diff --git a/.reuse/dep5 b/.reuse/dep5 index b02784b829..081c21e583 100644 --- a/.reuse/dep5 +++ b/.reuse/dep5 @@ -13,8 +13,6 @@ Copyright: yuzu Emulator Project License: GPL-2.0-or-later Files: dist/qt_themes/default/icons/256x256/eden.png - dist/qt_themes/default/icons/256x256/eden_named.png - dist/Assets.car dist/yuzu.bmp dist/eden.icns dist/eden.ico diff --git a/CMakeLists.txt b/CMakeLists.txt index ea0bbe2423..c9b0071f64 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -26,8 +26,9 @@ endif() # Needed for FFmpeg w/ VAAPI and DRM if (PLATFORM_OPENBSD) - set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include") - set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include") + # OpenBSD 7.8 broke libcxx when upgrading, so we must define the PSTL backend manually + set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include -D_LIBCPP_PSTL_BACKEND_SERIAL=1") + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include -D_LIBCPP_PSTL_BACKEND_SERIAL=1") set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -L${CMAKE_SYSROOT}/usr/X11R6/lib") elseif (PLATFORM_NETBSD) set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R7/include") diff --git a/dist/eden_named.svg b/dist/eden_named.svg deleted file mode 100644 index 127bd05ae1..0000000000 --- a/dist/eden_named.svg +++ /dev/null @@ -1,81 +0,0 @@ - - - - - - - - - - - - - - - - - diff --git a/docs/Caveats.md b/docs/Caveats.md index ac847d052d..512985cd8a 100644 --- a/docs/Caveats.md +++ b/docs/Caveats.md @@ -77,6 +77,8 @@ For this reason this patch is NOT applied to default on all platforms (for obvio Still will not run flawlessly until `mesa-24` is available. Modify CMakeCache.txt with the `.so` of libGL and libGLESv2 by doing the incredibly difficult task of copy pasting them (`cp /boot/system/lib/libGL.so .`) +If you have `quazip1_qt6_devel`, uninstall it. It may call `Core5Compat` on CMake which is wrongly packaged. + ## OpenBSD After configuration, you may need to modify `externals/ffmpeg/CMakeFiles/ffmpeg-build/build.make` to use `-j$(nproc)` instead of just `-j`. @@ -99,11 +101,17 @@ ip6addrctl=YES ip6addrctl_policy=ipv4_prefer ``` -System provides a default `g++-10` which doesn't support the current C++ codebase; install `clang-19` with `pkgin install clang-19`. Then build with `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -B build`. +System provides a default `g++-10` which doesn't support the current C++ codebase; install `clang-19` with `pkgin install clang-19`. Or install `gcc14` (or `gcc15` with current pkgsrc). Provided that, the following CMake commands may work: + +- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -Bbuild` +- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc14/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc14/bin/g++ -Bbuild` +- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc15/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc15/bin/g++ -Bbuild` Make may error out when generating C++ headers of SPIRV shaders, hence it's recommended to use `gmake` over the default system one. -glslang is not available on NetBSD, to circumvent this simply build glslang by yourself: +[parallel/spirv-tools](https://iso.us.netbsd.org/pub/pkgsrc/current/pkgsrc/parallel/spirv-tools/index.html) isn't available in binary form and must be build from source. + +Such that glslang is not available on NetBSD, to circumvent this simply build glslang by yourself: ```sh pkgin python313 git clone --depth=1 https://github.com/KhronosGroup/glslang.git @@ -114,6 +122,8 @@ cmake --build build -- -j`nproc` cmake --install build ``` +However, pkgsrc is highly recommended, see [getting pkgsrc](https://iso.us.netbsd.org/pub/pkgsrc/current/pkgsrc/doc/pkgsrc.html#getting). You must get `current` not the `2025Q2` version. + # DragonFlyBSD If `libstdc++.so.6` is not found (`GLIBCXX_3.4.30`) then attempt: diff --git a/docs/Deps.md b/docs/Deps.md index 05764341ec..28e5d61649 100644 --- a/docs/Deps.md +++ b/docs/Deps.md @@ -183,6 +183,8 @@ sudo dnf config-manager --enable crb sudo dnf install qt6-qtbase-private-devel ``` +For systems like OpenEuler or derivates, don't forget to also install: `SDL2-devel pkg-config fmt-dev nlohmann-json-dev`. + * [RPM Fusion](https://rpmfusion.org/Configuration) is required for `ffmpeg-devel` * Fedora 32 or later is required. * Fedora 36+ users with GCC 12 need Clang and should configure CMake with: `cmake -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -B build` @@ -241,7 +243,7 @@ brew install molten-vk vulkan-loader
FreeBSD -As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/jwt-cpp devel/unordered-dense mbedtls3 vulkan-headers quazip-qt6` +As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/unordered-dense mbedtls3 vulkan-headers quazip-qt6` If using FreeBSD 12 or prior, use `devel/pkg-config` instead. @@ -251,7 +253,7 @@ If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
