Ayyyy, welcome to the UI: Actions Menu → General Improvements PR!
We are soooo back boys and girls.
This is the first PR in a series aimed at delivering the largest overhaul and set of improvements to the Actions menu yet.
This initial PR introduces smaller visual and navigation improvements as part of the broader Actions menu refresh, while also serving as the starting point for locale fracturing across the entirety of Ryujinx. As this is a series of progressive PRs, bug fixes and additional refinements will continue to be rolled out throughout the series.
### GENERAL:
* **Fractured:** A bunch of locales. The following new files, and their designations, were created:
* `MenuBar_Actions.json` - all UI-related locales for the `Actions` menu
* `MenuBar_File.json` - all UI-related locales for the `File` menu
* `Dialog_Firmware.json` - all firmware-related dialog locales
* `Dialog_Keys.json` - all keys-related dialogs locales
* `Error.json` - all error-related locales
* `StatusBar.json` - all UI-related locales for the Status Bar
**NOTE:** To keep this PR manageable, `MenuBar_File.json`, `Error.json`, and `StatusBar.json` were NOT populated with their locales. Additionally, `RenderDoc.json` was deleted and all of its locales were moved to `MenuBar_Actions.json` because all RenderDoc locales are present only in the `Actions` menu.
* **Fixed:** Some typos in `Locales.md`.
### **DEFAULT ACTIONS:**
* **Added:** File picker dialog titles for `Install Firmware` and `Install Keys`.
* `Install Firmware`: "Select an XCI file or a ZIP archive to install firmware from" and "Select a folder to install firmware from".
* `Install Keys`: "Select a KEYS file to install keys from" and "Select a folder to install keys from".
* **Improved:** `Install Firmware` and `Install Keys` submenus.
* Submenus no longer have periods before file extensions; this avoids visual issues in right‑to‑left languages matches other emulators using uppercase extensions (e.g. `Install Firmware` → `Install Firmware (.XCI or .ZIP)` is now `Install Firmware` → `Install Firmware (XCI or ZIP)`).
* Submenus no longer repeat the main menu title; they now show only the specific option, making navigation cleaner (e.g. `Install Firmware` → `Install Firmware (XCI or ZIP)` is now `Install Firmware` → `XCI or ZIP`).
* Submenus now end with an ellipsis; this follows UI conventions that signal additional user input is required (e.g. `Install Firmware` → `XCI or ZIP...`).
* **Moved:** `Manage File Types` menu and submenu.
* These menus let Windows and Linux users associate formats like .xci and .nsp with the emulator so they can be opened by double‑clicking. macOS already handles this automatically when an app supports the format.
* Since this PR focuses on the `Actions` menu, this menu and its submenus have been moved under `File`, with their locales relocated to the new `MenuBar_File.json`.
* This menu is useful but currently too vague about its purpose. A later PR will refine and clarify it.
* **Improved:** `Mii Editor`
* Removed the `Mii Editor` tooltip, as the menu was already self‑explanatory.
* The loading text for the `Mii Editor` is now locale-dynamic, instead of the previously static "miiEdit".
### **IN-GAME ACTIONS:**
* **Updated:** Menu grouping with separators (see images below)
* **Renamed:** `Resume` to `Resume Emulation` and `Pause` to `Pause Emulation`, ensuring consistency with the other options.
* **Fixed:** `Pause Emulation`/`Resume Emulation` UI Bug
* Previously, if a user paused emulation and then exited the game without closing the emulator, the next game launch would incorrectly show `Resume Emulation`, as though the new game were paused.
* **Updated:** `Scan Amiibo` and `Scan Skylander` icons to a chess rook and dragon, making them clearer and more fun than the previous cubes.
* **Added:** Shortcut for `Simulate Wake-up Message`
* Few games support it, but an in‑game shortcut still helps players who use it often.
* **Removed:** `Manage Cheats` from the menu
* `Manage Cheats` doesn't properly work in-game right now, and is removed in this PR. It will be returned to later in Part 4.
Please see the image comparisons below.
_If there are any features or changes that you wish to be implemented, please comment down below and I'll be happy to accommodate!_
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/42
This increases the texture cache when 4 GiB DRAM is selected in the System settings for GPUs with 6 GiB VRAM or more.
Improves performance when using high-resolution mods @ 4 GIB DRAM and may help with other texture cache scenarios ; i.e., a lot of high-res mods require increasing to 6 GiB DRAM or more, but with this change, you *may* be able to get away with 4 GiB DRAM in some cases.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/8
Did you know that the garbage collector's default settings are designed for single-threaded applications and quick start-up times? We don't care about either of these.
Configured:
- Concurrent GC (default is true) (set for clarity)
- RetainVM: segments that should be deleted are put on a standby list for future use (default is false)
- QuickJit: enabling quick JIT decreases startup time but can produce code with degraded performance characteristics; for example, the code may use more stack space, allocate more memory, and run slower. (default is true) (disabled)
- ReadyToRun: configures whether the .NET runtime uses pre-compiled code for images with available ReadyToRun data; disabling this option forces the runtime to JIT-compile framework code. (default is true) (set to false, we dont publish with this option anyway)
- TieredPGO: this setting enables dynamic (tiered) profile-guided optimization (PGO) in .NET 6 and later versions. If quick JIT is disabled but tiered compilation is enabled, only pre-compiled code participates in tiered compilation. If a method is not pre-compiled with ReadyToRun, the JIT behavior is the same as if tiered compilation were disabled.
Features:
- Set ``GCLatencyMode.Interactive`` when in-menu and emulator is paused, otherwise uses ``GCLatencyMode.LowLatency``.
- Added a new UI option in the Settings > CPU menu to toggle ``GCLatencyMode.LowLatency`` during guest runtime.

