- Citra Android is here!
- Users and Devs — A Tale of Perspectives!
- Discord FAQ (Old vs. New)
- Changing Times and Changing Priorities
- History of Citra — Design Decisions
- Development
- Before
- After
- I’m using tilt controls!
- Citra android minimal requirements
- Citra android minimal requirements
- Features
- System requirements
- Update
- Citra
- Contents
- Overview [ edit ]
- Download [ edit ]
- Shared data [ edit ]
- Importing saves [ edit ]
- Issues [ edit ]
- Emulation issues [ edit ]
- Game image format [ edit ]
- Telemetry [ edit ]
Citra Android is here!
Hello there emulation aficionados! Today we are unveiling the most requested addition for Citra: Android Support!
That’s right, you can finally play 3DS games on the go!
Users and Devs — A Tale of Perspectives!
Citra has great game compatibility and performance (provided you have the hardware), cross-platform support, multiplayer support, and much more. But ever since Citra Desktop achieved a stable state, the most requested feature has been something entirely unrelated to the core emulation.
Users began requesting a portable version of it. Being an emulator for the 3DS, a handheld console, they wanted something they could carry everywhere and play games anywhere, and it came in the form of an Android app. During the glory days of Citra development, users would ask almost daily if we had an Android app or if we planned to make one. This had become such a frequent occurence that we had to add it to our Discord server FAQ. Do you plan on making an Android app? No, not at this moment.
Discord FAQ (Old vs. New)
From the users’ perspective, it seemed as if the devs disliked the idea of an Android app. But for the developers, it was just the abundance of many other features and improvements that took higher priority. And given the huge amount of effort for an Android version, we simply did not have enough time for it.
Changing Times and Changing Priorities
This was all back in 2016
17. Fast forward to 2018 and suddenly there it was! SachinVin, a developer then outside of the core team, worked hard to port Citra to Android and finally the first iteration of a mobile app was released.
While it granted users their long awaited request, it suffered from quite a lot of performance issues. This led to an increase in support and feature requests of the official team — who had nothing to do with that unoffical Android port. So while the team applauded the efforts of this developer, we had to deny providing support for it because it was unofficial.
However, what users didn’t know was that due to rising demand for an official Android app, members of our developer team had been working on an Android version themselves. To reduce redundant work, we invited SachinVin to collaborate, bringing us closer to an official Android release.
History of Citra — Design Decisions
From the very beginning, Citra was developed with cross-platform compatibility in mind. We have always supported all three major OS platforms — Windows, macOS, and Linux — but that’s not all. If you took a look at a Citra build folder for Windows, you’d find two executables citra.exe and citra-qt.exe (which also caused a lot of confusion for a while).
This is because, Citra supports two interfaces:
- A basic CLI (command line interface) powered by SDL.
- A fully featured GUI (graphical user interface) powered by Qt.
In this way, developers can ensure that UI elements are decoupled from the core, so that new frontends can be implemented. This separation of code logic for core emulation and UI elements paved the way for a smoother development process for Android. But it wasn’t an easy journey.
Development
For almost a year, bunnei has helmed this development effort and has pulled other developers into working on this. He figured that since nobody in the core team had any experience with Android development, someone had to start things off somewhere. Development started as a basic app with the frontend based off of Dolphin’s Android app. SachinVin added initial OpenGL ES support. Then we added the core components of Citra to the app, and games were booting and playable!
But it still had many bugs and issues: the settings weren’t saving, the button overlay was clipped, there were multiple layout issues, graphical issues, and much more. Android being a diverse OS, each fix had to be extensively tested on a plethora of devices to make sure it didn’t break anything else. jroweboy also started optimizing many areas of the code to bring in multiple small performance gains, which added up to a large performance improvement.
Before
After
While this was going on, SachinVin was working on implementing an ARM64 backend for Dynarmic. Dynarmic is Citra’s Just-in-Time (JIT) CPU compiler, which is used to emulate the ARM CPU in Citra. While many Android devices also use the ARM architecture, there are complications that arise when you try to run unmodified instructions from a 3DS game. So we have to recompile the code on the fly, with our CPU JIT, to make them work on Android. Thanks to SachinVin’s work, performance received a huge boost.
Mobile CPUs aren’t even remotely as powerful as desktop CPUs, so we needed to take full advantage of their multiple cores. That was why we ported over a feature — Async GPU emulation — from our sister project, yuzu. GPU emulation is now done on a separate core, significantly improving performance.
The work that started as a basic app soon shifted gears and turned into a full blown effort to release a user-ready Android port. We then started looking closely at its usability and began improving the UI/UX. A few of the settings available on the desktop version didn’t apply to the Android version. And since we were trying to improve usability, we revamped the settings menu to keep things simple. Flamboyant Ham helped ensure that the UI met certain accessibility standards, and designed the new controller overlay — thus helped add support for all the 3DS buttons.