NetBSD -For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers ffmpeg7 libva nlohmann-json jq libopus qt6 mbedtls3 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1`. +For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers ffmpeg7 libva nlohmann-json jq libopus qt6 mbedtls3 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx`. [Caveats](./Caveats.md#netbsd). @@ -320,7 +322,7 @@ pacman -Syuu --needed --noconfirm $packages HaikuOS ```sh -pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.89_devel vulkan_devel qt6_base_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt6_devel qt6_5compat_devel libusb1_devel libz_devel mbedtls3_devel glslang +pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.89_devel vulkan_devel qt6_base_devel qt6_declarative_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt5_devel qt6_5compat_devel mbedtls3_devel glslang qt6_devel ``` [Caveats](./Caveats.md#haikuos). diff --git a/docs/NvidiaGpu.md b/docs/NvidiaGpu.md new file mode 100644 index 0000000000..d7fe3d86d3 --- /dev/null +++ b/docs/NvidiaGpu.md @@ -0,0 +1,874 @@ +# The NVIDIA SM86 (Maxwell) GPU - Instruction set + + +[AL2P](#AL2P) +[ALD](#ALD) +[AST](#AST) +[ATOM](#ATOM) +[ATOMS](#ATOMS) +[B2R](#B2R) +[BAR](#BAR) +[BFE](#BFE) +[BFI](#BFI) +[BPT](#BPT) +[BRA](#BRA) +[BRK](#BRK) +[BRX](#BRX) +[CAL](#CAL) +[CCTL](#CCTL) +[CCTLL](#CCTLL) +[CONT](#CONT) +[CS2R](#CS2R) +[CSET](#CSET) +[CSETP](#CSETP) +[DADD](#DADD) +[DEPBAR](#DEPBAR) +[DFMA](#DFMA) +[DMNMX](#DMNMX) +[DMUL](#DMUL) +[DSET](#DSET) +[DSETP](#DSETP) +[EXIT](#EXIT) +[F2F](#F2F) +[F2I](#F2I) +[FADD](#FADD) +[FCHK](#FCHK) +[FCMP](#FCMP) +[FFMA](#FFMA) +[FLO](#FLO) +[FMNMX](#FMNMX) +[FMUL](#FMUL) +[FSET](#FSET) +[FSETP](#FSETP) +[FSWZADD](#FSWZADD) +[GETCRSPTR](#GETCRSPTR) +[GETLMEMBASE](#GETLMEMBASE) +[HADD2](#HADD2) +[HFMA2](#HFMA2) +[HMUL2](#HMUL2) +[HSET2](#HSET2) +[HSETP2](#HSETP2) +[I2F](#I2F) +[I2I](#I2I) +[IADD](#IADD) +[IADD3](#IADD3) +[ICMP](#ICMP) +[IDE](#IDE) +[IDP](#IDP) +[IMAD](#IMAD) +[IMADSP](#IMADSP) +[IMNMX](#IMNMX) +[IMUL](#IMUL) +[IPA](#IPA) +[ISBERD](#ISBERD) +[ISCADD](#ISCADD) +[ISET](#ISET) +[ISETP](#ISETP) +[JCAL](#JCAL) +[JMP](#JMP) +[JMX](#JMX) +[KIL](#KIL) +[LD](#LD) +[LDC](#LDC) +[LDG](#LDG) +[LDL](#LDL) +[LDS](#LDS) +[LEA](#LEA) +[LEPC](#LEPC) +[LONGJMP](#LONGJMP) +[LOP](#LOP) +[LOP3](#LOP3) +[MEMBAR](#MEMBAR) +[MOV](#MOV) +[MUFU](#MUFU) +[NOP](#NOP) +[OUT](#OUT) +[P2R](#P2R) +[PBK](#PBK) +[PCNT](#PCNT) +[PEXIT](#PEXIT) +[PIXLD](#PIXLD) +[PLONGJMP](#PLONGJMP) +[POPC](#POPC) +[PRET](#PRET) +[PRMT](#PRMT) +[PSET](#PSET) +[PSETP](#PSETP) +[R2B](#R2B) +[R2P](#R2P) +[RAM](#RAM) +[RED](#RED) +[RET](#RET) +[RRO](#RRO) +[RTT](#RTT) +[S2R](#S2R) +[SAM](#SAM) +[SEL](#SEL) +[SETCRSPTR](#SETCRSPTR) +[SETLMEMBASE](#SETLMEMBASE) +[SHF](#SHF) +[SHFL](#SHFL) +[SHL](#SHL) +[SHR](#SHR) +[SSY](#SSY) +[ST](#ST) +[STG](#STG) +[STL](#STL) +[STP](#STP) +[STS](#STS) +[SUATOM](#SUATOM) +[SULD](#SULD) +[SURED](#SURED) +[SUST](#SUST) +[SYNC](#SYNC) +[TEX](#TEX) +[TLD](#TLD) +[TLD4](#TLD4) +[TMML](#TMML) +[TXA](#TXA) +[TXD](#TXD) +[TXQ](#TXQ) +[VABSDIFF](#VABSDIFF) +[VABSDIFF4](#VABSDIFF4) +[VADD](#VADD) +[VMAD](#VMAD) +[VMNMX](#VMNMX) +[VOTE](#VOTE) +[VSET](#VSET) +[VSETP](#VSETP) +[VSHL](#VSHL) +[VSHR](#VSHR) +[XMAD](#XMAD) + + +NOTE: Regenerate TOC with `cat docs/gpu/README.md | grep '#' | cut -d '#' -f 2 | tr -d ' ' | awk '{print "["$1"](#"$1")"}'`. + +The numbers (in binary) represent the opcodes; `-` signifies "don't care". + +# AL2P +`1110 1111 1010 0---` + +# ALD +`1110 1111 1101 1---` + +# AST +`1110 1111 1111 0---` + +# ATOM +- **ATOM_cas**: `1110 1110 1111 ----` +- **ATOM**: `1110 1101 ---- ----` + +Atomic operation. + +- INC, DEC for U32/S32/U64 does nothing. +- ADD, INC, DEC for S64 does nothing. +- Only ADD does something for F32. +- Only ADD, MIN and MAX does something for F16x2. + +# ATOMS +- **ATOMS_cas**: `1110 1110 ---- ----` +- **ATOMS**: `1110 1100 ---- ----` + +# B2R +`1111 0000 1011 1---` + +# BAR +`1111 0000 1010 1---` + +# BFE +- **BFE_reg**: `0101 1100 0000 0---` +- **BFE_cbuf**: `0100 1100 0000 0---` +- **BFE_imm**: `0011 100- 0000 0---` + +Bit Field Extract. + +# BFI +- **BFI_reg**: `0101 1011 1111 0---` +- **BFI_rc**: `0101 0011 1111 0---` +- **BFI_cr**: `0100 1011 1111 0---` +- **BFI_imm**: `0011 011- 1111 0---` + +Bit Field Insert. + +# BPT +`1110 0011 1010 ----` + +Breakpoint trap. + +# BRA +`1110 0010 0100 ----` + +Relative branch. + +# BRK +`1110 0011 0100 ----` + +Break. + +# BRX +`1110 0010 0101 ----` + +# CAL +`1110 0010 0110 ----` + +# CCTL +`1110 1111 011- ----` + +Cache Control. + +# CCTLL +`1110 1111 100- ----` + +Texture Cache Control. + +# CONT +`1110 0011 0101 ----` + +Continue. + +# CS2R +`0101 0000 1100 1---` + +Move Special Register to Register. + +# CSET +`0101 0000 1001 1---` + +Test Condition Code And Set. + +# CSETP +`0101 0000 1010 0---` + +Test Condition Code and Set Predicate. + +# DADD +- **DADD_reg**: `0101 1100 0111 0---` +- **DADD_cbuf**: `0100 1100 0111 0---` +- **DADD_imm**: `0011 100- 0111 0---` + +# DEPBAR +`1111 0000 1111 0---` + +# DFMA +- **DFMA_reg**: `0101 1011 0111 ----` +- **DFMA_rc**: `0101 0011 0111 ----` +- **DFMA_cr**: `0100 1011 0111 ----` +- **DFMA_imm**: `0011 011- 0111 ----` + +FP64 Fused Mutiply Add. + +# DMNMX +- **DMNMX_reg**: `0101 1100 0101 0---` +- **DMNMX_cbuf**: `0100 1100 0101 0---` +- **DMNMX_imm**: `0011 100- 0101 0---` + +FP64 Minimum/Maximum. + +# DMUL +- **DMUL_reg**: `0101 1100 1000 0---` +- **DMUL_cbuf**: `0100 1100 1000 0---` +- **DMUL_imm**: `0011 100- 1000 0---` + +FP64 Multiply. + +# DSET +- **DSET_reg**: `0101 1001 0--- ----` +- **DSET_cbuf**: `0100 1001 0--- ----` +- **DSET_imm**: `0011 001- 0--- ----` + +FP64 Compare And Set. + +# DSETP +- **DSETP_reg**: `0101 1011 1000 ----` +- **DSETP_cbuf**: `0100 1011 1000 ----` +- **DSETP_imm**: `0011 011- 1000 ----` + +FP64 Compare And Set Predicate. + +# EXIT +`1110 0011 0000 ----` + +# F2F +- **F2F_reg**: `0101 1100 1010 1---` +- **F2F_cbuf**: `0100 1100 1010 1---` +- **F2F_imm**: `0011 100- 1010 1---` + +# F2I +- **F2I_reg**: `0101 1100 1011 0---` +- **F2I_cbuf**: `0100 1100 1011 0---` +- **F2I_imm**: `0011 100- 1011 0---` + +# FADD +- **FADD_reg**: `0101 1100 0101 1---` +- **FADD_cbuf**: `0100 1100 0101 1---` +- **FADD_imm**: `0011 100- 0101 1---` +- **FADD32I**: `0000 10-- ---- ----` + +FP32 Add. + +# FCHK +- **FCHK_reg**: `0101 1100 1000 1---` +- **FCHK_cbuf**: `0100 1100 1000 1---` +- **FCHK_imm**: `0011 100- 1000 1---` + +Single Precision FP Divide Range Check. + +# FCMP +- **FCMP_reg**: `0101 1011 1010 ----` +- **FCMP_rc**: `0101 0011 1010 ----` +- **FCMP_cr**: `0100 1011 1010 ----` +- **FCMP_imm**: `0011 011- 1010 ----` + +FP32 Compare to Zero and Select Source. + +# FFMA +- **FFMA_reg**: `0101 1001 1--- ----` +- **FFMA_rc**: `0101 0001 1--- ----` +- **FFMA_cr**: `0100 1001 1--- ----` +- **FFMA_imm**: `0011 001- 1--- ----` +- **FFMA32I**: `0000 11-- ---- ----` + +FP32 Fused Multiply and Add. + +# FLO +- **FLO_reg**: `0101 1100 0011 0---` +- **FLO_cbuf**: `0100 1100 0011 0---` +- **FLO_imm**: `0011 100- 0011 0---` + +# FMNMX +- **FMNMX_reg**: `0101 1100 0110 0---` +- **FMNMX_cbuf**: `0100 1100 0110 0---` +- **FMNMX_imm**: `0011 100- 0110 0---` + +FP32 Minimum/Maximum. + +# FMUL +- **FMUL_reg**: `0101 1100 0110 1---` +- **FMUL_cbuf**: `0100 1100 0110 1---` +- **FMUL_imm**: `0011 100- 0110 1---` +- **FMUL32I**: `0001 1110 ---- ----` + +FP32 Multiply. + +# FSET +- **FSET_reg**: `0101 1000 ---- ----` +- **FSET_cbuf**: `0100 1000 ---- ----` +- **FSET_imm**: `0011 000- ---- ----` + +FP32 Compare And Set. + +# FSETP +- **FSETP_reg**: `0101 1011 1011 ----` +- **FSETP_cbuf**: `0100 1011 1011 ----` +- **FSETP_imm**: `0011 011- 1011 ----` + +FP32 Compare And Set Predicate. + +# FSWZADD +`0101 0000 1111 1---` + +FP32 Add used for FSWZ emulation. + +# GETCRSPTR +`1110 0010 1100 ----` + +# GETLMEMBASE +`1110 0010 1101 ----` + +# HADD2 +- **HADD2_reg**: `0101 1101 0001 0---` +- **HADD2_cbuf**: `0111 101- 1--- ----` +- **HADD2_imm**: `0111 101- 0--- ----` +- **HADD2_32I**: `0010 110- ---- ----` + +FP16 Add. + +# HFMA2 +- **HFMA2_reg**: `0101 1101 0000 0---` +- **HFMA2_rc**: `0110 0--- 1--- ----` +- **HFMA2_cr**: `0111 0--- 1--- ----` +- **HFMA2_imm**: `0111 0--- 0--- ----` +- **HFMA2_32I**: `0010 100- ---- ----` + +FP16 Fused Mutiply Add. + +# HMUL2 +- **HMUL2_reg**: `0101 1101 0000 1---` +- **HMUL2_cbuf**: `0111 100- 1--- ----` +- **HMUL2_imm**: `0111 100- 0--- ----` +- **HMUL2_32I**: `0010 101- ---- ----` + +FP16 Multiply. + +# HSET2 +- **HSET2_reg**: `0101 1101 0001 1---` +- **HSET2_cbuf**: `0111 110- 1--- ----` +- **HSET2_imm**: `0111 110- 0--- ----` + +FP16 Compare And Set. + +# HSETP2 +- **HSETP2_reg**: `0101 1101 0010 0---` +- **HSETP2_cbuf**: `0111 111- 1--- ----` +- **HSETP2_imm**: `0111 111- 0--- ----` + +FP16 Compare And Set Predicate. + +# I2F +- **I2F_reg**: `0101 1100 1011 1---` +- **I2F_cbuf**: `0100 1100 1011 1---` +- **I2F_imm**: `0011 100- 1011 1---` + +# I2I +- **I2I_reg**: `0101 1100 1110 0---` +- **I2I_cbuf**: `0100 1100 1110 0---` +- **I2I_imm**: `0011 100- 1110 0---` + +# IADD +- **IADD_reg**: `0101 1100 0001 0---` +- **IADD_cbuf**: `0100 1100 0001 0---` +- **IADD_imm**: `0011 100- 0001 0---` + +Integer Addition. + +# IADD3 +- **IADD3_reg**: `0101 1100 1100 ----` +- **IADD3_cbuf**: `0100 1100 1100 ----` +- **IADD3_imm**: `0011 100- 1100 ----` +- **IADD32I**: `0001 110- ---- ----` + +3-input Integer Addition. + +# ICMP +- **ICMP_reg**: `0101 1011 0100 ----` +- **ICMP_rc**: `0101 0011 0100 ----` +- **ICMP_cr**: `0100 1011 0100 ----` +- **ICMP_imm**: `0011 011- 0100 ----` + +Integer Compare to Zero and Select Source. + +# IDE +`1110 0011 1001 ----` + +# IDP +- **IDP_reg**: `0101 0011 1111 1---` +- **IDP_imm**: `0101 0011 1101 1---` + +# IMAD +- **IMAD_reg**: `0101 1010 0--- ----` +- **IMAD_rc**: `0101 0010 0--- ----` +- **IMAD_cr**: `0100 1010 0--- ----` +- **IMAD_imm**: `0011 010- 0--- ----` +- **IMAD32I**: `1000 00-- ---- ----` + +Integer Multiply And Add. + +# IMADSP +- **IMADSP_reg**: `0101 1010 1--- ----` +- **IMADSP_rc**: `0101 0010 1--- ----` +- **IMADSP_cr**: `0100 1010 1--- ----` +- **IMADSP_imm**: `0011 010- 1--- ----` + +Extracted Integer Multiply And Add.. + +# IMNMX +- **IMNMX_reg**: `0101 1100 0010 0---` +- **IMNMX_cbuf**: `0100 1100 0010 0---` +- **IMNMX_imm**: `0011 100- 0010 0---` + +Integer Minimum/Maximum. + +# IMUL +- **IMUL_reg**: `0101 1100 0011 1---` +- **IMUL_cbuf**: `0100 1100 0011 1---` +- **IMUL_imm**: `0011 100- 0011 1---` +- **IMUL32I**: `0001 1111 ---- ----` + +Integer Multiply. + +# IPA +`1110 0000 ---- ----` + +# ISBERD +`1110 1111 1101 0---` + +In-Stage-Buffer Entry Read. + +# ISCADD +- **ISCADD_reg**: `0101 1100 0001 1---` +- **ISCADD_cbuf**: `0100 1100 0001 1---` +- **ISCADD_imm**: `0011 100- 0001 1---` +- **ISCADD32I**: `0001 01-- ---- ----` + +Scaled Integer Addition. + +# ISET +- **ISET_reg**: `0101 1011 0101 ----` +- **ISET_cbuf**: `0100 1011 0101 ----` +- **ISET_imm**: `0011 011- 0101 ----` + +Integer Compare And Set. + +# ISETP +- **ISETP_reg**: `0101 1011 0110 ----` +- **ISETP_cbuf**: `0100 1011 0110 ----` +- **ISETP_imm**: `0011 