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gdkchan 611bec6e44 Implement DrawTexture functionality (#2747) %!s(int64=4) %!d(string=hai) anos
.github 31cbd09a75 frontend: Add a SDL2 headless window (#2310) %!s(int64=4) %!d(string=hai) anos
ARMeilleure fbf40424f4 Add an early `TailMerge` pass (#2721) %!s(int64=4) %!d(string=hai) anos
Ryujinx bc00a251dd Fix direct mouse access checkbox label (#2827) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Audio e17eb7bfaf amadeus: Update to REV10 (#2654) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Audio.Backends f556c80d02 Haydn: Part 1 (#2007) %!s(int64=5) %!d(string=hai) anos
Ryujinx.Audio.Backends.OpenAL 117e32a6ff Implement a "Pause Emulation" option & hotkey (#2428) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Audio.Backends.SDL2 117e32a6ff Implement a "Pause Emulation" option & hotkey (#2428) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Audio.Backends.SoundIo 117e32a6ff Implement a "Pause Emulation" option & hotkey (#2428) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Common f41687f4c1 hle: Make Ryujinx.HLE project entirely safe (#2789) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Cpu d92fff541b Replace CacheResourceWrite with more general "precise" write (#2684) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.Device f4f496cb48 NVDEC (H264): Use separate contexts per channel and decode frames in DTS order (#2671) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.GAL 611bec6e44 Implement DrawTexture functionality (#2747) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.Gpu 611bec6e44 Implement DrawTexture functionality (#2747) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.Host1x f4f496cb48 NVDEC (H264): Use separate contexts per channel and decode frames in DTS order (#2671) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.Nvdec d1604aa762 nvdec: Adding Vp8 codec support (#2707) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.Nvdec.FFmpeg d1604aa762 nvdec: Adding Vp8 codec support (#2707) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.Nvdec.Vp9 c465d771dd Enable multithreaded VP9 decoding (#2009) %!s(int64=5) %!d(string=hai) anos
Ryujinx.Graphics.OpenGL 611bec6e44 Implement DrawTexture functionality (#2747) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.Shader 911ea38e93 Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins (#2817) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.Texture ac4ec1a015 Account for negative strides on DMA copy (#2623) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.Vic c54a14d0b8 Added support for Pixel Format X8B8G8R8 (#2716) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Graphics.Video d1604aa762 nvdec: Adding Vp8 codec support (#2707) %!s(int64=4) %!d(string=hai) anos
Ryujinx.HLE 81e9b86cdb Ensure syncpoints are released and event handles closed on channel close (#2812) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Headless.SDL2 380b95bc59 Inline software keyboard without input pop up dialog (#2180) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Input 70f79e689b Implement vibrations (#2468) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Input.SDL2 70f79e689b Implement vibrations (#2468) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Memory b4dc33efc2 kernel: Clear pages allocated with SetHeapSize (#2776) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Memory.Tests d92fff541b Replace CacheResourceWrite with more general "precise" write (#2684) %!s(int64=4) %!d(string=hai) anos
Ryujinx.SDL2.Common 6d9bc7cf90 sdl2: Update to Ryujinx.SDL2-CS 2.0.17 (#2553) %!s(int64=4) %!d(string=hai) anos
Ryujinx.ShaderTools a7109c767b Rewrite shader decoding stage (#2698) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Tests e17eb7bfaf amadeus: Update to REV10 (#2654) %!s(int64=4) %!d(string=hai) anos
Ryujinx.Tests.Unicorn fb2e61a435 Add Linux Unicorn patch + desc. (#2609) %!s(int64=4) %!d(string=hai) anos
.editorconfig 9be4e4c766 Adding .editorconfig so code style can be consistent and localized (#1131) %!s(int64=6) %!d(string=hai) anos
.gitattributes b7e1d9930d aloha %!s(int64=8) %!d(string=hai) anos
.gitignore fe8fbb6fb9 Implement ContentManager and related services (#438) %!s(int64=7) %!d(string=hai) anos
LICENSE.txt 306eeead06 Update license (#788) %!s(int64=6) %!d(string=hai) anos
README.md 405840a24b Quick README update for game compatibility. (#2694) %!s(int64=4) %!d(string=hai) anos
Ryujinx.sln d1604aa762 nvdec: Adding Vp8 codec support (#2707) %!s(int64=4) %!d(string=hai) anos
Ryujinx.sln.DotSettings da4e0856c9 Add features to GUI (#757) %!s(int64=6) %!d(string=hai) anos
appveyor.yml c6015daf8d ci: Disable macOS x64 build on AppVeyor (#2795) %!s(int64=4) %!d(string=hai) anos
global.json e28a924501 Edit the global.json to allow use of dotnet sdk 5.0.XXX (#2008) %!s(int64=5) %!d(string=hai) anos

README.md

Ryujinx

An experimental Switch emulator written in C#

As of September 2021, Ryujinx has been tested on nearly 3,400 titles: ~3,000 boot past menus and into gameplay, with approximately 2,400 of those being considered playable. See the compatibility list here.

