmware_description">فایل <b>firmware.zip</b> خود را با دکمه زیر انتخاب کنید.\nاکنون ایدن به نسخه <b>19.0.1</b> یا پایین‌تر نیاز دارد.</string>
<string name="select_firmware">انتخاب فریمور</string>
<string name="games">بازی‌ها</string>
<string name="games_description">پوشه &lt;b>بازی‌ها&lt;/b> خود را با دکمه زیر انتخاب کنید.</string>
<string name="done">انجام شد</string>
<string name="done_description">همه چیز آماده است.\nاز بازی‌های خود لذت ببرید!</string>
<string name="text_continue">ادامه</string>
<string name="next">بعدی</string>
<string name="back">قبلی</string>
<string name="add_games">افزودن بازی‌ها</string>
@@ -314,9 +306,6 @@
<string name="install_firmware_warning_description">بسیاری از بازی‌ها برای اجرای صحیح به دسترسی به فریمور نیاز دارند.</string>
<string name="notifications">اعلان‌ها</string>
<string name="notifications_description">مجوز اعلان را با دکمه زیر اعطا کنید.</string>
<string name="give_permission">اجازه بدهید</string>
<string name="notification_warning">دادن مجوز اعلان را رد می‌کنید؟</string>
<string name="notification_warning_description">Eden نمی‌تواند شما را از اطلاعات مهم مطلع کند.</string>
<string name="permission_denied">دسترسی داده نشد</string>
<string name="permission_denied_description">شما بارها این دسترسی را رد کردید و اکنون باید آن را به صورت دستی در تنظیمات سیستم اعطا کنید.</string>
<string name="about">درباره</string>
@@ -861,10 +850,13 @@
<string name="cubeb">cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">پس‌زمینه مشکی</string>

View File

@@ -27,7 +27,6 @@
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(Amélioré)</string>
<string name="process_ram">RAM processus: %1$d Mo</string>
<string name="shaders_prefix">Compilation</string>
<string name="shaders_suffix">Shader(s)</string>
@@ -99,8 +98,6 @@
<string name="sample_shading_fraction_description">L\'intensité de la passe d\'ombrage d\'échantillon. Des valeurs plus élevées améliorent davantage la qualité mais réduisent aussi plus fortement les performances.</string>
<string name="veil_renderer">Rendu</string>
<string name="frame_interpolation">Synchronisation avancée des frames</string>
<string name="frame_interpolation_description">Assure une diffusion fluide et régulière des frames en synchronisant leur timing, réduisant ainsi les saccades et les animations irrégulières. Idéal pour les jeux souffrant d`instabilité de timing des frames ou de micro-saccades pendant le jeu.</string>
<string name="renderer_early_release_fences">Libérer les barrières plus tôt</string>
<string name="renderer_early_release_fences_description">Résout les problèmes de 0 FPS dans des jeux comme DKCR:HD, Subnautica Below Zero et Ori 2, mais peut perturber le chargement ou les performances des jeux Unreal Engine.</string>
<string name="sync_memory_operations">Synchroniser les opérations mémoire</string>
@@ -239,15 +236,12 @@
<string name="get_started">Commencer</string>
<string name="keys">Clés</string>
<string name="keys_description">Sélectionnez votre fichier &lt;b>prod.keys&lt;/b> avec le bouton ci-dessous.</string>
<string name="select_keys">Sélectionner les clés</string>
<string name="firmware">Firmware</string>
<string name="firmware_description">Sélectionnez votre fichier <b>firmware.zip</b> avec le bouton cidessous.</string>
<string name="select_firmware">Sélectionner le firmware</string>
<string name="games">Jeux</string>
<string name="games_description">Sélectionnez votre dossier &lt;b>de Jeux&lt;/b> avec le bouton ci-dessous.</string>
<string name="done">Terminé</string>
<string name="done_description">Vous êtes prêt.\nProfitez de vos jeux !</string>
<string name="text_continue">Continuer</string>
<string name="next">Suivant</string>
<string name="back">Retour</string>
<string name="add_games">Ajouter des jeux</string>
@@ -287,9 +281,6 @@
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
<string name="notifications">Notifications</string>
<string name="notifications_description">Accorder la permission de notification avec le bouton ci-dessous.</string>
<string name="give_permission">Accorder la permission</string>
<string name="notification_warning">Ne pas accorder la permission de notification ?</string>
<string name="notification_warning_description">Eden ne pourra pas vous communiquer d\'informations importantes.</string>
<string name="permission_denied">Permission refusée</string>
<string name="permission_denied_description">Vous avez refusé cette permission trop de fois et vous devez maintenant l\'accorder manuellement dans les paramètres système.</string>
<string name="about">À propos</string>
@@ -454,8 +445,6 @@
<string name="display">Affichage</string>
<string name="processing">Post-traitement</string>
<string name="frame_skipping">WIP: Saut de frames</string>
<string name="frame_skipping_description">Activez ou désactivez le saut d\'images pour améliorer les performances en réduisant le nombre d\'images affichées. Cette fonctionnalité est en cours de développement et sera activée dans les futures versions.</string>
<string name="renderer_accuracy">Niveau de précision</string>
<string name="renderer_resolution">Résolution (Mode Portable/Mode TV)</string>
<string name="renderer_vsync">Mode VSync</string>
@@ -988,10 +977,13 @@
<string name="cubeb">cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Arrière-plan noir</string>

