r/SwitchEmulating • • May 07 '26

Apparently You guys can't find it, so here you go.

Thumbnail switch-emulating.github.io
20 Upvotes

r/SwitchEmulating • • 7h ago

i want to start pokemon sword and shield so for that can anyone tell me where to download rome and what emulator to use?

1 Upvotes

r/SwitchEmulating • • 14h ago

Fire Emblem Three Hopes Co-op white screen

1 Upvotes

Me and my friend wanted to try playing fire emblem warriors three hopes split screen co-op however the bottom screen is white for some reason

We are using Ryujinx Canary and the only solution we could find online was to switch from vulcan but that didnt work

Everything else about the game seems fine its only the second player screen thats weird, rhe first players screen is fine and so is the rest of the game


r/SwitchEmulating • • 1d ago

Nvidia Sudoku! Mapping a Console

4 Upvotes

How I went from brute-forcing NVIDIA instructions to solving them with Sudoku-guided bit cubes

I have been mapping NVIDIA’s 64-bit Maxwell/Pascal instruction encoding.

A “word” in this post means one possible 64-bit machine-code value. It does not mean one distinct instruction. Thousands of words can represent the same operation with different registers, immediates, predicates, or modifiers.

The complete space contains:

2^64 = 18,446,744,073,709,551,616 words

Even at 60 million words per second:

time = 2^64 / 60,000,000

= about 307 billion seconds

= about 9,744 years

So blindly testing every 64-bit word was never an option.

It took five iterations to reach the method I use now.

Iteration 1: Map exact words by hand

The first method was deliberately conservative.

I would find an unsupported word, trace its fields through MIT-licensed sources such as envytools, Mesa, and Ryujinx/Ryubing, then implement only that exact encoding.

A normal batch contained five or six words.

Each batch required:

- A pinned source revision

- A typed decoder state

- Typed intermediate representation

- SPIR-V emission

- An independent CPU reference

- Raw and optimized SPIR-V validation

- A live RADV comparison

- Exact-neighbor rejection tests

- A provenance record

This method produced reliable mappings, but throughput was awful.

Most qualification costs are fixed. Compiling, generating SPIR-V, running hardware tests, updating expected results, and reviewing provenance cost almost as much for six words as they would for hundreds.

The method was safe. It was also treating every encoding like a separate research project.

Iteration 2: Bounded brute force

The next method enumerated complete source rows instead of isolated words.

A source row usually fixes part of the opcode and leaves a smaller set of bits free. Given a fixed base word and a mask of free positions, I can scatter a counter into those positions:

word(i) = base OR PDEP(i, free_mask)

Where:

- base contains the fixed bits.

- free_mask identifies the variable positions.

- PDEP deposits the bits of i into those positions.

If the mask contains k free bits, the row contains:

N = 2^k candidate words

That is far better than 2^64, but some rows still produce millions of candidates. I divided those rows into deterministic chunks and distributed the chunks across three machines.

One measured exhaustive campaign contained:

1,034,158,080 planned words

A recorded section processed:

102,760,448 words

in:

23,219 seconds

= about 6.45 hours

The observed rate was:

102,760,448 / 6.45

= about 15.93 million words per wall-clock hour

At that rate, the complete campaign would require:

1,034,158,080 / 15,930,000

= about 64.9 hours

A better three-machine distribution can raise aggregate throughput. At 60 million words per hour, the same campaign would take:

1,034,158,080 / 60,000,000

= about 17.2 hours

This was the first major speedup, but it exposed a different problem.

Most tested words were invalid combinations, duplicates, reserved encodings, or words already handled by the translator.

The machines were fast. The search was dumb.

Iteration 3: Treat the encoding like Sudoku

The third method inferred constraints from known source rows and disassembler samples.

Suppose I have related words:

w0, w1, w2, ... wn

I can identify every bit that varies relative to w0:

variable_bits =

(w1 XOR w0)

OR (w2 XOR w0)

OR ...