All of this development work finally paid off and we had a performant app. However, just when we thought we could release an alpha version, another unofficial Android port appeared! It came as a shock to us when we found that this port had taken some leaked changes from our Android development branch (such as our JIT backend and graphical fixes), added further hacks, and did not exactly comply with the GPL. Users began flooding our forums and Discord asking why we hadn’t released an official port, when an unofficial one was performing great.
Despite these hardships, our progress was not hindered. Having previously dealt with the nuisance of modified “custom” builds, we were concerned about how easily our changes would just be incorporated into other unofficial builds, without upstreaming any new improvements, if the source was made public prior to the app release. Thus the team became even stricter. They worked behind-the-scenes and slowly but surely implemented missing functionality, fixed bugs, improved performance, and (most importantly) polished the app UI for a smooth and hassle-free user experience.
Fast forward to February 2020, after taking a hiatus to work on yuzu, bunnei reignited the flames and development picked up pace again. Anticipating the desire for gamepad support, bunnei decided to implement the feature. Users who dislike touchscreen controls can rejoice! Technically, almost all gamepads should work, but if your gamepad doesn’t work with the app, please reach out to us on our Discord server.
BreadFish64 contributed various OpenGL ES improvements and fixed many graphical glitches we had been experiencing. He also added support for motion controls, recursive folder scanning, installed title detection, texture filtering, and made some general improvements to the app. Motion control support works by leveraging the gyroscopes that exist in almost every modern Android device.
I’m using tilt controls!
FearlessTobi, who has been well known for taking both the time and effort to ensure changes from Dolphin and yuzu are upstreamed to Citra, ported many changes and fixes to the Android frontend from Dolphin upstream. He added support for Amiibo files, translations, and the microphone (if your Android device has one). This improves compatibility with the few games (like WarioWare Gold) that use the 3DS microphone. Furthermore, he cleaned up the codebase, removing a lot of unused stuff, and proceeded to fix various bugs related to the themes, gamelist, UI, games database, and more.
zhaowenlan1779, who originally implemented camera support, the software keyboard applet, multiplayer fixes, and many more improvements to Citra Desktop, expressed his interest in the Android development. He added native camera support, implemented the software keyboard applet and a Mii Selector in the Android app. Thanks to his work, Citra Android can now utilize the camera on your device, or images saved to your phone, for scanning QR codes and more. And, the software keyboard applet will enable users to input text with the Android keyboard app on Citra when playing games that need it. He also implemented a Mii Selector for the Android app, making it easier to use your Miis, and improved Tobi’s microphone support.
weihuoya, a first-time contributor and the developer behind the second unofficial port, implemented AAC decoding support for Android. If you recall, AAC decoding was the culprit behind many games crashing on Citra e.g. Pokémon X/Y . He implemented native AAC decoding using the MediaNDK library that comes bundled with Android. He also made a few changes to Citra Desktop that translated to performance gains in the Android version.
Here are a few screenshots of various games running on the app:
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Citra android minimal requirements
Citra for Android
An (Unofficial) Android frontend for the Citra Emulator
This is an unofficial port for the Citra emulator based on the Dolphin emulator’s Android frontend. So, huge props to the guys over there.
Since this code is almost entirely a copy of the Dolphin frontend,there are a lot of useless segments in here that aren’t being used . or are useless.
Download apk files from here
- OS
- Android (5.0 Lollipop or higher).
- Processor
- A processor with support for either ARMv8 or x86-64; 32-bit processors (ARMv7, x86) are not supported by Citra.
- Graphics
- A graphics processor that supports OpenGL ES 3.2 or higher.
You can follow this guide if haven’t set up your Android environment. Once that is done, follow this to setup and use Cmake 3.8(min. for Citra) or higher.
First, for the frontend, you can clone/download this repo.
You can find the Citra backend here — either download a snapshot archive from GitHub or clone the repository.
Edit the CMakeLists path in the build.gradle to point to the location of the CMakeLists.txt of the Citra backend.
You’re all set, now hit build.
Since this is in very early stages of development a lot of things don’t quite work properly yet:
- Colors in games (since GLES doesn’t support BGR color ordering, the color channels may be inverted);
- Since this is based on an older version of Citra, bugs solved on newer versions of Citra may still be present.
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Citra android minimal requirements
Citra is a new emulator for Android OS, enabling you to play your favorite Nintendo 3DS games on your smartphone (also on iOS, Windows and MacOS).
The Citra app does not include any games, or copyrighted system files. You are legally required to dump your games to use with Citra. The Citra app is not affiliated, associated, authorized, endorsed by, or in any way officially connected with any company that manufactures portable gaming consoles.