View File

@@ -5,7 +5,6 @@
<string name="notice_notification_channel_description">מציג התראות כאשר משהו הולך לא כשורה.</string>
<string name="notification_permission_not_granted">הרשאות התראות לא ניתנה!</string>
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(משופר)</string>
<string name="process_ram">זיכרון תהליך: %1$d MB</string>
<string name="shaders_prefix">בונה</string>
<string name="shaders_suffix">שיידר(ים)</string>
@@ -77,8 +76,6 @@
<string name="sample_shading_fraction_description">עוצמת מעבר ההצללה לדוגמה. ערכים גבוהים יותר משפרים את האיכות יותר אך גם מפחיתים את הביצועים במידה רבה יותר.</string>
<string name="veil_renderer">רנדרר</string>
<string name="frame_interpolation">סנכרון פריימים מתקדם</string>
<string name="frame_interpolation_description">מבטיח אספקה חלקה ועקבית של פריימים על ידי סנכרון התזמון ביניהם, מפחית קפיצות ואנימציה לא אחידה. אידיאלי למשחקים עם בעיות בתזמון פריימים או מיקרו-קפיצות במהלך המשחק.</string>
<string name="renderer_early_release_fences">שחרר גדרות מוקדם</string>
<string name="renderer_early_release_fences_description">עוזר לתקן 0 FPS במשחקים כמו DKCR:HD, Subnautica Below Zero ו-Ori 2, אך עלול לפגוע בטעינה או בביצועים במשחקי Unreal Engine.</string>
<string name="sync_memory_operations">סנכרון פעולות זיכרון</string>
@@ -216,13 +213,10 @@
<string name="get_started">כדי להתחיל</string>
<string name="keys">מפתחות</string>
<string name="keys_description">בחר את קובץ ה &lt;b>prod.keys&lt;/b> שלך עם הכפתור למטה.</string>
<string name="select_keys">בחר מפתחות</string>
<string name="firmware">קושחה</string>
<string name="select_firmware">בחירת קושחה</string>
<string name="games">משחקים</string>
<string name="games_description">בחר את התיקיית ה &lt;b>Games&lt;/b> שלך עם הכפתור למטה.</string>
<string name="done">סיום</string>
<string name="text_continue">המשך</string>
<string name="next">הבא</string>
<string name="back">אחורה</string>
<string name="add_games">הוסף משחקים</string>
@@ -253,9 +247,6 @@
<string name="install_firmware_warning_description">משחקים רבים דורשים גישה לקושחה כדי לפעול כראוי.</string>
<string name="notifications">התראות</string>
<string name="notifications_description">תן גישה להתראות עם הכפתור למטה.</string>
<string name="give_permission">תן הרשאה</string>
<string name="notification_warning">דלג על מתן הרשאה להתראות?</string>
<string name="notification_warning_description">Eden לא יוכל להתריע לך על מידע חשוב.</string>
<string name="permission_denied">הרשאה נדחתה</string>
<string name="permission_denied_description">את/ה דיחת את ההרשאה יותר מדי פעמים ועכשיו את/ה צריך/ה לתת גישה באופן ידני בהגדרות.</string>
<string name="about">אודות</string>
@@ -413,8 +404,6 @@
<string name="display">תצוגה</string>
<string name="processing">עיבוד לאחר</string>
<string name="frame_skipping">בעבודה: דילוג פריימים</string>
<string name="frame_skipping_description">החלף דילוג על פריימים כדי לשפר ביצועים על ידי הפחתת מספר הפריימים המוצגים. תכונה זו עדיין בפיתוח ותופעל בגרסאות עתידיות.</string>
<string name="renderer_accuracy">רמת דיוק</string>
<string name="renderer_resolution">רזולוציה (מעוגן/נייד)</string>
<string name="renderer_vsync">מצב VSync</string>
@@ -776,10 +765,13 @@
<string name="cubeb">cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">רקעים שחורים</string>