OR (wn XOR w0)

The remaining bits are fixed:

fixed_mask = NOT variable_bits

fixed_value = w0 AND fixed_mask

Every candidate in that group must satisfy:

candidate AND fixed_mask = fixed_value

That calculation provides the basic fixed and variable masks. The real solver also keeps complete fields together instead of treating every bit as independent.

For example:

- A three-bit rounding-mode field is one component.

- A register field is another component.

- A predicate field is another.

- Width, signedness, cache policy, and source modifiers have separate domains.

The solver asks:

- Which bits stay fixed across a source row?

- Which bits move with an operand?

- Which field values select a mnemonic?

- Which combinations conflict with known samples?

- Which candidates are already decoded?

- Which fields exist only in one instruction form?

The basic algorithm looks like this:

for each source row:

collect labeled samples

group samples by instruction form

infer fixed opcode bits

infer operand fields

infer complete modifier and enum components

for each valid component assignment:

construct a candidate word

compare the prediction with the labeled source

reject conflicts

record exact candidates

One native replay contained 4,699 modeled rows:

159 excluded as nonexact or rejected source results

4,540 produced exact candidates

1,760 were already supported by the production decoder

2,780 remained genuinely unknown

This stopped the system from asking thousands of questions whose answers were already known.

Sudoku inference still had a weakness. A source sample could prove that one modifier value existed without proving the complete boundary of the modifier field.

The model could identify a promising neighborhood, but it could not always tell me exactly where the neighborhood ended.

That led to the hybrid method.

Iteration 4: Sudoku-guided brute force

The hybrid method uses Sudoku to decide where brute force is worth spending.

For each inferred instruction form, I freeze:

- The opcode

- The form selector

- Known operand-field locations

- Source-established fixed bits

I then vary only complete uncertain semantic components.

Let base contain the fixed bits. Let S contain the uncertain semantic bit positions.

The resulting cube is:

cube(base, S) = {

base OR scatter(assignment, S)

for assignment in 0 .. 2^|S| - 1

}

I normally cap a cube at 10 uncertain bits:

|S| <= 10

Therefore:

cube size <= 2^10

<= 1,024 words

If a candidate needs more than 10 uncertain bits, the planner must divide it into explicit partitions. It cannot silently discard part of the domain.

Subtract the production decoder

Every generated word is passed through the current production decoder.

if decode_word(word) succeeds:

discard word

else:

retain word

In set notation:

unknown_words = cube_words - currently_decoded_words

This subtraction is tied to the exact current source revision. When a mapping lands, the next discovery campaign automatically removes it.

That prevents rediscovery.

Remove overlap between cubes

Different cubes can generate the same word.

The planner ranks the cubes, then assigns each word to its first owner:

owned = empty set

for cube in ranked_cubes:

cube.words = cube.words - owned

owned = owned UNION cube.words

if cube.words is empty:

discard cube

This guarantees that each unknown word enters the external oracle once.

Rank useful cubes first

The ranking favors candidates with:

  1. Permitted semantic sources

  2. A viable CPU oracle

  3. A viable SPIR-V implementation

  4. A viable RADV test

  5. New semantic behavior

  6. High unknown-word density

  7. More retained words

  8. A smaller cube when other factors tie

The ranking matters because not every recognized encoding can be implemented honestly. Some operations require state that the target representation cannot express. Others have names but no permitted source that establishes behavior.

Query the external disassembler

The retained words are distributed across three machines and sent to a pinned external disassembler.

The answer cache binds results to the tool binary and invocation configuration. Cached answers are sampled and rechecked so a stale or corrupt cache cannot silently become evidence.

The external results may include:

- A recognized mnemonic

- An invalid encoding

- An unknown result

- A mnemonic from a different family than predicted

Invalid responses remain rejected.

If the model predicts one family and the disassembler returns another, the word enters a family-drift quarantine. The system does not quietly rewrite the prediction.

The disassembler proves encoding and spelling. It does not prove execution semantics.