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/88
Adds Discord Rich Presence for Tomodachi Life: Living the Dream, Tomodachi Life: Living the Dream - Welcome Version, and Animal Crossing: New Horizons
Tomodachi Life Rich Presence uses your total Mii count, and your island level

Animal Crossing New Horizons Rich Presence uses your island name

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/103
- Added Onedrive folder check for Windows.
- Added iCloud and Downloads folder checks for macOS.
- Added sudo checks for macOS/Linux.
- Added dialogue prompts for macOS/Linux.
- Added unofficial build warning for detected Flatpak install.
These checks have console fallbacks in case the GUI decides it doesn't want to work that day.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/4
As described. Should hopefully bring speed-ups for macOS devices (thanks Ori!) and general improvements across the board for the vulkan backend (maybe).
This will be followed up with a PR from @KeatonTheBot.
Co-authored-by: V380-Ori <infiniteloop0finsanity@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/16
This PR fixes a bug introduced in #92. In that PR, the problematic commit did its work directly on the updater's own arrays, calling Auto.Get() on each entry as it went, and nulling entries out along the way. The problem is that Get() can call back into Commit (via ClearMirrors -> Rebind), and when it did, that reentrant Commit would read from the same arrays the outer call was still in the middle of processing, hit one of the entries the outer had already nulled, and throw an NullReferenceException. The fix is to have Commit start by copying everything it needs into local variables and resetting _count to zero, so a reentrant call sees a clean updater and operates on its own data. The outer call then writes its snapshot back into the native arrays just before recording the Vulkan bind.
Co-authored-by: AsperTheDog <guillerman0000@gmail.com>
Co-authored-by: Max <randomgirlisweird@gmail.com>
Co-authored-by: Renovate Bot <renovatebot@ryujinx.app>
Co-authored-by: Babib3l <gab.chevanne@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/105
This PR adresses the following issue : `ProcessLoader.ActiveApplication` could return invalid results when `_latestPid` pointed to a process that no longer existed in the kernel's process table. The original exception path was commented out and bypassed (by sh0inx?) with `GetValueOrDefault` to prevent UI lockups, but this only resolved the symptoms without fixing the root cause.
This was due to sevral factors :
- `_latestPid` was never reset or validated against the actual process state
- ProcessLoader maintained its own `_processesByPid` dictionary separate from the kernel's `KernelContext.Processes`
- No cleanups happened when processes exited or were terminated
- ProcessLoader state could drift out of sync with the kernel process table
**Solution/Fixes**
- Validate` _latestPid` against the kernel process table before returning `ActiveApplication`
- Check process state (Exited/Exiting) and automatically clear stale references
- Add thread-safe cleanup methods (`ClearProcess`, `ClearAllProcesses`)
- Integrate `ClearAllProcesses` into Switch.Dispose for proper shutdown cleanup
- Add warning logs when stale PID is detected and cleared for debugging
**Code Changes**:
- `ProcessLoader.cs`: Add `_pidLock`, update `ActiveApplication` with validation, add cleanup methods
- `Switch.cs`: Call `Processes.ClearAllProcesses()` in Dispose()
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/102
This PR fixes several validation errors caused by invalid Vulkan usage. These validation errors often end up invoking Undefined Behavior on the driver side, which can lead to artifacts or crashes which are driver specific and otherwise incredibly hard to track. I don't think it should have any impact on performance, but it would be good to test it with as many games as possible (maybe a bug in a game was fixed?).
Each commit fixes an error. I added to each a description with the validation error that was fixed and a small explanation on what was causing it and how I fixed it.
Co-authored-by: AsperTheDog <guillerman0000@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/92
The previous fix for Tomodachi Life (#91) included the extension to all shaders, independently on if it was needed or not. This PR fixes that by lazily adding the extension only when it is actually needed.
This change should not be noticed by anyone, but it avoids having to modify shaders that do not perform any type of dynamic indexing, which apparently is something some modders care about.
Co-authored-by: AsperTheDog <guillerman0000@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/99
This PR marks ALL texture indexes as nonuniform to fix an issue with the paths in Tomodachi Life: Living the Dream on AMD cards. It should have a negligible impact on performance (and it should not have an impact at all on NVIDIA cards!)
It's caused by what is called 'implicit non-uniform sampler array indexing'. The idea is basically that some GPUs optimize texture lookups from indexed texture arrays, by assuming that you are never going to index different textures within a single workgroup. What this causes is that visual glitch where a subgroup is tasked with rendering a block of the screen, and in the boundaries some cores are indexing the wrong texture.
