Merge pull request #9 from gdkchan/master

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Dr.Hacknik 2018-02-11 15:21:06 -05:00 committed by GitHub
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5 changed files with 89 additions and 7 deletions

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@ -1,13 +1,77 @@
# Ryujinx
# Ryujinx [![Build status](https://ci.appveyor.com/api/projects/status/ssg4jwu6ve3k594s?svg=true)](https://ci.appveyor.com/project/gdkchan/ryujinx)
Experimental Switch emulator written in C#
Don't expect much from this. Some homebrew apps works, and Tetris shows the intro logos (sometimes) but that's about it for now.
Contributions are always welcome.
**Building**
To build this emulator, you need the .NET Core 2.0 (or higher) SDK. https://www.microsoft.com/net/download/
In release builds, memory checks are disabled to improve performances.
Or just drag'n'drop the *.NRO or the game folder on the executable if you have a pre-build version.
**Features**
- Audio is partially supported (glitched) on Windows but you need to install the OpenAL Core SDK.
https://openal.org/downloads/OpenAL11CoreSDK.zip
- Keyboard Input is partially supported:
- Arrows.
- Enter > "Start" & Tab > "Select"
- Qwerty:
- A > "A"
- S > "B"
- Z > "X"
- X > "Y"
- Azerty:
- Q > "A"
- S > "B"
- W > "X"
- X > "Y"
- Config File: `Ryujinx.conf` should be present on executable folder.
- Logging_Enable_Info (bool)
Enable the Informations Logging.
- Logging_Enable_Trace (bool)
Enable the Trace Logging (Enabled in Debug recommanded).
- Logging_Enable_Debug (bool)
Enable the Debug Logging (Enabled in Debug recommanded).
- Logging_Enable_Warn (bool)
Enable the Warning Logging (Enabled in Debug recommanded).
- Logging_Enable_Error (bool)
Enable the Error Logging (Enabled in Debug recommanded).
- Logging_Enable_Fatal (bool)
Enable the Fatal Logging (Enabled in Debug recommanded).
- Logging_Enable_LogFile (bool)
Enable writing the logging inside a Ryujinx.log file.
**Help**
If you have some homebrews that currently doesn't work on it, you can contact us through discord with the compiled NRO/NSO (and source code if possible) and will work to make them work.
**Contact**
For help, support, suggestion, or if you just want to get in touch with the team, join our Discord served!
https://discord.gg/VkQYXAZ
**Running**
To run this emulator, you need the .NET Core 2.0 (or higher) SDK.
Run `dotnet run -c Release -- game.nro` inside the Ryujinx solution folder.
Run `dotnet run -c Release -- path\to\homebrew.nro` inside the Ryujinx solution folder to run homebrew apps.
Run `dotnet run -c Release -- path\to\game_exefs_and_romfs_folder` to run official games (they need to be decrypted and extracted first!).
Audio is partially supported (glitched) on Windows, you need to install the OpenAL Core SDK:
https://openal.org/downloads/OpenAL11CoreSDK.zip
**Lastest build**
Those builds are compiled automatically for each commit on the master branch. They may be unstable or not work at all.
To download the lastest automatic build for Windows (64-bits), [Click Here](https://ci.appveyor.com/api/projects/gdkchan/ryujinx/artifacts/ryujinx_lastest_unstable.zip).

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@ -17,7 +17,7 @@ namespace Ryujinx.OsHle.Handles
ObjIds = new IdPool();
}
public int GenertateObjectId(object Obj)
public int GenerateObjectId(object Obj)
{
int Id = ObjIds.GenerateId();

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@ -1,6 +1,8 @@
using System;
namespace Ryujinx.OsHle.Handles
{
class HSessionObj : HSession
class HSessionObj : HSession, IDisposable
{
public object Obj { get; private set; }
@ -8,5 +10,21 @@ namespace Ryujinx.OsHle.Handles
{
this.Obj = Obj;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if(Disposing && Obj != null)
{
if(Obj is IDisposable DisposableObj)
{
DisposableObj.Dispose();
}
}
}
}
}

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@ -212,7 +212,7 @@ namespace Ryujinx.OsHle.Ipc
Ns.Os.Handles.ReplaceData(HndId, Dom);
return FillResponse(Response, 0, Dom.GenertateObjectId(Dom));
return FillResponse(Response, 0, Dom.GenerateObjectId(Dom));
}
private static IpcMessage IpcDuplicateSessionEx(

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@ -9,7 +9,7 @@ namespace Ryujinx.OsHle.Objects
{
if (Context.Session is HDomain Dom)
{
Context.Response.ResponseObjIds.Add(Dom.GenertateObjectId(Obj));
Context.Response.ResponseObjIds.Add(Dom.GenerateObjectId(Obj));
}
else
{