011- 0110 ----` + +Integer Compare And Set Predicate. + +# JCAL +`1110 0010 0010 ----` + +Absolute Call. + +# JMP +`1110 0010 0001 ----` + +Absolute Jump. + +# JMX +`1110 0010 0000 ----` + +Absolute Jump Indirect. + +# KIL +`1110 0011 0011 ----` + +# LD +`100- ---- ---- ----` + +Load from generic Memory. + +# LDC +`1110 1111 1001 0---` + +Load Constant. + +# LDG +`1110 1110 1101 0---` + +Load from Global Memory. + +# LDL +`1110 1111 0100 0---` + +Load within Local Memory Window. + +# LDS +`1110 1111 0100 1---` + +Load within Shared Memory Window. + +# LEA +- **LEA_hi_reg**: `0101 1011 1101 1---` +- **LEA_hi_cbuf**: `0001 10-- ---- ----` +- **LEA_lo_reg**: `0101 1011 1101 0---` +- **LEA_lo_cbuf**: `0100 1011 1101 ----` +- **LEA_lo_imm**: `0011 011- 1101 0---` + +# LEPC +`0101 0000 1101 0---` + +# LONGJMP +`1110 0011 0001 ----` + +# LOP +- **LOP_reg**: `0101 1100 0100 0---` +- **LOP_cbuf**: `0100 1100 0100 0---` +- **LOP_imm**: `0011 100- 0100 0---` + +# LOP3 +- **LOP3_reg**: `0101 1011 1110 0---` +- **LOP3_cbuf**: `0000 001- ---- ----` +- **LOP3_imm**: `0011 11-- ---- ----` +- **LOP32I**: `0000 01-- ---- ----` + +# MEMBAR +`1110 1111 1001 1---` + +Memory Barrier. + +# MOV +- **MOV_reg**: `0101 1100 1001 1---` +- **MOV_cbuf**: `0100 1100 1001 1---` +- **MOV_imm**: `0011 100- 1001 1---` +- **MOV32I**: `0000 0001 0000 ----` + +# MUFU +`0101 0000 1000 0---` + +Multi Function Operation. + +# NOP +`0101 0000 1011 0---` + +No operation. + +# OUT +- **OUT_reg**: `1111 1011 1110 0---` +- **OUT_cbuf**: `1110 1011 1110 0---` +- **OUT_imm**: `1111 011- 1110 0---` + +# P2R +- **P2R_reg**: `0101 1100 1110 1---` +- **P2R_cbuf**: `0100 1100 1110 1---` +- **P2R_imm**: `0011 1000 1110 1---` + +Move Predicate Register To Register. + +# PBK +`1110 0010 1010 ----` + +Pre-break. + +# PCNT +`1110 0010 1011 ----` + +Pre-continue. + +# PEXIT +`1110 0010 0011 ----` + +Pre-exit. + +# PIXLD +`1110 1111 1110 1---` + +# PLONGJMP +`1110 0010 1000 ----` + +Pre-long jump. + +# POPC +- **POPC_reg**: `0101 1100 0000 1---` +- **POPC_cbuf**: `0100 1100 0000 1---` +- **POPC_imm**: `0011 100- 0000 1---` + +Population/Bit count. + +# PRET +`1110 0010 0111 ----` + +Pre-return from subroutine. Pushes the return address to the CRS stack. + +# PRMT +- **PRMT_reg**: `0101 1011 1100 ----` +- **PRMT_rc**: `0101 0011 1100 ----` +- **PRMT_cr**: `0100 1011 1100 ----` +- **PRMT_imm**: `0011 011- 1100 ----` + +# PSET +`0101 0000 1000 1---` + +Combine Predicates and Set. + +# PSETP +`0101 0000 1001 0---` + +Combine Predicates and Set Predicate. + +# R2B +`1111 0000 1100 0---` + +Move Register to Barrier. + +# R2P +- **R2P_reg**: `0101 1100 1111 0---` +- **R2P_cbuf**: `0100 1100 1111 0---` +- **R2P_imm**: `0011 100- 1111 0---` + +Move Register To Predicate/CC Register. + +# RAM +`1110 0011 1000 ----` + +# RED +`1110 1011 1111 1---` + +Reduction Operation on Generic Memory. + +# RET +`1110 0011 0010 ----` + +Return. + +# RRO +- **RRO_reg**: `0101 1100 1001 0---` +- **RRO_cbuf**: `0100 1100 1001 0---` +- **RRO_imm**: `0011 100- 1001 0---` + +# RTT +`1110 0011 0110 ----` + +# S2R +`1111 0000 1100 1---` + +# SAM +`1110 0011 0111 ----` + +# SEL +- **SEL_reg**: `0101 1100 1010 0---` +- **SEL_cbuf**: `0100 1100 1010 0---` +- **SEL_imm**: `0011 100- 1010 0---` + +# SETCRSPTR +`1110 0010 1110 ----` + +# SETLMEMBASE +`1110 0010 1111 ----` + +# SHF +- **SHF_l_reg**: `0101 1011 1111 1---` +- **SHF_l_imm**: `0011 011- 1111 1---` +- **SHF_r_reg**: `0101 1100 1111 1---` +- **SHF_r_imm**: `0011 100- 1111 1---` + +# SHFL +`1110 1111 0001 0---` + +# SHL +- **SHL_reg**: `0101 1100 0100 1---` +- **SHL_cbuf**: `0100 1100 0100 1---` +- **SHL_imm**: `0011 100- 0100 1---` + +# SHR +- **SHR_reg**: `0101 1100 0010 1---` +- **SHR_cbuf**: `0100 1100 0010 1---` +- **SHR_imm**: `0011 100- 0010 1---` + +# SSY +`1110 0010 1001 ----` + +Set Synchronization Point. + +# ST +`101- ---- ---- ----` + +Store to generic Memory. + +# STG +`1110 1110 1101 1---` + +Store to global Memory. + +# STL +`1110 1111 0101 0---` + +Store within Local or Shared Window. + +# STP +`1110 1110 1010 0---` + +Store to generic Memory and Predicate. + +# STS +`1110 1111 0101 1---` + +Store within Local or Shared Window. + +# SUATOM +- **SUATOM**: `1110 1010 0--- ----` +- **SUATOM_cas**: `1110 1010 1--- ----` + +Atomic Op on Surface Memory. + +# SULD +`1110 1011 000- ----` + +Surface Load. + +# SURED +`1110 1011 010- ----` + +Reduction Op on Surface Memory. + +# SUST +`1110 1011 001- ----` + +Surface Store. + +# SYNC +`1111 0000 1111 1---` + +# TEX +- **TEX**: `1100 0--- ---- ----` +- **TEX_b**: `1101 1110 10-- ----` +- **TEXS**: `1101 -00- ---- ----` + +Texture Fetch with scalar/non-vec4 source/destinations. + +# TLD +- **TLD**: `1101 1100 ---- ----` +- **TLD_b**: `1101 1101 ---- ----` +- **TLDS**: `1101 -01- ---- ----` + +Texture Load with scalar/non-vec4 source/destinations. + +# TLD4 +- **TLD4**: `1100 10-- ---- ----` +- **TLD4_b**: `1101 1110 11-- ----` +- **TLD4S**: `1101 1111 -0-- ----` + +Texture Load 4 with scalar/non-vec4 source/destinations. + +# TMML +- **TMML**: `1101 1111 0101 1---` +- **TMML_b**: `1101 1111 0110 0---` + +Texture MipMap Level. + +# TXA +`1101 1111 0100 0---` + +# TXD +- **TXD**: `1101 1110 00-- ----` +- **TXD_b**: `1101 1110 01-- ----` + +Texture Fetch With Derivatives. + +# TXQ +- **TXQ**: `1101 1111 0100 