View File

@@ -5,7 +5,6 @@
<string name="notice_notification_channel_description">Értesítések megjelenítése, ha valami rosszul sül el.</string>
<string name="notification_permission_not_granted">Nincs engedély az értesítés megjelenítéséhez!</string>
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(Továbbfejlesztett)</string>
<string name="process_ram">Processz RAM: %1$d MB</string>
<string name="shaders_prefix">Shader(ek)</string>
<string name="shaders_suffix">fordítása</string>
@@ -77,8 +76,6 @@
<string name="sample_shading_fraction_description">A mintavételezés árnyékolási lépés intenzitása. A magasabb értékek jobb minőséget eredményeznek, de nagyobb mértékben csökkentik a teljesítményt.</string>
<string name="veil_renderer">Megjelenítő</string>
<string name="frame_interpolation">Továbbfejlesztett Képkocka-időzítés</string>
<string name="frame_interpolation_description">Biztosítja a képkockák sima és egyenletes kézbesítését azok időzítésének szinkronizálásával, csökkentve a megakadásokat és egyenetlen animációkat. Ideális azokhoz a játékokhoz, amelyek képkocka-időzítési instabilitást vagy mikro-reccsenést tapasztalnak játék közben.</string>
<string name="renderer_early_release_fences">Korai kerítés-felszabadítás</string>
<string name="renderer_early_release_fences_description">Segít javítani a 0 FPS-t olyan játékokban, mint a DKCR:HD, Subnautica Below Zero és az Ori 2, de ronthatja az Unreal Engine játékok betöltését vagy teljesítményét.</string>
<string name="sync_memory_operations">Memória-műveletek szinkronizálása</string>
@@ -216,13 +213,10 @@
<string name="get_started">Vágjunk bele</string>
<string name="keys">Kulcsok</string>
<string name="keys_description">Válaszd ki a &lt;b>prod.keys&lt;/b> fájlodat az alábbi gombbal.</string>
<string name="select_keys">Kulcsok kiválasztása</string>
<string name="firmware">Firmware</string>
<string name="select_firmware">Firmware kiválasztása</string>
<string name="games">Játékok</string>
<string name="games_description">Válaszd ki a &lt;b>Játékok&lt;/b> mappát az alábbi gombbal.</string>
<string name="done">Kész</string>
<string name="text_continue">Folytatás</string>
<string name="next">Következő</string>
<string name="back">Vissza</string>
<string name="add_games">Játékok hozzáadása</string>
@@ -252,9 +246,6 @@
<string name="install_firmware_warning_description">Sok játék megfelelő működéséhez firmware szükséges.</string>
<string name="notifications">Értesítések</string>
<string name="notifications_description">Értesítési engedélyek megadása az alábbi gombbal.</string>
<string name="give_permission">Engedély megadása</string>
<string name="notification_warning">Kihagyod az értesítési engedély megadását?</string>
<string name="notification_warning_description">Eden nem fog tudni értesíteni a fontos információkról</string>
<string name="permission_denied">Engedély megtagadva</string>
<string name="permission_denied_description">Túl gyakran utasítottad el a hozzáférést, így manuálisan kell jóváhagynod a rendszer beállításokban.</string>
<string name="about">Névjegy</string>
@@ -408,8 +399,6 @@
<string name="display">Kijelző</string>
<string name="processing">Utófeldolgozás</string>
<string name="frame_skipping">Folyamatban: Képkihagyás</string>
<string name="frame_skipping_description">Kapcsolja be a képkihagyást a teljesítmény javításához a renderelt képkockák számának csökkentésével. Ez a funkció még fejlesztés alatt áll, és a jövőbeli kiadásokban lesz elérhető.</string>
<string name="renderer_accuracy">Pontosság szintje</string>
<string name="renderer_resolution">Felbontás (Kézi/Dockolt)</string>
<string name="renderer_vsync">VSync mód</string>
@@ -875,10 +864,13 @@
<string name="cubeb">cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Fekete háttér</string>