Co-authored-by: AsperTheDog <guillerman0000@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/91
- Echoes of Wisdom (Warps)
- Super Mario Odyssey (Kingdoms)
- Super Mario Bros. Wonder (World & Course)
- Pokemon Scarlet/Violet (DLC & Accademy Rooms)
- Super Mario 3D All Stars (Game Selection) (Berry is working on track showcase)
Co-authored-by: berrydiaboli <anthonyhoffman54444@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/93
- Emio – The Smiling Man: Famicom Detective Club (DEMO)
- GROOVE COASTER WAI WAI PARTY!!!!
- Metroid Prime 4: Beyond
- Mute Crimson DX
- Pokémon Champions
- Pokémon FireRed Version
- Pokémon LeafGreen Version
- Tomodachi Life: Living the Dream
- Tomodachi Life: Living the Dream – Welcome Edtion
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/94
## Description
~~Fixes a fatal CLR crash when `caps` screenshot saving receives an input buffer larger than `0x384000`.~~
~~Resolves a crash in Tomodachi Life: Living the Dream where saving the pictures to the system's album crashes with 0x80131506.~~
Follow up to #18. This PR adjusts the validation and copy behavior to better match real hardware, and adds logging to make invalid screenshot buffer cases easier to diagnose.
Real hardware accepts screenshot buffers with a size greater than or equal to `0x384000`, but only `0x384000` bytes are needed for the 1280x720 RGBA image.
This changes screenshot saving to:
- reject buffers smaller than `0x384000`
- accept buffers equal to or larger than `0x384000`
- copy only the first `0x384000` bytes into the 1280x720 bitmap
## Testing
Tested with a real Switch NRO using `capssuSaveScreenShotEx0`, `capssuSaveScreenShotEx1`, and `capssuSaveScreenShotEx2`.
Observed hardware behavior:
```text
0x384000 => OK
0x384000 - 1 => NullInputBuffer
0x384000 + 1 => OK
0x3C0000 => OK // Tomo life picture size
```
Co-authored-by: yell0wsuit <5692900+yell0wsuit@users.noreply.github.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/44
This PR aims to Fix the Windows fullscreen gap when toggling from maximized state by using canonical Win32 fullscreen approach. When entering fullscreen, the window style is saved and replaced with WS_POPUP | WS_VISIBLE to remove all window chrome (title bar, borders), then SetWindowPos sizes the window to cover the full screen with SWP_FRAMECHANGED to force Win32 to recalculate the frame. On exit, the original window style is restored. This eliminates the few-pixel gap at the top that occurred because Avalonia's WindowState = FullScreen transition from a maximized state retained the title bar non-client area, leaving visible space at the top of the screen (Fullscreen resolution would be 1920 x 1072p on a 1080p monitor, it now correctly renders at 1920 x 1080p)
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/80
- Fixes `StoreData` layout/update handling so `UpdateLatest` returns the stored Mii data correctly.
- Implements `IDatabaseService.Append` (https://switchbrew.org/wiki/Shared_Database_services#IDatabaseService)
Also adds regression tests for `UpdateLatest` and `Append`.
(Might) fix Mario Kart 8 Deluxe crashing on first boot due to failed Mii verification check (due to custom Mii from emulator), and potentially Tomodachi Life: Living the Dream for the "Import Mii from system" option.
Co-authored-by: yell0wsuit <5692900+yell0wsuit@users.noreply.github.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/43
Should allow Ring Fit and other games that rely heavily on the notification system to get in-game (?), needs testing.
if you're wondering what happened to the first branch -- no you're not. (duplicated history somehow??)
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/6
Implemented a new debug log type called NetLog and added more verbose logging to the LDN service.
I'd like some feedback on what all should be logged under this category -- I'm likely going to be adding logs for sockets as well, but I want to know specifically if the logging should be more or less verbose and what would be the most helpful things to log.

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/5
When connecting multiple controllers of the same model, the first device's name ends with (0), the second with (1), the third with (1), the fourth with (1), and so on. To ensure these names are truly unique, GetUniqueGamepadName is now called recursively.
Before:

After:

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/27
This PR addresses [Ryubing/Issues#345](https://github.com/Ryubing/Issues/issues/345) by fixing the Windows console hide/show path so it only acts on Ryujinx’s own console window instead of whatever window happens to be focused during startup. Previously, when Show Console was disabled, the helper could race with focus changes and end up affecting another app or shell window while leaving the console visible; this change removes that foreground-window dependency and keeps the startup behavior scoped to the Ryujinx console.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/32