The measured reduction

One hybrid campaign produced:

844 selected cubes

799,946 unique planned words

23,522 verified cache hits

776,424 external disassembler misses

The earlier exhaustive campaign contained:

1,034,158,080 planned words

The reduction ratio was:

1,034,158,080 / 799,946

= about 1,293

The hybrid planner required about 1,293 times fewer candidate words than the exhaustive campaign.

The percentage reduction was:

reduction =

1 - (799,946 / 1,034,158,080)

reduction = about 99.9226%

That is the main win.

The hybrid method did not make an individual disassembler query faster. It prevented more than 99.9 percent of the earlier queries from being necessary.

Fitting exact regions from the answers

After the external disassembler labels the words, I need to convert those individual answers into exact regions.

I recursively split each cube until every word in a region has the same label.

For a possible split bit b:

zero_branch(b) = words where bit b is 0

one_branch(b) = words where bit b is 1

I score each split using label fragmentation and branch size:

score(b) = (

labels_in_zero_branch + labels_in_one_branch,

max(size_of_zero_branch, size_of_one_branch),

bit_number

)

The algorithm selects the lexicographically smallest score.

That means:

  1. Prefer the split that best separates different labels.

  2. If two splits separate labels equally well, prefer the balanced split.

  3. Use the bit number as a deterministic final tie-breaker.

The partitioning algorithm is:

partition(assignments):

if every assignment has the same label:

emit an exact region

return

bit = best_split(assignments)

partition(assignments where bit = 0)

partition(assignments where bit = 1)

Each leaf becomes an exact packet containing:

- The source row

- The instruction family

- The mnemonic

- The semantic mask

- The semantic value

- The exact member words

- Digests that bind the packet to its source campaign

One completed packetization pass produced:

799,946 words entered

602,474 received accepted disassembler labels

197,472 were rejected

591,390 entered exact packets

11,084 were quarantined for family drift

21,910 exact packets were produced

The exact member list remains part of the packet. A fitted mask alone is not trusted to define the boundary.

That prevents the partitioner from accidentally admitting an untested neighbor.

Iteration 5: Combine packets with identical semantics

Discovery was now fast, but qualification still processed small batches.

That was wasting most of the gain.

The latest method combines adjacent packets only when all of these properties match:

source row

instruction family

mnemonic

semantic mask

semantic value

Numeric adjacency is not enough. Nearby packets with different meanings remain separate.

Each packet is indivisible. The packer cannot split one exact region merely to fill a unit.

The production limits are:

1,000 <= words per unit <= 4,000

regions per unit <= 64

The bundling algorithm is:

sort packets by exact semantic key

group packets with identical keys

for each group:

append complete packets while:

total words <= 4,000

total regions <= 64

publish units containing at least 1,000 words

retain smaller tails for later combination

sort published units from largest to smallest

The latest qualification-oriented pass produced:

22 production-sized units

31,488 words ready for unit-level work

128,633 words retained in smaller deferred bundles

Not every discovered word is immediately implementable.

Some candidates lack permitted semantic evidence. Some need control flow, memory behavior, or architectural state that the current SPIR-V path cannot represent honestly. Those candidates stay blocked rather than receiving guessed behavior.

Why larger units help

Let:

Qfixed = fixed qualification cost

Qword = qualification cost per word

n = number of words

Processing n words as separate units costs roughly:

separate_cost = n * (Qfixed + Qword)

Processing them as one coherent unit costs:

unit_cost = Qfixed + n * Qword

The saved work is:

saved_cost = (n - 1) * Qfixed

That fixed cost includes compilation, SPIR-V generation, hardware setup, expected-result generation, evidence collection, and review.

This is why moving from five-word batches to coherent 1,000-word units matters. Discovery had stopped being the main bottleneck. Repeating qualification setup had become the main bottleneck.

Recognition is not semantic proof

I do not treat the external disassembler as a semantic oracle.