1---` +- **TXQ_b**: `1101 1111 0101 0---` + +Texture Query. + +# VABSDIFF +`0101 0100 ---- ----` + +# VABSDIFF4 +`0101 0000 0--- ----` + +# VADD +`0010 00-- ---- ----` + +# VMAD +`0101 1111 ---- ----` + +# VMNMX +`0011 101- ---- ----` + +# VOTE +- **VOTE**: `0101 0000 1101 1---` +- **VOTE_vtg**: `0101 0000 1110 0---` + +Vote Across SIMD Thread Group + +# VSET +`0100 000- ---- ----` + +# VSETP +`0101 0000 1111 0---` + +# VSHL +`0101 0111 ---- ----` + +# VSHR +`0101 0110 ---- ----` + +# XMAD +- **XMAD_reg**: `0101 1011 00-- ----` +- **XMAD_rc**: `0101 0001 0--- ----` +- **XMAD_cr**: `0100 111- ---- ----` +- **XMAD_imm**: `0011 011- 00-- ----` + +Integer Short Multiply Add. diff --git a/docs/README.md b/docs/README.md index 5a52315fcc..5df8293734 100644 --- a/docs/README.md +++ b/docs/README.md @@ -10,4 +10,6 @@ This contains documentation created by developers. This contains build instructi - **[Debug Guidelines](./Debug.md)** - **[CPM - CMake Package Manager](CPMUtil.md)** - **[Platform-Specific Caveats](Caveats.md)** +- **[The NVIDIA SM86 (Maxwell) GPU](./NvidiaGpu.md)** - **[User Handbook](./user)** +- **[Release Policy](./ReleasePolicy.md)** diff --git a/docs/ReleasePolicy.md b/docs/ReleasePolicy.md new file mode 100644 index 0000000000..65a4cebc20 --- /dev/null +++ b/docs/ReleasePolicy.md @@ -0,0 +1,25 @@ +# Release Policy + +While releases are usually made at the discretion of the team, we feel that establishing a clearer guideline on how those come to be will help expectations when it comes to features and fixes per version. + +## Release candidates + +Every full release is *preceded* by at least, 3 release candidates. The reasoning is that each week of the month, there will be a release candidate, with the "4th one" being the final full release. + +The main expectation is that the release candidates bring both fixes and, sometimes, new features. But not guarantee a regression-free experience. + +The criteria for choosing a date for a release candidate is at discretion, or "perceived necesity" at any given time. + +## Full release + +A full release means there are *no major* leftover regressions, importantly this means that a grand portion of regressions found between release candidates are swept out before declaring a full release. This doesn't mean a full release is regression-free; but we do a best-effort approach to reduce them for end-users. + +The main expectation is that users can safely upgrade from a stable build to another, with no major regressions. + +## Snapshot/rolling release + +While we don't publish rolling releases, we are aware users may compile from source and/or provide binaries to master builds of the project. + +This is mostly fine since we keep master very stable from major hiccups. However sometimes bugs do slip between tests or reviews - so users are advised to keep that in mind. + +We advise that users also read git logs (`git log --oneline`) before recompiling to get a clearer picture of the changes given into the emulator. diff --git a/docs/user/AddEdenToSRM_SteamDeck.md b/docs/user/AddEdenToSRM.md similarity index 100% rename from docs/user/AddEdenToSRM_SteamDeck.md rename to docs/user/AddEdenToSRM.md diff --git a/docs/user/AddGamesToSRM_SteamDeck.md b/docs/user/AddGamesToSRM.md similarity index 100% rename from docs/user/AddGamesToSRM_SteamDeck.md rename to docs/user/AddGamesToSRM.md diff --git a/docs/user/AlterDate-Time.md b/docs/user/AlterDateTime.md similarity index 100% rename from docs/user/AlterDate-Time.md rename to docs/user/AlterDateTime.md diff --git a/docs/user/ControllerProfileByGame.md b/docs/user/ControllerProfileByGame.md deleted file mode 100644 index 3bc1a31263..0000000000 --- a/docs/user/ControllerProfileByGame.md +++ /dev/null @@ -1,28 +0,0 @@ -# Setting Controller Profiles By Game - -Use this guide when you want to set up specific controller profiles for specific games. This can be useful for certain games like *Captain Toad Treasure Tracker* where a blue dot appears in the middle of the screen when you have docked mode enabled, but not handheld mode. - -**Click [Here](https://evilperson1337.notion.site/Setting-Controller-Profiles-By-Game-2b057c2edaf681658a57f0c199cb6083) for a version of this guide with images & visual elements.** - ---- - -### Pre-Requisites - -- Eden Emulator set up and fully configured -- Controller Profile Created - - See [*Configuring Controller Profiles*](./ControllerProfiles.md) for instructions on how to do this if needed. - ---- - -## Steps - -1. *Right-Click* the game you want to apply the profile to in the main window and select **Properties.