View File

@@ -27,7 +27,6 @@
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(Ditingkatkan)</string>
<string name="process_ram">RAM Proses: %1$d MB</string>
<string name="shaders_prefix">Membangun</string>
<string name="shaders_suffix">Shader</string>
@@ -99,8 +98,6 @@
<string name="sample_shading_fraction_description">Intensitas proses pencahayaan sampel. Nilai lebih tinggi meningkatkan kualitas lebih baik tetapi juga mengurangi performa lebih besar.</string>
<string name="veil_renderer">Renderer</string>
<string name="frame_interpolation">Penyelarasan Frame Tingkat Lanjut</string>
<string name="frame_interpolation_description">Memastikan pengiriman frame yang halus dan konsisten dengan menyinkronkan waktu antar frame, mengurangi stuttering dan animasi tidak rata. Ideal untuk game yang mengalami ketidakstabilan waktu frame atau micro-stutter selama gameplay.</string>
<string name="renderer_early_release_fences">Lepas Pagar Lebih Awal</string>
<string name="renderer_early_release_fences_description">Membantu memperbaiki 0 FPS di game seperti DKCR:HD, Subnautica Below Zero dan Ori 2, tapi mungkin mengganggu loading atau performa di game Unreal Engine.</string>
<string name="sync_memory_operations">Sinkronisasi Operasi Memori</string>
@@ -238,14 +235,11 @@
<string name="get_started">Memulai</string>
<string name="keys">Kunci</string>
<string name="keys_description">Pilih file &lt;b>prod.keys&lt;/b> Anda dengan tombol di bawah ini.</string>
<string name="select_keys">Pilih Kunci</string>
<string name="firmware">Firmware</string>
<string name="select_firmware">Pilih Firmware</string>
<string name="games">Permainan</string>
<string name="games_description">Pilih folder &lt;b>Games&lt;/b> Anda dengan tombol di bawah ini.</string>
<string name="done">Selesai</string>
<string name="done_description">Semuanya telah siap.\nNikmati permainanmu!</string>
<string name="text_continue">Lanjut</string>
<string name="next">Berikutnya</string>
<string name="back">Kembali</string>
<string name="add_games">Tambahkan permainan</string>
@@ -282,9 +276,6 @@
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
<string name="notifications">Notifikasi</string>
<string name="notifications_description">Berikan izin notifikasi dengan tombol di bawah ini.</string>
<string name="give_permission">Berikan izin</string>
<string name="notification_warning">Lewati pemberian izin notifikasi?</string>
<string name="notification_warning_description">Eden tidak akan dapat memberi tahu Anda tentang informasi penting.</string>
<string name="permission_denied">Izin ditolak</string>
<string name="permission_denied_description">Kamu terlalu sering menolak izin ini dan sekarang anda harus memberikannya secara manual di pengaturan sistem.</string>
<string name="about">Tentang</string>
@@ -444,8 +435,6 @@
<string name="display">Tampilan</string>
<string name="processing">Pascaproses</string>
<string name="frame_skipping">WIP: Loncatan Frame</string>
<string name="frame_skipping_description">Aktifkan atau nonaktifkan frame skipping untuk meningkatkan performa dengan mengurangi jumlah frame yang dirender. Fitur ini masih dalam pengembangan dan akan diaktifkan di rilis mendatang.</string>
<string name="renderer_accuracy">Tingkatan Akurasi</string>
<string name="renderer_resolution">Resolusi (Handheld/Docked)</string>
<string name="renderer_vsync">Mode Sinkronisasi Vertikal</string>
@@ -929,10 +918,13 @@
<string name="cubeb">Cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Gunakan Latar Belakang Hitam</string>