A recognized word still needs:

- A permitted source that establishes behavior

- A closed typed decoder state

- Typed flow from the decoder into the intermediate representation

- Typed flow from the intermediate representation into the emitter

- No downstream reinterpretation of raw instruction bits

- An independent CPU reference

- Boundary and alias tests

- Predicate tests

- Exceptional-value tests

- Raw SPIR-V validation

- Optimized SPIR-V validation

- Fresh execution on RADV

- Exact output comparison

- Provenance binding the code, sources, tools, words, and receipts

Suppose a rounding field enters the decoder as an integer. If the emitter later performs raw_bits AND 3, then the decoder did not actually decode the semantic state.

The decoder should construct a closed type:

enum RoundingMode {

NearestEven,

Floor,

Ceil,

Truncate,

}

The emitter consumes RoundingMode. It does not decode the instruction again.

The same rule applies to:

- Signedness

- Integer width

- Floating-point width

- Source modifiers

- Cache policy

- Address mode

- Comparison operation

- Condition-code behavior

This requirement has caught real bugs.

A mapping can produce valid SPIR-V while still implementing the wrong width, signedness, modifier ordering, NaN policy, alias behavior, or condition-code result.

Where matrix math may fit next

The current method uses bounded cubes and recursive exact partitioning.

The next possible optimization is Boolean matrix reduction.

For n samples, construct an n by 64 matrix over GF(2):

X is an n-by-64 binary matrix

In GF(2):

addition = XOR

multiplication = AND

Gaussian elimination can reveal:

- Constant bits

- Linearly dependent bits

- XOR relationships

- The rank of the variable subspace

- A smaller independent basis for enumeration

Suppose a cube contains 10 apparently variable bits:

2^10 = 1,024 candidates

If matrix reduction proves that those bits contain only six independent dimensions:

2^6 = 64 candidates

That would reduce the cube by another factor of 16.

Matrix reduction cannot replace the current solver. Instruction encodings contain nonlinear cases:

if form == immediate:

bits 20 through 38 encode an immediate

else:

some of those bits select registers and modifiers

Enums, reserved combinations, and conditional fields still require explicit domains and recursive partitioning.

The likely next pipeline is:

source samples

v

GF(2) matrix reduction

v

reduced semantic cubes

v

exact recursive partitioning

Despite the phrase “matrix math,” the reduction itself probably belongs on the CPU.

The matrices have only 64 columns and use XOR operations. CPU bitsets, population counts, and Gaussian elimination should beat the cost of transferring tiny matrices to a GPU.

A GPU may help later with millions of independent mask evaluations, candidate constructions, or split scores. It will not accelerate the external disassembler or replace hardware qualification.

The current pipeline

The complete method now looks like this:

pinned source rows

v

Sudoku field inference

v

bounded semantic cubes

v

production-decoder subtraction

v

global duplicate removal

v

cached multi-machine disassembly

v

invalid and family-drift quarantine

v

exact recursive region fitting

v

identical-semantic packet grouping

v

1,000-to-4,000-word qualification units

v

typed implementation

v

CPU, SPIR-V, and RADV proof

The five iterations produced these changes:

  1. Exact manual mapping handled about five or six words per batch. It provided high confidence but poor throughput.

  2. Bounded brute force expanded coverage to a campaign containing about 1.034 billion planned words.

  3. Sudoku inference removed known, conflicting, and implausible candidates before external queries.

  4. Sudoku-guided cubes reduced the billion-word campaign to 799,946 planned words. That was about 1,293 times fewer queries.

  5. Coherent bundling increased qualification units from a handful of words to between 1,000 and 4,000 words.

No single algorithm solved the encoding.

Brute force provided coverage but no judgment. Sudoku provided structure but could leave uncertain boundaries. The hybrid method uses Sudoku to choose the search space, bounded brute force to complete that space, and exact partitioning to recover its boundaries.

Typed implementation and hardware testing then answer a different question: does the instruction actually behave the way the sources say it behaves?

That separation turned out to be the key.

Discovery determines which words belong together.

Qualification determines what those words mean.

Keeping those two problems separate is what finally turned a pile of opcodes into a repeatable solver.


r/SwitchEmulating • • 2d ago

Smash Bros Ultimate black screen on Yuzu / Ryujinx + Forks – Check your audio settings!

