- Beta 15
- Assets
- Assets
- Beta 13
- Assets
- Beta 12
- Assets
- Beta 11
- Assets
- Beta 10
- Assets
- Beta 9
- Assets
- Beta 8
- Assets
- Beta 7
- Assets
- Beta 6
- Assets
- Citra emulator android github
- Citra emulator android github
- wgjas2 / citra_android Go PK Goto Github PK
- citra_android’s Introduction
- Contributors
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- 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!
Beta 15
Assets
- Merge latest fixes & improvements from upstream Citra.
Assets
Beta 13
- Improves frame presentation & fixes various crashes.
- Merge latest fixes & improvements from upstream Citra.
Assets
Beta 12
- Add support for save states.
- Merge latest fixes & improvements from upstream Citra.
Assets
Beta 11
- Implemented switch for sliding finger across D-Pad and fix sensitivity.
- Disable sensors when emulation is paused.
- Merge latest fixes & improvements from upstream Citra.
Assets
Beta 10
- Fix issues with increasing emulation speed.
- Add support for stereoscopic 3D/Cardboard VR.
- Merge latest fixes & improvements from upstream Citra.
Assets
Beta 9
- gl_shader_decompiler: Improve performance of accurate_mul on Android.
- Use separate texture buffer for light and fog (fixes MH4U black UI and texture flickering).
- Reintroduce frame presentation on the UI thread.
Assets
Beta 8
- Minor fixes to the UX.
- Update dynarmic.
Assets
Beta 7
- CheckBoxSetting: Fix a ClassCastException exception with isChecked.
- MainActivity: Fix a nullptr exception with onSaveInstanceState.
- SettingsFragmentPresenter: Fix a nullptr exception with loadSettingsList.
- Revert «Presenting in ui thread», as this caused UI lag.
Assets
Beta 6
- Reload game specific settings when settings are changed in game.
- Move frame presentation to the UI thread.
- Disable depth/stencil shader in texture_downloader_es for ShieldTV.
- Fix various touch screen issues.
- Clamp the circle pad bounds to a circle instead of a square.
Assets
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Citra emulator android github
BEFORE FILING AN ISSUE, READ THE RELEVANT SECTION IN THE CONTRIBUTING FILE.
Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. It is written with portability in mind, with builds actively maintained for Windows, Linux and macOS.
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, but we are working every day to advance the project forward. (Playable here means compatibility of at least «Okay» on our game compatibility list.)
Citra is licensed under the GPLv2 (or any later version). Refer to the license.txt file included. Please read the FAQ before getting started with the project.
Need help? Check out our asking for help guide.
For development discussion, please join us on our Discord server or at #citra-dev on libera.
Citra has two main release channels: Nightly and Canary.
The Nightly build is based on the master branch, and contains already reviewed and tested features.
The Canary build is based on the master branch, but with additional features still under review. PRs tagged canary-merge are merged only into the Canary builds.
Both builds can be installed with the installer provided on the website, but those looking for specific versions or standalone releases can find them in the release tabs of the Nightly and Canary repositories.
Currently, development and releases of the Android version are in a separate repository.
A Flatpak for Citra is available on Flathub. Details on the build process can be found in our Flathub repository.
Most of the development happens on GitHub. It’s also where our central repository is hosted.
If you want to contribute please take a look at the Contributor’s Guide and Developer Information. You should also contact any of the developers in the forum in order to know about the current state of the emulator because the TODO list isn’t maintained anymore.
If you want to contribute to the user interface translation, please check out the citra project on transifex. We centralize the translation work there, and periodically upstream translations.
- Windows: Windows Build
- Linux: Linux Build
- macOS: macOS Build
We happily accept monetary donations or donated games and hardware. Please see our donations page for more information on how you can contribute to Citra. Any donations received will go towards things like:
- 3DS consoles for developers to explore the hardware
- 3DS games for testing
- Any equipment required for homebrew
- Infrastructure setup
We also more than gladly accept used 3DS consoles! If you would like to give yours away, don’t hesitate to join our Discord server and talk to bunnei.
Источник
Citra emulator android github
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.
Источник
wgjas2 / citra_android Go PK Goto Github PK
An Android frontend for the Citra Emulator
License: GNU General Public License v3.0
CMake 0.50% Java 99.50%
citra_android’s Introduction
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 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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