View File

@@ -27,7 +27,6 @@
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(Migliorato)</string>
<string name="process_ram">RAM processo: %1$d MB</string>
<string name="shaders_prefix">Compilazione</string>
<string name="shaders_suffix">shader</string>
@@ -99,8 +98,6 @@
<string name="sample_shading_fraction_description">L\'intensità della passata di ombreggiatura campione. Valori più alti migliorano la qualità ma riducono maggiormente le prestazioni.</string>
<string name="veil_renderer">Renderer</string>
<string name="frame_interpolation">Sincronizzazione avanzata fotogrammi</string>
<string name="frame_interpolation_description">Garantisce una consegna fluida e costante dei fotogrammi sincronizzandone i tempi, riducendo scatti e animazioni irregolari. Ideale per giochi che presentano instabilità nei tempi dei fotogrammi o micro-scatti durante il gameplay.</string>
<string name="renderer_early_release_fences">Rilascia le barriere prima</string>
<string name="renderer_early_release_fences_description">Risolve problemi di 0 FPS in giochi come DKCR:HD, Subnautica Below Zero e Ori 2, ma potrebbe compromettere caricamento o prestazioni in giochi Unreal Engine.</string>
<string name="sync_memory_operations">Sincronizza operazioni di memoria</string>
@@ -239,15 +236,12 @@
<string name="get_started">Iniziare</string>
<string name="keys">Chiavi</string>
<string name="keys_description">Seleziona il tuo file &lt;b>prod.keys&lt;/b> con il pulsante in basso.</string>
<string name="select_keys">Seleziona le chiavi</string>
<string name="firmware">Firmware</string>
<string name="firmware_description">Seleziona il tuo file <b>firmware.zip</b>con il pulsante in basso.</string>
<string name="select_firmware">Seleziona Firmware</string>
<string name="games">Giochi</string>
<string name="games_description">Seleziona la cartella dei &lt;b>giochi&lt;/b> con il pulsante in basso.</string>
<string name="done">Fatto</string>
<string name="done_description">È tutto pronto.\nBuon divertimento con i tuoi giochi!</string>
<string name="text_continue">Continua</string>
<string name="next">Successivo</string>
<string name="back">Indietro</string>
<string name="add_games">Aggiungi giochi</string>
@@ -287,9 +281,6 @@
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
<string name="notifications">Notifiche</string>
<string name="notifications_description">Concedi l\'autorizzazione alle notifiche con il pulsante in basso.</string>
<string name="give_permission">Concedere l\'autorizzazione</string>
<string name="notification_warning">Saltare la concessione dell\'autorizzazione alle notifiche?</string>
<string name="notification_warning_description">Eden non sarà in grado di notificarti informazioni importanti.</string>
<string name="permission_denied">Permesso negato</string>
<string name="permission_denied_description">Hai negato l\'autorizzazione troppe volte ed ora devi concederla manualmente nelle impostazioni di sistema.</string>
<string name="about">Informazioni</string>
@@ -454,8 +445,6 @@
<string name="display">Schermo</string>
<string name="processing">Post-elaborazione</string>
<string name="frame_skipping">WIP: Salto fotogrammi</string>
<string name="frame_skipping_description">Attiva o disattiva il salto dei fotogrammi per migliorare le prestazioni riducendo il numero di fotogrammi renderizzati. Questa funzionalità è ancora in sviluppo e verrà abilitata nelle versioni future.</string>
<string name="renderer_accuracy">Livello di accuratezza</string>
<string name="renderer_resolution">Risoluzione (Portatile/Docked)</string>
<string name="renderer_vsync">Modalità VSync</string>
@@ -988,10 +977,13 @@
<string name="cubeb">cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Sfondi neri</string>

