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Flam's suggestions
Co-authored-by: Schplee <24275329+Schplee@users.noreply.github.com>
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@ -62,7 +62,7 @@ Now an extra 6% of users can play the game.
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>}}
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Let’s switch for a second to CPU related issues.
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There were reports that certain moves like `tail whip` could cause the opposing Pokémon to outright vanish, or that changing directions very quickly could cause a soft-lock.
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There were reports that certain moves like `Tail Whip` could cause the opposing Pokémon to outright vanish, or that changing directions very quickly could cause a soft-lock.
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Even simple map traversal could cause crashes.
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What do you do when all issues seem totally unrelated and random?
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@ -114,7 +114,7 @@ A quick call to [Merry](https://github.com/merryhime) over the red phone, and th
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Back to the GPU, and this one was really annoying.
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Your writer had to do an all-nighter running tests with [bunnei](https://github.com/bunnei) to figure it out.
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NPCs and characters could encounter vertex explosions at random, and while using high GPU accuracy would mitigate the problem to a certain extent, it was still very common in cities, particularly in the academy.
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NPCs and characters could encounter vertex explosions at random, and while using `High` GPU accuracy would mitigate the problem to a certain extent, it was still very common in cities, particularly in the academy.
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To make it even uglier, those vertex explosions were permanent at specific camera angles.
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After a few dozen rounds of regression testing, the root cause was found in one of the changes introduced by `Project Y.F.C.`, so Blinkhawk took over and implemented the proper changes, {{< gh-hovercard "9312" "fixing some buffer cache and engine upload issues." >}}
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@ -242,8 +242,8 @@ No other game is known to be affected by this change, but if there is, it’s fi
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Your writer has been trying to slowly learn the ropes and decided to take on some small projects.
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Too bad he’s also an idiot…
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The result of too many hours of suffering is the addition of a {{< gh-hovercard "9276" "sharpening slider for the FSR filter." >}} Also known by its long name, AMD FidelityFX Super Resolution 1.0.2.
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FSR between friends.
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The result of too many hours of suffering is the addition of a {{< gh-hovercard "9276" "sharpening slider for the FSR filter." >}} Also known by its long name, `AMD FidelityFX Super Resolution 1.0.2`.
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However, it prefers being called FSR between friends.
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{{< imgs
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"./slider.png| Emulation > Configure > Graphics"
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@ -300,7 +300,7 @@ Further improvements by byte[] includes {{< gh-hovercard "9215" "corrections on
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"./macos.png| If only Apple wasn't a reptilian company and offered Vulkan support"
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>}}
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We have a very long road ahead to get full macOS support, but a journey of a thousand miles begins with a single step, says the old man.
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We have a very long road ahead to fully support macOS, but a journey of a thousand miles begins with a single step, says the old man.
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Outside of venturing into new architecture seas, byte[] also contributed a few general changes too.
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@ -365,10 +365,10 @@ Here’s the thing, the game decides how many buffers it wants to use, and has t
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As Maide says: “Put voice A in buffer 1 with voice B in buffer 2, mix them together into buffer 3. Put voice C in buffer 4 and mix buffer 3 and 4 into buffer 5, etc.”
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At the end of the line, if you need to output to 2 channels, only two final buffers will be used, for 6 channels, 6 buffers, but there is no order to those selected buffers, no rule says that they must be buffer 0 and 1.
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yuzu operated under the assumption that games would use buffers 0 to 5 for output, and that has been the case for the majority of games, but as always, there are exceptions, one being `The Legend of Zelda: Skyward Sword HD`.
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This particular game uses something similar to 8/9/12/13/10/11 for its 6 buffer outputs, or in proper hexadecilam values, 8/9/C/D/A/B.
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This particular game uses something similar to 8/9/12/13/10/11 for its 6 buffer outputs, or in proper hexadecimal values, 8/9/C/D/A/B.
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The previous implementation took the first buffer as a starting point, buffer 0, and added +1 to fill the remaining 5 slots.
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That’s definitely not valid for Skyward Sword, the moment you want to access a buffer that is not part of those 6 first consecutive buffers, you get a crash for getting out-of-bounds, and this happens even with the first actual output buffer, at 8!
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That’s definitely not valid for `Skyward Sword`, the moment you want to access a buffer that is not part of those 6 first consecutive buffers, you get a crash for getting out-of-bounds, and this happens even with the first actual output buffer, at 8!
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Fixing this behaviour by {{< gh-hovercard "9297" "checking the highest buffer and adding +1" >}} stops the game from crashing, and should also have the benefit of not outputting weird sounds, as the correct buffers will be selected.
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As most of you know, our current file system emulation is far from ideal.
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@ -381,7 +381,7 @@ v1993 {{< gh-hovercard "9324" "flips this behaviour," >}} solving cases of games
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## User interface improvements
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Localization is an ongoing effort, and anyone can contribute [here](https://www.transifex.com/yuzu-emulator/yuzu).
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This time the community {{< gh-hovercard "9166" "added support for another language, Ukrainian!" >}}
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This time the community added support for another language, {{< gh-hovercard "9166" "Ukrainian!" >}}
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This addition is possible thanks to the work done by [Docteh](https://github.com/Docteh) and GillianMC.
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Keep at it guys, we're all with you.
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@ -401,7 +401,7 @@ Because, yes, deleting a profile includes deleting its saves.
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"./delete.png| The UI must also protect the users from themselves"
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>}}
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epicboy surprised everyone by slamming down the front door, throwing {{< gh-hovercard "9273" "per-game input profile support" >}} in our faces, and leaving, refusing to elaborate further.
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epicboy surprised everyone by slamming the front door open, throwing {{< gh-hovercard "9273" "per-game input profile support" >}} in our faces, and leaving, refusing to elaborate further.
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A real Chad.
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{{< imgs
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