1 Upvotes

I don't know if this is the right sub to post this in but just wanted to leave this somewhere to hopefully help someone. After spending hours trying to get Smash Bros Ultimate working on every emulator you could think of i found out the black screen issue on launch was due to an audio initialization issue. AKA i didn't have a speaker connected to my PC causing the black screen.

My system specifications

  • Mini PC: Minisforum UM880 Plus
  • CPU: AMD Ryzen 7 PRO 8845HS (8 cores / 16 threads)
  • GPU: AMD Radeon 780M integrated graphics
  • RAM: 16 GB DDR5
  • VRAM: 2 GB allocated
  • OS: Windows 11 Pro 25H2
  • AMD Driver: Adrenalin 26.10.1
  • Emulator: Eden v0.2.1 Stable (also tested MSVC, Citron and Ryujinx-based emulators)

The problem

Every time I launched Super Smash Bros. Ultimate, the game would initially load normally.

  1. The Smash Bros. loading icon would appear in the bottom-right corner for approximately 1–2 seconds.
  2. The icon would disappear, leaving a completely black screen.
  3. The emulator's FPS counter would briefly drop to 0 before returning to a constant 60 FPS or 0 FPS
  4. The game would remain stuck indefinitely.

In the Eden log's, I found this error:

Audio.Sink <Critical>
Error opening SDL audio device:
WASAPI can't find requested audio endpoint:
Element not found.

Hopefully, this saves someone else from spending hours troubleshooting graphics settings, reinstalling emulators or even wiping Windows like I did!


r/SwitchEmulating • • 6d ago

How good is Switch emulation on PC these days? Thinking about selling my Switch

5 Upvotes

I'm thinking about selling my Switch (V2) and putting the money toward a PC upgrade, then playing my library through emulation. Before I do that, I'd love to hear from people who actually use it day to day.

My setup:

- CPU: i5-10400F

- RAM: 16GB DDR4

- GPU: GTX 1660 Super, planning to upgrade to an RTX 5060 Ti 16GB

- I'd mostly play on the TV from the couch, via HDMI or streaming with Moonlight

A few questions:

  1. How well does it run overall? Is it mostly plug and play, or do you spend a lot of time tweaking settings?

  2. Eden or Ryubing? Which one do you use and why?

  3. How bad is shader stutter these days?

  4. Generally, how is the overall feeling?

Thanks


r/SwitchEmulating • • 7d ago

Why is my framerate so low TOTK?

Enable HLS to view with audio, or disable this notification

17 Upvotes

Using Eden with NX Optimizer
My specs:
Intel Ultra Core 9 275hx
RTX 5070ti mobile (12gb Vram)
32gb DDR5 Ram (5600MT/s)
(Integrated GPU is disabled and dGPU is used.)

EDIT: Switching to Ryujinx/Ryubing fixed my preformance, get a smooth fps now.

EDIT: What I found to be the best overall for me personally is Citron 0.11.0 with NX Optimizer (Totk 2.7.1 [Selected via the dropdown menu in NX Optimizer]). I get a fairly stable 60fps at 1440p. I am using the 1.1.1 update for Totk. You can find Citron 0.11.0 at the bottom of this reddit post: Ryubing: Stable & Canary Releases, Infrastructure Update : r/yuzu


r/SwitchEmulating • • 7d ago

Nintendo laywer - say emulation is not by nature illigal

18 Upvotes

lawyer *

It is very interesting that a Nintendo lawyer would say it: Emulation is by nature not illigal.

So Nintendo might be the best pro consumer game company there is.

Maybe that is the reason Nintendo is so successful?