Usage

To run this emulator, we recommend that your PC have at least 8GB of RAM; less than this amount can result in unpredictable behavior and may cause crashes or unacceptable performance.

See our Setup & Configuration Guide on how to set up the emulator.

Latest build

These builds are compiled automatically for each commit on the master branch. While we strive to ensure optimal stability and performance prior to pushing an update, our automated builds may be unstable or completely broken.

The latest automatic build for Windows, macOS, and Linux can be found on the Official Website.

Building

If you wish to build the emulator yourself you will need to:

Step one: Install the X64 version of .NET 5.0 (or higher) SDK.

Step two (choose one):
(Variant one)

After the installation of the .NET SDK is done; go ahead and copy the Clone link from GitHub from here (via Clone or Download --> Copy HTTPS Link. You can Git Clone the repo by using Git Bash or Git CMD.

(Variant two):

Download the ZIP Tarball. Then extract it to a directory of your choice.

Step three:

Build the App using a Command prompt in the project directory. You can quickly access it by holding shift in explorer (in the Ryujinx directory) then right clicking, and typing the following command:
Run dotnet build -c Release inside the Ryujinx project folder to build Ryujinx binaries.

Ryujinx system files are stored in the Ryujinx folder. This folder is located in the user folder, which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

Features

  • Audio

Audio output is entirely supported, audio input (microphone) isn't supported. We use C# wrappers for OpenAL, and SDL2 & libsoundio as fallbacks.

  • CPU

The CPU emulator, ARMeilleure, emulates an ARMv8 CPU and currently has support for most 64-bit ARMv8 and some of the ARMv7 (and older) instructions, including partial 32-bit support. It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code.
There are three memory manager options available depending on the user's preference, leveraging both software-based (slower) and host-mapped modes (much faster). The fastest option (host, unchecked) is set by default. Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads. The net result is a significant reduction in load times (the amount of time between launching a game and arriving at the title screen) for nearly every game. NOTE: this feature is enabled by default in the Options menu > System tab. You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch! These improvements are permanent and do not require any extra launches going forward.

  • GPU

The GPU emulator emulates the Switch's Maxwell GPU using the OpenGL API (version 4.5 minimum) through a custom build of OpenTK. There are currently four graphics enhancements available to the end user in Ryujinx: disk shader caching, resolution scaling, aspect ratio adjustment and anisotropic filtering. These enhancements can be adjusted or toggled as desired in the GUI.

  • Input

We currently have support for keyboard, mouse, touch input, JoyCon input support, and nearly all controllers. Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required. In all scenarios, you can set up everything inside the input configuration menu.

  • DLC & Modifications

Ryujinx is able to manage add-on content/downloadable content through the GUI. Mods (romfs, exefs, and runtime mods such as cheats) are also supported; the GUI contains a shortcut to open the respective mods folder for a particular game.

  • Configuration

The emulator has settings for enabling or disabling some logging, remapping controllers, and more. You can configure all of them through the graphical interface or manually through the config file, Config.json, found in the user folder which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

Compatibility

You can check out the compatibility list here. Anyone is free to submit an updated test on an existing game entry; simply follow the new issue template and testing guidelines, and post as a reply to the applicable game issue.

Don't hesitate to open a new issue if a game isn't already on there!

Help

If you are having problems launching homebrew or a particular game marked status-playable or status-ingame in our compatibility list, you can contact us through our Discord server. We'll take note of whatever is causing the app/game to not work, put it on the watch list and fix it at a later date.

If you need help with setting up Ryujinx, you can ask questions in the #support channel of our Discord server.

Contact

If you have contributions, need support, have suggestions, or just want to get in touch with the team, join our Discord server!

If you'd like to donate, please take a look at our Patreon.

License

This software is licensed under the terms of the MIT license. The Ryujinx.Audio project is licensed under the terms of the LGPLv3 license. This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3. See LICENSE.txt and THIRDPARTY.md for more details.

Credits