View File

@@ -5,7 +5,6 @@
<string name="notice_notification_channel_description">問題の発生時に通知を表示します。</string>
<string name="notification_permission_not_granted">通知が許可されていません!</string>
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(強化)</string>
<string name="process_ram">プロセスRAM: %1$d MB</string>
<string name="shaders_prefix">シェーダー</string>
<string name="shaders_suffix">を構築中</string>
@@ -77,8 +76,6 @@
<string name="sample_shading_fraction_description">サンプルシェーディング処理の強度。高い値ほど品質は向上しますが、パフォーマンスも大きく低下します。</string>
<string name="veil_renderer">レンダラー</string>
<string name="frame_interpolation">高度なフレーム同期</string>
<string name="frame_interpolation_description">フレーム間のタイミングを同期させることで、スムーズで一貫したフレーム配信を確保し、カクつきや不均一なアニメーションを軽減します。フレームタイミングの不安定さやマイクロスタッターが発生するゲームに最適です。</string>
<string name="renderer_early_release_fences">フェンスを早期に解放</string>
<string name="renderer_early_release_fences_description">DKCR:HD、Subnautica Below Zero、Ori 2などのゲームで0 FPSを修正しますが、Unreal Engineゲームの読み込みやパフォーマンスに影響する可能性があります。</string>
<string name="sync_memory_operations">メモリ操作の同期</string>
@@ -216,13 +213,10 @@
<string name="get_started">はじめる</string>
<string name="keys">キー</string>
<string name="keys_description">下のボタンから &lt;b>prod.keys&lt;/b> ファイルを選択してください。</string>
<string name="select_keys">キーを選択</string>
<string name="firmware">ファームウェア</string>
<string name="select_firmware">ファームウェアを選択</string>
<string name="games">ゲーム</string>
<string name="games_description">下のボタンから&lt;b>ゲーム&lt;/b>のあるフォルダを選択してください。</string>
<string name="done">完了</string>
<string name="text_continue">続行</string>
<string name="next">次へ</string>
<string name="back">戻る</string>
<string name="add_games">ゲームを追加</string>
@@ -255,9 +249,6 @@
<string name="install_firmware_warning_description">多くのゲームは正常に動作するためにファームウェアへのアクセスが必要です。</string>
<string name="notifications">通知</string>
<string name="notifications_description">下のボタンで通知を許可してください。</string>
<string name="give_permission">許可</string>
<string name="notification_warning">通知の許可をスキップしますか?</string>
<string name="notification_warning_description">Edenは重要なお知らせを通知できません。</string>
<string name="permission_denied">権限が拒否されました</string>
<string name="permission_denied_description">この権限を複数回拒否したため、設定から手動で許可する必要があります。</string>
<string name="about">情報</string>
@@ -408,8 +399,6 @@
<string name="display">ディスプレイ</string>
<string name="processing">後処理</string>
<string name="frame_skipping">WIP: フレームスキップ</string>
<string name="frame_skipping_description">フレームスキップを切り替えて、レンダリングされるフレーム数を減らしパフォーマンスを向上させます。この機能は開発中であり、今後のリリースで有効になります。</string>
<string name="renderer_accuracy">精度</string>
<string name="renderer_resolution">解像度(携帯モード/TVモード</string>
<string name="renderer_vsync">垂直同期モード</string>
@@ -778,10 +767,13 @@
<string name="cubeb">cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">完全な黒を使用</string>