** -2. Navigate to the **Input Profiles** tab in the window that appears. Drop down on *Player 1 profile* (or whatever player profile you want to apply it to) and select the profile you want. - - -1. Click **OK** to apply the profile mapping. -2. Launch the game and confirm that the profile is applied, regardless of what the global configuration is. \ No newline at end of file diff --git a/docs/user/ControllerProfiles.md b/docs/user/ControllerProfiles.md index c9a232f730..3b4898f447 100644 --- a/docs/user/ControllerProfiles.md +++ b/docs/user/ControllerProfiles.md @@ -12,9 +12,38 @@ Use this guide for when you want to configure specific controller settings to be --- -## Steps +### Steps 1. Launch Eden and wait for it to load. 2. Navigate to *Emulation > Configure…* 3. Select **Controls** from the left-hand menu and configure your controller for the way you want it to be in game. 4. Select **New** and enter a name for the profile in the box that appears. Press **OK** to save the profile settings. -5. Select **OK** to close the settings menu. \ No newline at end of file +5. Select **OK** to close the settings menu. + +## Setting Controller Profiles By Game + +Use this guide when you want to set up specific controller profiles for specific games. This can be useful for certain games like *Captain Toad Treasure Tracker* where a blue dot appears in the middle of the screen when you have docked mode enabled, but not handheld mode. + +**Click [Here](https://evilperson1337.notion.site/Setting-Controller-Profiles-By-Game-2b057c2edaf681658a57f0c199cb6083) for a version of this guide with images & visual elements.** + +--- + +### Pre-Requisites + +- Eden Emulator set up and fully configured +- Controller Profile Created + - See [*Configuring Controller Profiles*](./ControllerProfiles.md) for instructions on how to do this if needed. + +--- + +### Steps + +1. *Right-Click* the game you want to apply the profile to in the main window and select **Properties.** +2. Navigate to the **Input Profiles** tab in the window that appears. Drop down on *Player 1 profile* (or whatever player profile you want to apply it to) and select the profile you want. + + +1. Click **OK** to apply the profile mapping. +2. Launch the game and confirm that the profile is applied, regardless of what the global configuration is. diff --git a/docs/user/Graphics.md b/docs/user/Graphics.md index 7100030ade..e1e13a777d 100644 --- a/docs/user/Graphics.md +++ b/docs/user/Graphics.md @@ -90,3 +90,22 @@ The OpenGL backend would invoke behaviour that would result in swarst/LLVMpipe w ### HaikuOS compatibility HaikuOS bundles a Mesa library that doesn't support full core OpenGL 4.6 (required by the emulator). This leads to HaikuOS being one of the few computer platforms where Vulkan is the only available option for users. If OpenGL is desired, Mesa has to be built manually from source. For debugging purpouses `lavapipe` is recommended over the GPU driver; there is in-kernel support for NVIDIA cards through. + +### Fixes for Windows 10 and above having "Device loss" + +Run the following batch script *inside* the Eden folder: +```cmd +@echo off +pushd "%~dp0" +if exist "%temp%\FixFullScreen.reg" ( + del %temp%\FixFullScreen.reg +) +set str_path="%cd:\=\\%\\eden.exe" +echo Windows Registry Editor Version 5.00 >> %temp%\FixFullScreen.reg +echo. >> %temp%\FixFullScreen.reg +echo [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers] >> %temp%\FixFullScreen.reg +echo %str_path%="~ DISABLEDXMAXIMIZEDWINDOWEDMODE HIGHDPIAWARE" >> %temp%\FixFullScreen.reg +regedit /s %temp%\FixFullScreen.reg +del %temp%\FixFullScreen.reg +exit /b +``` diff --git a/docs/user/GyroControls_SteamDeck.md b/docs/user/GyroControls.md similarity index 97% rename from docs/user/GyroControls_SteamDeck.md rename to docs/user/GyroControls.md index 2a98e676ec..0df9088c1e 100644 --- a/docs/user/GyroControls_SteamDeck.md +++ b/docs/user/GyroControls.md @@ -3,7 +3,7 @@ Use this guide when you want to use the Steam Deck's native gyro functionality f **Click [Here](https://evilperson1337.notion.site/Getting-Gyro-Motion-Controls-Working-on-Steam-Deck-2b057c2edaf681a1aaade35db6e0fd1b) for a version of this guide with images & visual elements.** ---- +## Steamdeck ### Pre-Requisites @@ -13,7 +13,7 @@ Use this guide when you want to use the Steam Deck's native gyro functionality f --- -## Steps +### Steps 1. Go into Steam Deck's Desktop Mode, and use the shortcut to launch EmuDeck. 2. Install [SteamDeckGyroDSU](https://github.com/kmicki/SteamDeckGyroDSU/releases) by going to *3rd Party Tools > Gyroscope* and clicking **Install.** diff --git a/docs/user/ImportingSaves_Windows.md b/docs/user/ImportingSaves.md similarity index 92% rename from docs/user/ImportingSaves_Windows.md rename to docs/user/ImportingSaves.md index 1827a6d6b7..428609f69c 100644 --- a/docs/user/ImportingSaves_Windows.md +++ b/docs/user/ImportingSaves.md @@ -4,15 +4,13 @@ Use this guide when you want to manually import save files for use in the Eden e **Click [Here](https://evilperson1337.notion.site/Importing-Saves-Into-Eden-2b057c2edaf681fe968df8d63821ccae) for a version of this guide with images & visual elements.** ---- - ### Pre-Requisites - Eden emulator already set up and configured. - The save file(s) you want to import ---- +## Desktop -## Steps +### Steps 1. Open Eden and wait for it to load. 2. Start the game and create a save file to establish the directories. 