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Canary-1.2
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23
COMPILING.md
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COMPILING.md
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## Compilation
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Building the project is for advanced users.
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If you wish to build the emulator yourself, follow these steps:
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### Step 1
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Install the [.NET 8.0 (or higher) SDK](https://dotnet.microsoft.com/download/dotnet/8.0).
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Make sure your SDK version is higher or equal to the required version specified in [global.json](global.json).
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### Step 2
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Either use `git clone https://github.com/GreemDev/Ryujinx` on the command line to clone the repository or use Code --> Download zip button to get the files.
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### Step 3
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To build Ryujinx, open a command prompt inside the project directory.
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You can quickly access it on Windows by holding shift in File Explorer, then right clicking and selecting `Open command window here`.
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Then type the following command: `dotnet build -c Release -o build`
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the built files will be found in the newly created build directory.
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Ryujinx system files are stored in the `Ryujinx` folder.
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This folder is located in the user folder, which can be accessed by clicking `Open Ryujinx Folder` under the File menu in the GUI.
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47
README.md
47
README.md
@@ -56,55 +56,28 @@
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<img src="https://raw.githubusercontent.com/GreemDev/Ryujinx/refs/heads/master/docs/shell.png">
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</p>
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## Compatibility
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As of May 2024, Ryujinx has been tested on approximately 4,300 titles;
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over 4,100 boot past menus and into gameplay, with roughly 3,550 of those being considered playable.
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Anyone is free to submit a new game test or update an existing game test entry;
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simply follow the new issue template and testing guidelines, or post as a reply to the applicable game issue.
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Use the search function to see if a game has been tested already!
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## Usage
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To run this emulator, your PC must be equipped with at least 8GiB of RAM;
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failing to meet this requirement may result in a poor gameplay experience or unexpected crashes.
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## Latest release
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## Latest build
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Releases are compiled automatically for each commit on the master branch.
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While we strive to ensure optimal stability and performance prior to pushing an update, our automated builds **may be unstable or completely broken**.
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Stable builds are made every so often onto a separate "release" branch that then gets put into the releases you know and love.
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These stable builds exist so that the end user can get a more **enjoyable and stable experience**.
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You can find the latest release [here](https://github.com/GreemDev/Ryujinx/releases/latest).
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You can find the latest stable release [here](https://github.com/GreemDev/Ryujinx/releases/latest).
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Canary builds are compiled automatically for each commit on the master branch.
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While we strive to ensure optimal stability and performance prior to pushing an update, these builds **may be unstable or completely broken**.
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These canary builds are only recommended for experienced users.
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You can find the latest canary release [here](https://github.com/GreemDev/Ryujinx-Canary/releases/latest).
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## Documentation
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If you are planning to contribute or just want to learn more about this project please read through our [documentation](docs/README.md).
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## Building
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Building the project is for advanced users.
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If you wish to build the emulator yourself, follow these steps:
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### Step 1
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Install the [.NET 8.0 (or higher) SDK](https://dotnet.microsoft.com/download/dotnet/8.0).
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Make sure your SDK version is higher or equal to the required version specified in [global.json](global.json).
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### Step 2
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Either use `git clone https://github.com/GreemDev/Ryujinx` on the command line to clone the repository or use Code --> Download zip button to get the files.
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### Step 3
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To build Ryujinx, open a command prompt inside the project directory.
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You can quickly access it on Windows by holding shift in File Explorer, then right clicking and selecting `Open command window here`.
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Then type the following command: `dotnet build -c Release -o build`
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the built files will be found in the newly created build directory.
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Ryujinx system files are stored in the `Ryujinx` folder.
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This folder is located in the user folder, which can be accessed by clicking `Open Ryujinx Folder` under the File menu in the GUI.
