- downgrade unicorn to last working version
- update to new cp reg struct system
- remove nonexistent register (used to silently continue)
- fix partial unmap tests
- InitializeSignalHandler() was moved out of the translator (almost 2.5 years ago), but the test code was never updated to manually call the function as it was changed to do in the real cpu context, so the tests just started failing.
- by manually initializing the handler we no longer cause tests to fail.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/140
I fixed the remaining Linux file picker issues after testing on Steam Deck. User profile images, mod manager, title manager, and DLC directory were still using the old file picker methods and not the helper methods. I could only apply the helper method to user profiles, but I came up with a workaround for the others.
The reason for the draft PR: I'd ideally like to fix the other three at the helper level, so maybe @greem can help with that since since he wrote the initial implementation.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/24
Ayyyy, welcome to the UI: File Menu → General Improvements PR!
Wooo, we progressing smoothly!
This PR introduces small visual and "feature" improvements to the `File` menu.
### LOCALISATION:
* **Fractured:** More locales:
* `Dialog_ContentLoading.json` - content loading dialogs (Updates/DLC)
* `Dialog_FileTypeAssociations` - file association dialogs
* `Dialog_FileMenu` - File menu dialog strings (complements `MenuBar_File.json`)
* **Added:** Additional entires to `Error.json`
* **Populated:** `MenuBar_File.json`
### FILE MENU:
* **Added:** Keyboard shortcuts to `Load Application` and `Load Unpacked Game`
* Cmd + O/Ctrl + O and Cmd + Shift + O/Ctrl + Shift + O for macOS and other OS, respectively.
* While many users rely on autoloaded game directories, manually opening content remains a common workflow (for those that don't rely on autoload directories).
* **Merged:** `Load Title Updates` and `Load DLC` → `Load Updates/DLC`
* Both actions follow the same workflow: selecting one or more directories and allowing Ryujinx to load the content.
* To reduce redundancy, they have been consolidated into a single menu item that loads both Updates and DLC simultaneously, mirroring the behavior of the existing autoload functionality.
* As part of this change, Title Updates has been simplified to Updates for consistency with the rest of the UI. The remaining reference in the Game List context menu has also been updated from `Manage Title Updates` to `Manage Updates`.
* **Added/Updated:** File picker titles for content loading actions
* `Load Application`: Select a Switch application file to load
* `Load Unpacked Game`: Select a folder containing an unpacked Switch application to load
* `Load Updates/DLC`: Select one or more folders to bulk load updates and DLC from
* **Improved:** `Associate File Types` and `Remove File Type Associations` (initially moved to the `File` menu in #42)
* These options were previously nested under `Manage File Types` and exposed as `Install File Types` and `Uninstall File Types`. The submenu added unnecessary navigation, while the action names did not clearly communicate their purpose.
* The two actions have been replaced with a single dynamic menu item, whose displayed and performed action updates based on the current association state. The respective icons have been added as well (imported namespace Projektanker.Icons to allow for dynamic switching):
* Link → `Associate File Types`
* Link-Slash →`Remove File Type Associations`
* A tooltip has also been added to clarify the action being performed.
* This option is only usable when a game is not running (why associate file types when running a game? Play the game!)
* **Note:** These options are only available on Windows and Linux. macOS already provides robust per‑file “Open With” handling, so a custom association system isn’t necessary. Support can be added later if needed, but current macOS limitations in Ryujinx prevent certain behaviors; these will be addressed in future PRs.
* **Updated:** Menu Icons
* Several icons have been updated to better reflect their associated actions and improve consistency throughout the menu:
* `Load Updates/DLC...` now uses a single Inbox Tray icon instead of separate Update and DLC icons.
* `Open Ryujinx Folder`, `Open Logs Folder`, and `Open Screenshots Folder` now share the same folder icon, as all three actions ultimately open a folder/directory.
* `Exit` is now an Exit icon (arrow-right-from-bracket) instead of a Power button.
### OTHER:
* **Improved:** `Load Updates/DLC` dialog messages
* Existing dialog messages were longer than necessary and included terms such as "missing" updates and "new" DLC.
* These messages have been simplified and standardized:
* Updates Added: {0} or Updates Removed: {0}
* DLC Added: {0} or DLC Removed: {0}
_If there are any features or changes that you wish to be implemented, please comment down below and I'll be happy to accommodate!_
A GIGANTIC, ENORMOUSE HUUUUUUGEE thank you to @Babib3l for testing this and ensuring the commands work! WOOOOO!!!