3. *Right-Click* the game for which you want to load a save in. @@ -25,4 +23,8 @@ Use this guide when you want to manually import save files for use in the Eden e 7. Close the file explorer as it is no longer needed. -8. Launch the game in Eden and verify that the save data appears through whatever method the game implements. \ No newline at end of file +8. Launch the game in Eden and verify that the save data appears through whatever method the game implements. + +## Android + +TBD diff --git a/docs/user/InstallingAtmosphereMods.md b/docs/user/InstallingAtmosphereMods.md index 77eeea6080..ae8e4b37d2 100644 --- a/docs/user/InstallingAtmosphereMods.md +++ b/docs/user/InstallingAtmosphereMods.md @@ -1,4 +1,4 @@ -# Installing Atmosphere Mods +# User Handbook - Installing Atmosphere Mods Use this guide for when you want to install an Atmosphere-based mod for use in Eden. diff --git a/docs/user/InstallingUpdates-DLC.md b/docs/user/InstallingUpdatesDLC.md similarity index 96% rename from docs/user/InstallingUpdates-DLC.md rename to docs/user/InstallingUpdatesDLC.md index 6cb0099d85..2fdf40dde9 100644 --- a/docs/user/InstallingUpdates-DLC.md +++ b/docs/user/InstallingUpdatesDLC.md @@ -1,4 +1,4 @@ -# Working with Updates/DLC in Eden +# User Handbook - Working with Updates/DLC in Eden Use this guide when you want to install Updates or DLC for your games in Eden. diff --git a/docs/user/QuickStart_Windows.md b/docs/user/QuickStart.md similarity index 56% rename from docs/user/QuickStart_Windows.md rename to docs/user/QuickStart.md index 9b90f622ce..c7e7f566d6 100644 --- a/docs/user/QuickStart_Windows.md +++ b/docs/user/QuickStart.md @@ -4,21 +4,18 @@ Use this guide to get starting using the Eden emulator. **Click [Here](https://evilperson1337.notion.site/Eden-Quick-Start-2b057c2edaf6817b9859d8bcdb474017) for a version of this guide with images & visual elements.** ---- +## Windows ### Pre-Requisites - - The [*latest C++ Redistributable*](https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170#latest-supported-redistributable-version) from Microsoft. - - Eden will not even launch without it see [*Eden Fails to Launch*](./EdenFailsToLaunch.md) for more information. + - Eden will not even launch without it see [*Eden Fails to Launch*](./Troubleshoot.md) for more information. - Firmware dumped from your console - Keys extracted from your console - Games dumped from your console - Internet Connection ---- - -## Steps +### Steps 1. Download either the *Stable* or *Nightly* Eden application. -## Steps - ---- +### Steps 1. Launch Eden and launch the game you want to load Amiibo for. 5. Upon loading a valid file, you will get a confirmation screen and your bonus content will be unlocked/functionality activated. -6. Repeat with any other Amiibo you want to use. \ No newline at end of file +6. Repeat with any other Amiibo you want to use. diff --git a/docs/user/UsingCheats_Android.md b/docs/user/UsingCheats.md similarity index 50% rename from docs/user/UsingCheats_Android.md rename to docs/user/UsingCheats.md index cd7538be9d..f0da068582 100644 --- a/docs/user/UsingCheats_Android.md +++ b/docs/user/UsingCheats.md @@ -1,10 +1,10 @@ -# Using Cheats with Eden +# User Handbook - Using Cheats Use this guide when you want to add cheats into a game to alter gameplay for use with the Eden emulator. **Click [Here](https://evilperson1337.notion.site/Using-Cheats-with-Eden-2b057c2edaf6818fab66c276e2304bb4) for a version of this guide with images & visual elements.** ---- +## Android ### Pre-Requisites @@ -21,11 +21,7 @@ Another option would be to launch the game in Eden and close it - then go into t ---- - -## Steps - -### Configuring a Cheat +### Step 1: Configuring a Cheat 1. Create a directory somewhere accessible on your phone with the name of the cheat. The name you choose only affects how it is displayed in Eden. 2. Create a directory inside of this folder called **cheats.** @@ -52,9 +48,7 @@ Another option would be to launch the game in Eden and close it - then go into t 2. You should now see the cheat appear in the **Add-ons** screen. 3. Launch the game and confirm that the cheat is applied. ---- - -### Multiple Cheats +### Step 2: Multiple Cheats In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory. You **cannot** install multiple cheats with a single file. @@ -79,9 +73,7 @@ Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Wi 040E0000 0048A818 52800028 ``` ---- - -### Enabling/Disabling Cheats +### Step 3: Enabling/Disabling Cheats Cheats are enabled by default, but can be disabled so they don’t affect gameplay fairly easily using the game properties. @@ -89,4 +81,76 @@ Cheats are enabled by default, but can be disabled so they don’t affect gamepl 2. Scroll down on the properties until you see **Add-ons**, select this option. 3. *Select/Deselect* the name of the cheat you wish to enable/disable. 4. Click **OK** to close the window. -5. Launch the game to confirm the cheat is/is not active. \ No newline at end of file +5. Launch the game to confirm the cheat is/is not active. + +## Desktop + +### Pre-Requisites + +- Eden Emulator fully set up and configured +- The cheat(s) you want to apply +- The **Build ID** of the game. + + + +### Step 1: Configuring a Cheat + +1. Copy the Hex Code of the cheat into a text file, optionally with the cheat name at the beginning like the example. Here this code will set the timer to 999 in *New Super Mario Bros. U Deluxe.* + + ```bash + [Time = 999] + 58000000 00C88A70 + 78001000 00000090 + 64000000 00000000 003E6F00 + ``` + +1. Save the file as a **txt** file with the Build ID of the game. For my example, my Build ID is **AEE6DCCC06D9C05B** so my file would be `AEE6DCCC06D9C05B.txt`. +2. Launch Eden and wait for the program to load. +3. *Right-Click* the game in Eden and select **Open Mod Data Location**. A file explorer window should appear. +4. Create a folder inside of the file explorer window with the name of the cheat. This name does not matter and only affects how it appears in the game properties inside of Eden. +5. Navigate inside of this folder and create another folder called **cheats.