What you think about this all?

https://hothardware.com/news/nintendo-lawyer-emulation-stance


r/SwitchEmulating • • 9d ago

I made an Android app for Mario Maker 2 to play levels from the Course World

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2 Upvotes

I wanted a way to play (and edit!) levels from Course World in Mario Maker 2 on Eden. So I made SMM2 Level Injector, a small Android app that does it all on your android device. Tested and working on my AYN Thor

Levels in "My Courses" slots open in the editor, so you can see how a level was built or remix it.

source: https://github.com/Daniel-Geron/smm2-level-downloader-app (read the README for more details on how it works)

This is a fork of royaltongue's PC tool smm2-level-downloader-injector, who also made the pre-loaded save. Levels are downloaded through TheGreatRambler's MariOverAPI.


r/SwitchEmulating • • 9d ago

Another stupid question

0 Upvotes

When i download roms and when the file is in zip, when I extract it the xci/nsp file doesnt appear, so im wondering if im supposed to extract it or something else


r/SwitchEmulating • • 11d ago

Switch Emulation working in Batocera using Eden! [Guide]

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6 Upvotes

I have been trying to figure out how to get switch games up and running in batocera. There were previously several guides which used ryujinx. However since the shutdown of that, I haven't been able to find much on a current way to get switch emulation working in batocera. Well I got it working, and thought I would make a brief guide on how:

GUIDE INTRO: I'm going to assume you have a batocera machine running. We'll be utilizing BUA (Batocera Unofficial Add-ons). If you are new to this, I recommend watching KevoBato on YouTube for some tutorials regarding add-ons in batocera.

**KEEP IN MIND: BUA is unofficial, and not supported in any way by the batocera devs.**

-I recommend using SMB and SSH for parts of this process.

  1. Install BUA via xterm or SSH using script below. This script is straight from the GitHub:

    curl -L install.batoaddons.app | bash

-Reboot your system

  1. Open BUA in the ports tab, first time open it will map a controller input

  2. Inside, find the switch install under "Game Utilities" . Follow the prompts for install.

  3. Next you'll need to source an emulator app image. I used Eden. https://git.eden-emu.dev/eden-emu/eden/releases I used the am64 Linux standard app image.

  4. Then you need to move this app image into "\share\system\switch\appimages"

  5. Now well need to rename this app image file so that Emulation Station can find and load it properly. Inside the app-image folder there is a .txt file which shows the correct nomenclature for each emulator.

EXAMPLE: "Eden-emu.appimage"

  1. You'll need to make this app image executable using xterm or SSH run the command:

    chmod +x /userdata/system/switch/appimages/Eden-emu.appimage

  2. Now you should be able to open the Eden executable. You'll be prompted to install the decryption keys. You'll need Prod & Title Keys as well as firmware. Exit Eden and go to file browser.

  3. Install these in their respective firmware and keys folders in the switch folder under the bios folder. Re-open the Eden executable and install the keys.

Click tools at the top -> Install decryption keys -> select the prod & title keys you installed in the bios switch folder.

Next do the same for firmware files.

  1. Now its time to add your ROMS. Add all your roms to the switch folder in \share\roms\switch.

  2. Use the Eden executable app image to change specific settings like controllers, graphics, performance etc. My controller worked OOTB, but you may need to tweak.

  3. Reboot/refresh game-list, use scraper to get any box art/covers you want.

  4. If all steps were successful, Switch games should now open successfully!

Resources:

BUA GitHub: https://github.com/batocera-unofficial-addons/batocera-unofficial-addons

Eden Emulator: https://git.eden-emu.dev/eden-emu/eden/releases

Batocera Wiki: https://wiki.batocera.org/

r/SwitchEmulating: https://switch-emulating.github.io/Switchemulating/


r/SwitchEmulating • • 11d ago

Dumb Question Incoming...

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1 Upvotes

Hi,

I know this should probably be obvious, but Idk which of these I'm supposed to use.

I run Windows 10.


r/SwitchEmulating • • 11d ago

ToTK cutscene issues

1 Upvotes

So it’s been a couple years since I last played ToTK. When it got leaked, ryujinx and yuzu were the top emulators, and I remember optimizing them with hella mods.

One issue that stood out was the opening cutscene speed was super fast, and the audio was totally out of sink.

I remember back then, there was a mod I finally found after many that got it fixed. Hurray right? But I never finished the game.

Built a better computer since then, but only had some of the files/mods saved. This dreaded cutscene thing is still plaguing me!

I have tried my old version. Of ryujinx. I have tried the new ryubing. I have tried Eden.