Put your games in .3ds format into your internal storage or SD card and select them from the main app menu.
Features
Last build release include:
- Compatibility with hundreds of games
- Enhanced graphics, such as resolution scaling and texture filtering (these optional features work best on high-end devices)
- Support for various built-in features, such as the camera, microphone, and motion controls
- Support for external gamepads
- Citra emulator for Android offers a Premium in-app purchase that will unlock some cosmetic features, including the Dark theme and additional texture filtering options
- Please consider upgrading, as our developers spend hundreds of hours of their free time contributing to the project.
The Citra app is licensed by the GNU GPL v2.
System requirements
OS version | Android 4.4 (or higher) |
CPU | Quad core 1.5+ Ghz |
RAM | 1 GB (2 GB recommended) |
Disk space | 50 MB |
The table lists the minimum system requirements for running Citra emulator Android
Update
•Merge latest fixes & improvements from upstream Citra.
•Implemented switch for sliding finger across D-Pad and fix sensitivity (only for Android OS 6.0+).
•Disable sensors when emulation is paused.
•External controllers support, such as the MOGA controllers (only for Android OS 5.0+)
•New clean & simple yet well-designed user interface. Seamlessly integrated with the latest OS version
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Citra
Developer(s) | Citra Team |
---|---|
Latest version | N/A |
Active | Yes |
Platform(s) | Windows Linux macOS Android |
Emulates | Nintendo 3DS |
Website | Citra-emu.org |
Support ($) | Patreon |
Programmed in | C++ |
License | GNU GPLv2 |
Source code | GitHub |
BIOS/Keys | Required for some games and decryption |
Citra is an open-source Nintendo 3DS emulator/debugger written in C++. It is also available as a libretro core.
Contents
Overview [ edit ]
Citra emulates a subset of 3DS hardware and therefore is useful for running/debugging homebrew applications, and it is also able to run many commercial games! Some of these do not run at a playable state. On May 23, 2020, an official Android release for Citra came out. The minimum requirements are Android 8 (64-bit) and OpenGL ES 3.2 support. Many games achieve playable framerates on a variety of hardware, though the developers recommend an Android device with a Snapdragon 835 chip or better.
Download [ edit ]
Latest Nightly and Canary builds | |
Beta 15 Official | |
Unofficial |
Shared data [ edit ]
Some 3DS games make use of shared files from the console’s system software. These games will not boot in Citra if said files are not present in the user folder.
These files are not provided by the Citra developers for legal reasons, so they can be downloaded from the Emulator Files page.
Importing saves [ edit ]
Some games require this to bypass bugs in title screens.
- Get the Title ID for the game version you have from here. For example, we’ll try with the European version of Zelda: ALBW. Its full Title ID is 00040000000EC400 .
- Take the last 8 digits of the Title ID. (in our example, 000EC400 ) In case this method fails later, take 00000000 instead, or make sure the save file and the ROM image are from the same region.
- Make an empty folder named as that partial Title ID ( 000EC400 ). Put inside it another folder named «data», then inside that one put another folder named 00000001 , then inside that one put the actual save data files.
- Move the folder with the title ID and put it here: \user\sdmc\Nintendo 3DS\00000000000000000000000000000000\00000000000000000000000000000000\title\00040000
Issues [ edit ]
Emulation issues [ edit ]
Emulation for various features is non-existent or not actively worked on enough to be in a usable state. This includes:
- Connectivity features relying on Wi-Fi (Wii U/3DS, Switch/3DS, 3DS Local Multiplayer, 3DS Online. ), not in small part due to the setbacks hindering Wi-Fi DS emulation. However, Download Play is emulated.
- New 3DS mode. It is now in a playable state, but some games may still crash with it enabled.
Game image format [ edit ]
Citra accepts games in .3ds, .cia or .cxi format. Furthermore, in Summer 2017, chances are your existing dumps tailor-made for Citra most probably made with the officially recommended tool braindump, which were missing some data yet could be emulated on Citra, have had their compatibility broken as a design choice with no options provided to fix those dumps. You’ll have to get new dumps.
While the latest sighax exploit allows for dumping decryption keys to convert (and possibly load) encrypted games in either .3ds or .cia format, development for a solution to allow for this Citra, even one requiring keys from your console, was formerly not actively pursued as a design choice. Tools on 3DS and PC exist to convert those to decrypted .3ds format, and a guide can be found here. However, Citra now allows loading/installing encrypted 3ds/CIA files if the necessary AES keys are provided. The required keys are provided with the 3DS Shared Data downloadable above.
Telemetry [ edit ]
Citra developers decided to implement a telemetry feature uploading to them through Internet connection detailed logs and data about your computer specs and the games you’re playing. When booting Citra for the first time, you get asked if you want to enable it.
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