** +6. Move the txt file you created earlier into this **cheats** folder. (e.g. `/Time 999/cheats/AEE6DCCC06D9C05B.txt` ) +7. Go back to Eden and *right-click* the game. Select *Configure Game* and you should now see the cheat you created appear in the **Add-Ons** section with the name of the folder from step 6. +8. Launch the game to verify that the cheat is enabled. + +### Step 2: Multiple Cheats + +In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory. You **cannot** install multiple cheats with a single file. + +Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Windows or anything that can run Python) that can take a file with multiple cheats and create the files/structure for you with a provided Build ID. To download and run it, see the [GitHub Project](https://github.com/Ninjistix/nxCheat_Splitter) page. + +**Example cheat TXT file with multiple cheats. It must be in this format to work:** +``` +[Super Mario Bros. Wonder - Various] <- Optional + +[♯ 1. Always Star Power] +040E0000 00880580 52800035 + +[♯ 2. Star Power + Bubble Mode (Invincible)] +040E0000 00880580 52800075 + +[♯ 3. Can Fast Travel to Any Course and World] +040E0000 00935E10 52800036 +040E0000 0048A528 52800028 +040E0000 005D9F58 52800028 + +[♯ 4. Got All Top of Flag Poles] +040E0000 0048A818 52800028 +``` + +### Step 3: Enabling/Disabling Cheats + +Cheats are enabled by default, but can be disabled so they don’t affect gameplay fairly easily using the game properties. + +1. *Right-Click* the game and select *Configure Game*. +2. In the **Add-Ons** section, locate the cheat you wish to enable. +3. *Select/Deselect* the name of the cheat you wish to enable/disable. +4. Click **OK** to close the window. +5. Launch the game to confirm the cheat is/is not active. diff --git a/docs/user/UsingCheats_Windows.md b/docs/user/UsingCheats_Windows.md deleted file mode 100644 index c2a23f869c..0000000000 --- a/docs/user/UsingCheats_Windows.md +++ /dev/null @@ -1,83 +0,0 @@ -# Using Cheats with Eden - -Use this guide when you want to add cheats into a game to alter gameplay for use with the Eden emulator. - -**Click [Here](https://evilperson1337.notion.site/Using-Cheats-with-Eden-2b057c2edaf6818fab66c276e2304bb4) for a version of this guide with images & visual elements.** - ---- - -### Pre-Requisites - -- Eden Emulator fully set up and configured -- The cheat(s) you want to apply -- The **Build ID** of the game. - - - -## Steps - ---- - -### Configuring a Cheat - -1. Copy the Hex Code of the cheat into a text file, optionally with the cheat name at the beginning like the example. Here this code will set the timer to 999 in *New Super Mario Bros. U Deluxe.* - - ```bash - [Time = 999] - 58000000 00C88A70 - 78001000 00000090 - 64000000 00000000 003E6F00 - ``` - -1. Save the file as a **txt** file with the Build ID of the game. For my example, my Build ID is **AEE6DCCC06D9C05B** so my file would be `AEE6DCCC06D9C05B.txt`. -2. Launch Eden and wait for the program to load. -3. *Right-Click* the game in Eden and select **Open Mod Data Location**. A file explorer window should appear. -4. Create a folder inside of the file explorer window with the name of the cheat. This name does not matter and only affects how it appears in the game properties inside of Eden. -5. Navigate inside of this folder and create another folder called **cheats.** -6. Move the txt file you created earlier into this **cheats** folder. (e.g. `/Time 999/cheats/AEE6DCCC06D9C05B.txt` ) -7. Go back to Eden and *right-click* the game. Select *Configure Game* and you should now see the cheat you created appear in the **Add-Ons** section with the name of the folder from step 6. -8. Launch the game to verify that the cheat is enabled. - -### Multiple Cheats - -In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory. You **cannot** install multiple cheats with a single file. - -Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Windows or anything that can run Python) that can take a file with multiple cheats and create the files/structure for you with a provided Build ID. To download and run it, see the [GitHub Project](https://github.com/Ninjistix/nxCheat_Splitter) page. - -**Example cheat TXT file with multiple cheats. It must be in this format to work:** -``` -[Super Mario Bros. Wonder - Various] <- Optional - -[♯ 1. Always Star Power] -040E0000 00880580 52800035 - -[♯ 2. Star Power + Bubble Mode (Invincible)] -040E0000 00880580 52800075 - -[♯ 3. Can Fast Travel to Any Course and World] -040E0000 00935E10 52800036 -040E0000 0048A528 52800028 -040E0000 005D9F58 52800028 - -[♯ 4. Got All Top of Flag Poles] -040E0000 0048A818 52800028 -``` - ---- - -### Enabling/Disabling Cheats - -Cheats are enabled by default, but can be disabled so they don’t affect gameplay fairly easily using the game properties. - -1. *Right-Click* the game and select *Configure Game*. -2. In the **Add-Ons** section, locate the cheat you wish to enable. -3. *Select/Deselect* the name of the cheat you wish to enable/disable. -4. Click **OK** to close the window. -5. Launch the game to confirm the cheat is/is not active. \ No newline at end of file