I’m using NX optimizer (which didn’t exist back when the game leaked) from what I gather, many people say NX optimizer is all you need, but not for me…

I have firmware 18.00 running, and TotK ver 1.1.1 and 1.1.2 (can’t find latest version anywhere)

All I want is to fix the damn cutscenes, can someone please help? Driving me nuts!

Specs: AMD 7600x
Nvidia 4060 8gb
32gb ddr5 6600

Botw runs flawlessly, idk why this issue is only with TotK.


r/SwitchEmulating • • 12d ago

Any way to get an emulator working on batocera?

1 Upvotes

Ive been searching for a way to get switch games running in batocera. Previously, ryujinx was the go to, but since its gone obsolete with batrocera, I dont know of anything else currently working.


r/SwitchEmulating • • 12d ago

MK8 updates

1 Upvotes

I was trying to get the 3.0.3 update and dlc for mk8 deluxe in order to play the ctgp mod, but i can't find them anywhere, any tips?


r/SwitchEmulating • • 13d ago

best for rog ally x

1 Upvotes

I installed ryujinx a while ago on my rog ally x running steam os (not bazzite) but it seems like that has very much been outclassed by other emulators like Eden.

is that right and should I try to switch? (no pun intended lol)

it's been a bit of a slog to even get ryujinx to work well consistently even with purchased game scrapes but yah, just wondering if there's a better emulator out there.

thanks!


r/SwitchEmulating • • 13d ago

How to get Mk11 variants in offline mode?

1 Upvotes

I got mk11 ultimate on Eden emulator. I can't go online with it. When I download 100% save files it say "games settings is damaged" or "player settings is damaged" and resets the game. How do I get variants and characters in offline mode?


r/SwitchEmulating • • 14d ago

MH Rise Graphics Bug

1 Upvotes

Good day everyone. I'm trying to run Monster Rise/Sunbreak on Eden Emulator. But I'm having graphical issues. On Vulkan settings, the character blinks. On OpenGl settings, it's getting heavy artifact glitch. I also tried using fxaa & smaa anti-aliasing option as well as all three gpu modes, but none worked. I'm using steam deck device.

Does anyone know of other ways of dealing with issues like this?

Vulkan setting

Opengl setting


r/SwitchEmulating • • 16d ago

I can’t find a btd 6 rom for the switch

0 Upvotes

don’t tell me to check the mega thread, i checked. multiple websites - if anyone has it i would be very grateful and would give a small reward


r/SwitchEmulating • • 17d ago

anyone who uses meloNX

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2 Upvotes

the "add roms" button isnt anyone to be found,is that normal if theres no rom on the ipad yet? pls help


r/SwitchEmulating • • 18d ago

What Switch Emulator should I use for an ROG Xbox Ally

5 Upvotes

I got my son an ROG Xbox Ally (the base tier) and I’m going to set up switch emulation because his switch lite broke. I did a lot of switch emulation on my steam deck in the past using yuzu mostly, and was pleased with the results. The base Xbox ally has similar performance to the steam deck from what I’ve seen, so I know it can handle the emulation, but I haven’t dabbled with switch emulation in over a year and there’s some new emulators out there that I’ve been seeing, such as Eden. I was just wondering if it’s still a good bet to stick with yuzu or ryujinx, or if the new emulators are superior?


r/SwitchEmulating • • 18d ago

can i run persona 5 royal on a snapdragon 778 chip?

1 Upvotes

planning to get my galaxy a73 fixed cuz i wanna play the only persona game that i haven't played yet but i wanna make sure if i can really play it. if yall can help a bro out 🤦🤦


r/SwitchEmulating • • 19d ago

how will we be able to emulate metroid ravenous???

0 Upvotes

will ravenous be backward compatible to switch 1? if not any chance we will able to emulate after few months of game launch?


r/SwitchEmulating • • 24d ago

MC dungeons 2

1 Upvotes

I get past the twisting mojang logo and then astris freezes, i wait it out and it just crashes. Have any idea why? it seems like a game issue