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Version v0.20
dishonored-nx v0.20
What's new
- Shaders compile in the menus. The game now builds every shader combination from
pipeline_list.binin 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
- Replace
dishonored.nroinsdmc:/switch/dishonored-nx/. - Copy
pipeline_list.binfrom this release next to it (sdmc:/switch/dishonored-nx/). - 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 deletepipeline_list.binor 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(defaulttrue).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
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
- Copy
dishonored.nrotosdmc:/switch/dishonored-nx/. - Copy your extracted game (
default.xex,DishonoredGame,Engine, ...) tosdmc:/switch/dishonored-nx/game_root/. - Four cores: create a forwarder of
dishonored.nrowith 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.tomlwritten 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