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/127
Ayyyy, welcome to the UI: Options Menu → General Improvements PR!
We cruisin'!
This is the first PR of a small series aimed at improving the `Options` menu and related submenus.
This initial PR focuses on smaller visual and navigational improvements to the main `Options` menu. As this is part of a progressive series (two PRs _for now_), further bug fixes and refinements may be present in Part 2. Additionally, as the `View` menu is related to some of the changes presents in this PR, it has also received minor adjustments (see details below).
### LOCALISATION
* **Fractured:**
* `MenuBar_Options.json` - `Options` menu locales
* `MenuBar_View.json` - `View` menu locales
* `Settings_Interface.json` - Interface `Settings` tab locales (UI-only)
* **Added:** Missing "e" in Italian translation of `User Profiles` (thank you BOBBIJDJ for pointing it out!)
**NOTE:** `MenuBar_View.json` and `Settings_Interface.json` were not populated in this PR.
### OPTIONS MENU
* **Moved:** `Toggle Fullscreen` to the `View` menu.
* This option affects the current window/view state, so it belongs under `View` rather than `Options`.
* **Moved:** `Show Console` checkbox to the `View` menu.
* Even though it was previously under `Options`, this is a real-time visibility toggle. It affects Ryujinx "immediately" (shows/hides the console window, and as immediately as you can get with our current implementation), so it fits better alongside other current view controls like `Toggle Fullscreen` and the `Window Size` presets.
* **Moved:** `Start Games in Fullscreen` and `Start Games Without UI` (renamed to "Hide UI on Game Start" for better flow) from the `Options` menu to the `Interface` tab in `Settings`.
* These are persistent launch preferences rather than actions that can affect just the current session. Settings is the semantically correct location for them. They now sit alongside other launch-related options such as `Confirm Game Shutdown`.
* Their respective locales were transferred to the newly created `Settings_Interface.json`.
* **Renamed:** `Change Language` → `Language`
* Made consistent with the shorter style used by other items in this menu in previous cleanups.
* **Modified:** Menu item order (see images below).
### VIEW MENU
The `View` menu received only light adjustments in this PR (mainly padding/margins to better fit the newly added `Show Console` checkbox ). A dedicated _View Menu_ follow-up PR is planned to reorganise it further and add new options. Furthermore, _Options Menu (Part 2 of 2)_ will follow shortly as well.
_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/133
Hello and welcome to my PR that adds discord rich presence stuff from play reports generated by Miitopia.
The following items are tracked and displayed:
Main menu (for booting game)
MII Selector (from main menu)
Region (Game stage based)
Gold (Only updates at start of game play due to lack of play reports generated after loading into world)
As a bonus, I will be exporting the title icon for discord rich presence images and providing the title ID so it can be added to rich presence images. (See bottom of my message)
Examples of current rich presence messages:
At Greenhorne (Starting area)

After defeating final boss

Rich presence image and titleID:
titleID: 01003da010e8a000

Co-authored-by: Awesomeangotti <143439211+Awesomeangotti@users.noreply.github.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/129
This PR aims to fix a bug inside the settings window that caused the Controller Stick visualizer to run at extremely degraded performance when the selected profile had a rainbow LED configuration:
Old behaviour : <video src="/attachments/1915ab74-6e1b-4e2f-9182-820cbed5359b" title="Screen Recording 2026-05-30 105859" controls></video>
New / updated behaviour : <video src="/attachments/dd293402-19e7-439e-8aa6-114d4ee22404" title="Screen Recording 2026-05-30 110338" controls></video>
The issue was that the input settings page automatically subscribed controllers to rainbow LED updates when a saved profile with rainbow LEDs enabled was loaded.
Reopening input settings on a non-default controller profile could immediately start the rainbow LED update loop from the settings UI, which caused the stick visualizer to become sluggish or jittery on affected controllers. The preview handler is now only registered when the rainbow LED option is changed in the settings UI, and it uses a stable handler so duplicate callbacks are not stacked.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/119
Currently the appimages work fine, however I realized there's some room to improve on following the standards and a bit of cleaning.
AppImages now follow the linux FHS and a `.DirIcon` to follow the Spec closer, along with changing the icon and desktop file names (the resulting AppImage will have the same name, it's only used internally)
Metadata has been added, it helps with applications meant to manage appimages, as well as a future possible auto-updater.