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## Features
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- **Audio**
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@@ -248,7 +248,7 @@ namespace Ryujinx.UI.Common
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"0100744001588000", // Cars 3: Driven to Win
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"0100b41013c82000", // Cruis'n Blast
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"01008c8012920000", // Dying Light Platinum Edition
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"01000a10041ea000", // The Elder Scrolls V: Skyrim
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"010073c01af34000", // LEGO Horizon Adventures
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"0100770008dd8000", // Monster Hunter Generations Ultimate
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"0100b04011742000", // Monster Hunter Rise
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"0100853015e86000", // No Man's Sky
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@@ -263,6 +263,7 @@ namespace Ryujinx.UI.Common
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"0100d7a01b7a2000", // Star Wars: Bounty Hunter
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"0100800015926000", // Suika Game
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"0100e46006708000", // Terraria
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"01000a10041ea000", // The Elder Scrolls V: Skyrim
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"010080b00ad66000", // Undertale
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];
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}
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@@ -34,8 +34,8 @@
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"MenuBarFileLoadTitleUpdatesFromFolder": "Carica Aggiornamenti Da una Cartella",
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"MenuBarFileOpenFromFileError": "Nessuna applicazione trovata nel file selezionato",
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"MenuBarToolsXCITrimmer": "Trim XCI Files",
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"MenuBarView": "_View",
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"MenuBarViewWindow": "Window Size",
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"MenuBarView": "_Vista",
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"MenuBarViewWindow": "Dimensione Finestra",
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"MenuBarViewWindow720": "720p",
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"MenuBarViewWindow1080": "1080p",
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"MenuBarHelp": "_Aiuto",
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@@ -184,18 +184,24 @@ namespace Ryujinx.Ava.UI.Views.Main
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if (sender is not MenuItem { Tag: string resolution })
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return;
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(int width, int height) = resolution.Split(' ', 2)
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(int resolutionWidth, int resolutionHeight) = resolution.Split(' ', 2)
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.Into(parts =>
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(int.Parse(parts[0]), int.Parse(parts[1]))
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);
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// Correctly size window when 'TitleBar' is enabled (Nov. 14, 2024)
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double barsHeight = ((Window.StatusBarHeight + Window.MenuBarHeight) +
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(ConfigurationState.Instance.ShowTitleBar ? (int)Window.TitleBar.Height : 0));
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double windowWidthScaled = (resolutionWidth * Program.WindowScaleFactor);
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double windowHeightScaled = ((resolutionHeight + barsHeight) * Program.WindowScaleFactor);
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await Dispatcher.UIThread.InvokeAsync(() =>
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{
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ViewModel.WindowState = WindowState.Normal;
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height += (int)Window.StatusBarHeight + (int)Window.MenuBarHeight;
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Window.Arrange(new Rect(Window.Position.X, Window.Position.Y, width, height));
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Window.Arrange(new Rect(Window.Position.X, Window.Position.Y, windowWidthScaled, windowHeightScaled));
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});
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}
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@@ -65,6 +65,9 @@ namespace Ryujinx.Ava.UI.Windows
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public static bool ShowKeyErrorOnLoad { get; set; }
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public ApplicationLibrary ApplicationLibrary { get; set; }
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// Correctly size window when 'TitleBar' is enabled (Nov. 14, 2024)
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public readonly double TitleBarHeight;
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public readonly double StatusBarHeight;
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public readonly double MenuBarHeight;
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@@ -85,12 +88,12 @@ namespace Ryujinx.Ava.UI.Windows
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TitleBar.ExtendsContentIntoTitleBar = !ConfigurationState.Instance.ShowTitleBar;
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TitleBar.TitleBarHitTestType = (ConfigurationState.Instance.ShowTitleBar) ? TitleBarHitTestType.Simple : TitleBarHitTestType.Complex;
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// Correctly size window when 'TitleBar' is enabled (Nov. 14, 2024)
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TitleBarHeight = (ConfigurationState.Instance.ShowTitleBar ? TitleBar.Height : 0);
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// NOTE: Height of MenuBar and StatusBar is not usable here, since it would still be 0 at this point.
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StatusBarHeight = StatusBarView.StatusBar.MinHeight;
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MenuBarHeight = MenuBar.MinHeight;
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double barHeight = MenuBarHeight + StatusBarHeight;
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Height = ((Height - barHeight) / Program.WindowScaleFactor) + barHeight;
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Width /= Program.WindowScaleFactor;
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SetWindowSizePosition();
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@@ -406,7 +409,8 @@ namespace Ryujinx.Ava.UI.Windows
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{
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if (!ConfigurationState.Instance.RememberWindowState)
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{
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ViewModel.WindowHeight = (720 + StatusBarHeight + MenuBarHeight) * Program.WindowScaleFactor;
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// Correctly size window when 'TitleBar' is enabled (Nov. 14, 2024)
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ViewModel.WindowHeight = (720 + StatusBarHeight + MenuBarHeight + TitleBarHeight) * Program.WindowScaleFactor;
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ViewModel.WindowWidth = 1280 * Program.WindowScaleFactor;
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WindowState = WindowState.Normal;
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@@ -441,8 +445,10 @@ namespace Ryujinx.Ava.UI.Windows
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// Only save rectangle properties if the window is not in a maximized state.
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if (WindowState != WindowState.Maximized)
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{
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ConfigurationState.Instance.UI.WindowStartup.WindowSizeHeight.Value = (int)Height;
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ConfigurationState.Instance.UI.WindowStartup.WindowSizeWidth.Value = (int)Width;
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// Since scaling is being applied to the loaded settings from disk (see SetWindowSizePosition() above), scaling should be removed from width/height before saving out to disk
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// as well - otherwise anyone not using a 1.0 scale factor their window will increase in size with every subsequent launch of the program when scaling is applied (Nov. 14, 2024)
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ConfigurationState.Instance.UI.WindowStartup.WindowSizeHeight.Value = (int)(Height / Program.WindowScaleFactor);
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ConfigurationState.Instance.UI.WindowStartup.WindowSizeWidth.Value = (int)(Width / Program.WindowScaleFactor);
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ConfigurationState.Instance.UI.WindowStartup.WindowPositionX.Value = Position.X;
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ConfigurationState.Instance.UI.WindowStartup.WindowPositionY.Value = Position.Y;
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Reference in New Issue
Block a user