View File

@@ -5,7 +5,6 @@
<string name="notice_notification_channel_description">문제가 발생하면 알림을 표시합니다.</string>
<string name="notification_permission_not_granted">알림 권한이 부여되지 않았습니다!</string>
<!-- Stats Overlay settings -->
<string name="enhanced_fps_suffix">(향상됨)</string>
<string name="process_ram">프로세스 RAM: %1$d MB</string>
<string name="shaders_prefix">셰이더</string>
<string name="shaders_suffix">빌드 중</string>
@@ -77,8 +76,6 @@
<string name="sample_shading_fraction_description">샘플 쉐이딩 패스의 강도. 값이 높을수록 품질이 더 향상되지만 성능도 더 크게 저하됩니다.</string>
<string name="veil_renderer">렌더러</string>
<string name="frame_interpolation">향상된 프레임 페이싱</string>
<string name="frame_interpolation_description">프레임 간 타이밍을 동기화하여 부드럽고 일관된 프레임 전달을 보장하며, 끊김과 불균일한 애니메이션을 줄입니다. 프레임 타이밍 불안정이나 게임 플레이 중 미세 끊김이 발생하는 게임에 이상적입니다.</string>
<string name="renderer_early_release_fences">펜스 조기 해제</string>
<string name="renderer_early_release_fences_description">DKCR:HD, Subnautica Below Zero, Ori 2 등의 게임에서 0 FPS 현상을 해결하지만, Unreal Engine 게임의 로딩이나 성능에 문제를 일으킬 수 있습니다.</string>
<string name="sync_memory_operations">메모리 작업 동기화</string>
@@ -216,13 +213,10 @@
<string name="get_started">시작하기</string>
<string name="keys">키 설정</string>
<string name="keys_description">아래 버튼으로 &lt;b>prod.keys&lt;/b> 파일을 선택합니다.</string>
<string name="select_keys">키 선택</string>
<string name="firmware">펌웨어</string>
<string name="select_firmware">펌웨어 선택</string>
<string name="games">게임</string>
<string name="games_description">아래 버튼으로 &lt;b>게임&lt;/b> 폴더를 선택합니다.</string>
<string name="done">완료</string>
<string name="text_continue">계속</string>
<string name="next">다음</string>
<string name="back">이전</string>
<string name="add_games">게임 추가</string>
@@ -253,9 +247,6 @@
<string name="install_firmware_warning_description">많은 게임이 제대로 작동하려면 펌웨어에 액세스해야 합니다.</string>
<string name="notifications">알림</string>
<string name="notifications_description">아래 버튼으로 알림 권한을 부여합니다.</string>
<string name="give_permission">알림 켜기</string>
<string name="notification_warning">알림을 끄겠습니까?</string>
<string name="notification_warning_description">Eden가 중요한 정보를 알려드리지 않습니다.</string>
<string name="permission_denied">권한 거부됨</string>
<string name="permission_denied_description">권한 허용을 너무 많이 거부하여 시스템 설정에서 수동으로 권한을 부여해야 합니다.</string>
<string name="about">정보</string>
@@ -408,8 +399,6 @@
<string name="display">디스플레이</string>
<string name="processing">후처리</string>
<string name="frame_skipping">작업 중: 프레임 스킵</string>
<string name="frame_skipping_description">렌더링되는 프레임 수를 줄여 성능을 향상시키기 위해 프레임 스킵을 전환합니다. 이 기능은 현재 개발 중이며 향후 출시 버전에서 활성화될 예정입니다.</string>
<string name="renderer_accuracy">정확도 수준</string>
<string name="renderer_resolution">해상도 (휴대 모드/독 모드)</string>
<string name="renderer_vsync">수직동기화 모드</string>
@@ -837,10 +826,13 @@
<string name="cubeb">cubeb</string>
<!-- Anisotropic filtering options -->
<string name="multiplier_two">2x</string>
<string name="multiplier_four">4x</string>
<string name="multiplier_eight">8x</string>
<string name="multiplier_sixteen">16x</string>
<string name="multiplier_x2">x2</string>
<string name="multiplier_x4">x4</string>
<string name="multiplier_x8">x8</string>
<string name="multiplier_x16">x16</string>
<string name="multiplier_x32">x32</string>
<string name="multiplier_x64">x64</string>
<string name="multiplier_none">None</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">검정 배경</string>

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