The icon has been replaced temporarily as we wait for the updated one, just taken from the windows .ico. The `.DirIcon` needs to be a PNG, however `app.ryujinx.Ryujinx.png` can be an svg as well for some reason.
The launcher script may not need to exist (gamemode and envvars), but as to not break anything the important things have been kept.
The commits messages of this PR contain information as to why each change was made.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/110
fixes cursor being at 0 position even when text is present, especially annoying for handheld devices with kde virtual keyboard, which is pretty bad, with no way to move the cursor or delete text backward
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/25
This PR refactors keyboard handling to use physical key mappings for all gameplay input, ensuring controls remain consistent across different OS keyboard layouts.
I'd like to give out an ENORMOUS thank you to @Neo for his very generous help on getting MacOS caps lock behaviour working, but as well for taking the time for extensive testing, planning and discussions, and finally for writing this PR message :) Keep being awsome pal 👊
### New Features :
* **New**: Gameplay input now uses physical key positions instead of OS layouts, ensuring the same physical key triggers the same action across keyboard layouts.
* Key rebinding stores physical keys and config compatibility is preserved, with physical keys now the primary gameplay‑binding format.
* Physical‑key model is now consistent across platforms, including updated SDL/headless behavior.
* **Added**: New Input setting "Reset keybinds to default", with a new confirmation dialog appears when changes are being overwritten.
* **Fractured**: Keyboard‑related locales to the newly created `KeyboardLayout.json`.
* New input device settings/actions use clearer labels and tooltips.
* UI Key Labels (such as Left Shift and Right Shift) are more accurate and standardized, with clearer symbols, consistent naming, dynamic learning of printable labels from real key events, and persistence across restarts.
### Improvements :
* **Reduced**: Incorrect key labels by using observed host symbols instead of language assumptions.
* **Reduced**: Stuck/stale keys by using binary pressed‑key tracking, fixing rebinding/gameplay paths, better held‑key recovery after focus changes, and clearing keyboard state when Ryujinx/settings windows lose focus.
* **Improved**: Device handling → refreshing no longer clears the selector, disconnect fallback is consistent, reconnect restores controllers automatically, and the UI avoids invalid/empty device states.
* **Improved**: Async input‑assignment callbacks are now guarded when switching views/devices, preventing stale callbacks from hitting detached views.
* **Adjusted**: Input visualiser to be more robust when switching sources or handling controller disconnect/reconnect, without needing to reopen settings.
* **Improved**: Modification (changes to input controls) tracking
* Rebinding to the same value, reverting to original config, restoring defaults without differences, or reloading equivalent profiles no longer leaves Player marked as modified.
* **Reduced**: Keyboard LED noise in logs and added optional UI keyboard‑state/rebinding diagnostics.
### Fixes :
* **Special Keys**:
* AltGr and other special keys behave correctly, including proper Ctrl+Alt → AltRight handling and more consistent normalization of special/synthetic keys.
* Caps Lock is now reliably bindable on all platforms (Windows/Linux register every press; macOS every other).
* **Fixed**: Certain cases where keyboard input broke after pointer interactions
### Current Limitations
These are planned on being fixed/improved upon in future PRs:
* Hotkeys still use semantic (Key) mappings.
* Software keyboard / text input still uses the semantic path
* Printable key labels may fall back to defaults until observed from host input.
* Full semantic/physical split currently implemented only in the Avalonia driver.
Co-authored-by: _Neo_ <ursamajorjanus2819@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/13
This PR is the first in a batch of structural changes to Ryujinx.
**Changes**
- Added `ProcessIdentity` and `ProcessKind` to describe loaded programs by:
- PID, program ID, application ID, program index, display version, process kind
- Stored identity metadata on `ProcessResult`.
- Added PID-based process lookup helpers to `ProcessLoader`.
- Updated HLE services to resolve application metadata through the caller PID instead of `Processes.ActiveApplication`.
- Added PTC/JIT disk cache initialization logging with PID, title ID, display version, selector, and enabled state.
- Added `ClientProcessId` property to ServiceCtx (/src/Ryujinx.HLE/HOS/ServiceCtx.cs) that uses the handle descriptor PId when available, falling back to `Process.Pid`.
- Updated 15 HLE service files to use `context.ClientProcessId` instead of `context.Process.Pid` for client process access, ensuring services correctly identify the calling process even when invoked via IPC with handle descriptors.
These changes make service metadata resolution more explicit and prepare the emulator for other structural changes later on.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/100
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