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Version v0.20

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@cznn999 cznn999 released this 12 Nov 00:24

dishonored-nx v0.20

What's new

  • Shaders compile in the menus. The game now builds every shader combination from pipeline_list.bin in the
    background as soon as it starts, while you are in the menus, instead of when a level first draws it. Fewer
    stutters when entering a level or seeing new effects.

Installing / updating

You need the EU version of the game

  1. Replace dishonored.nro in sdmc:/switch/dishonored-nx/.
  2. Copy pipeline_list.bin from this release next to it (sdmc:/switch/dishonored-nx/).
  3. On the first start, wait a few minutes in the menus so the shaders compile; they are kept on the SD card
    afterwards. Don't delete pipeline_list.bin or the shader cache next to it.

Anything not in the list still compiles once, the first time it is drawn (a short pause), and is added to the list.

Settings

  • New: dishonored_prebuild_all (default true). false = the old behaviour (shaders built when the game
    first loads them).

Known issues

Some models briefly disappear and appear occasionally
Stock clocks: frame drops and occasional sound crackle in heavy fights (CPU-bound). Overclocking fixes most of it.
Short hitches when the game loads new voice lines from the SD card.
Album (applet) mode is not supported: too little memory.

Support my ports: buymeacoffee.com/czn999

Version v0.10

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@cznn999 cznn999 released this 11 Nov 21:50

dishonored-nx v0.10

First public release of Dishonored (Xbox 360, 2012) on the Nintendo Switch, a static recompilation with
ReXGlue, rendered through Renut's Direct3D-level renderer on deko3d.

This game is huge. I can't possibly test everything. If you encounter any bugs, please let me know, thanks!

Installing

  1. Copy dishonored.nro to sdmc:/switch/dishonored-nx/.
  2. Copy your extracted game (default.xex, DishonoredGame, Engine, ...) to sdmc:/switch/dishonored-nx/game_root/.
  3. Four cores: create a forwarder of dishonored.nro with Sphaira ("Install Forwarder") and start the
    game from it twice.

Highlights

  • Playable from start to finish path tested so far: menus, cutscenes, gameplay, saving.
  • 480p internal resolution with an FSR-style edge-adaptive upscale and sharpening (toggle and strength in dishonored.toml).
  • Handheld GPU raised automatically to the official 460.8 MHz profile (memory clock untouched).
  • Readable, fully commented dishonored.toml written on first start: graphics, performance, sound, controls
    (per-button remap) and log settings.
  • Four CPU cores when started through a Sphaira forwarder.

I've tried to squeeze everything out of Switch for this port, but I'll try to improve performance in upcoming updates
The first start compiles some shaders, so expect short pauses; they are cached on the SD card afterwards.
The game stutters a little occasionally as new shaders compile in the background.

No game files are included. You need your own legally obtained copy of Dishonored (Xbox 360).

Known issues

  • Some models briefly disappear and appear occasionally
  • Stock clocks: frame drops and occasional sound crackle in heavy fights (CPU-bound). Overclocking fixes most of it.
  • Short hitches when the game loads new voice lines from the SD card.
  • Album (applet) mode is not supported: too little memory.

Support my ports: buymeacoffee.com/czn999