Ayyyy, welcome to the UI: Actions Menu → Amiibo & Skylanders PR!
WOOOOO!!!!
This is the third PR in a series aimed at delivering the largest overhaul and improvements to the `Actions` menu yet.
This PR introduces visual and functionality improvements to the two `Scan Amiibo` options, as well as improving `Scan Skylanders`.
### GENERAL
* **Renamed:** Open Mii Applet → Open Mii Editor in `MainMenuBarView.axaml.cs`
### LOCALISATION
* **Fractured:** More locales
* `Amiibo.json` - all UI-related locales to the `Scan Amiibo` window
* `Common_Buttons.json` - all locales related to buttons
* `Common_FilePicker.json` - all locales related to the file picker that are implemented in many places
* `Dialog_Amiibo.json` - all Amiibo dialogs
* `Dialog_Skylanders.json` - all Skylander dialogs
* **Removed:** Some weird duplicated locales (they appeared after some sort of rebase, but they were few)
**NOTE:** `Common_Buttons.json` and `Common_FilePicker.json` were not fully populated, but many more locales will be added and cleaned up in future PRs.
### SCAN AMIIBO (WINDOW)
* **Improved:** The UI
* The UI now more cleanly utilises both Normal and Flush Controls.
* All buttons have been moved to the top row and features a whole lot more updates (read below).
* **Reworded:** `Hack: Random UUID Tag` → `Use Random UUID`
* The option is inherently already a hack/workaround, therefore, having "Hack" is not necessary. It is also implied that it's a tag.
* **Implemented:** [Feature Request #271](https://github.com/Ryubing/Issues/issues/271)
* The feature request is for the ability to pause emulation while navigating the `Scan Amiibo` window (so as to reduce/remove timeouts) and for an Amiibo "name" sorting feature. You asked, we deliver!
* **Pause Emulation:**
* The top row now features a "setting" button dropdown, which houses `Use Random UUID` and `Pause Emulation While Scanning`
* Note: Both options were moved to a button dropdown so as to not have to increase window size by a 1000x
* `Pause Emulation While Scanning` is a dynamic, real-time implementation.
* By default, the checkbox is not checked.
* When it's checked, emulation _instantly_ pauses for the duration while the window is open. Pressing "Scan Amiibo" or "Cancel" resumes emulation. Reopening the window pauses the emulation instantly as well.
* This setting persists both while in-game and upon restarting Ryujinx, so users don't have to constantly go back and check the option again.
* Additionally, this feature has been propagated to `Scan Amiibo (BIN)`. Perhaps some users would also want emulation to pause while scanning via BIN, so if the checkbox is checked, it'll pause emulation when the file picker is open as well.
* **Sorting & Search:**
* Additionally, implemented a simple "sort by name", in ascending and descending order.
* Added a search bar (related to the change below) to help with searching through the long Amiibo list.
* Search is semi-alphabetical, semi-series based. If I want to search for Samus Amiibo, then if I type "Samus", it'll first show Dark Samus, as it appears in a series earlier in the list. This behaviour can be modified to just be alphabetical, but it is also more categorisation.
* **Modified & Renamed:** `Show Incompatible Amiibo` → `Show All Amiibo`
* Pressing `Show Incompatible Amiibo` would display all Amiibo available, so the option was renamed.
* The option now forces all Amiibo to appear in a list, without a preselected series. Unchecked the option restores original behaviour by breaking down Amiibo by their series (and only those directly compatible with the game).
* **Removed:** Series label
* It's clear that it's an Amiibo series.
* **Fixed:** Amiibo Usage visual structure
* When an Amiibo had multiple in-game usages (multiple purposes), they would all be squished together with no spaces in between them, reducing readability.
* Now, they are all separated and given an extra line between each usage.
* Additionally, fixed "Unknown" text position as well by giving it another extra empty line.
* **Renamed:** Writeable to Usage (Can Save Data)
* Usage and Usage (Can Save Data) are separate strings because some languages must add space before or after the colon
* **Fixed:** Sometimes incorrect Amiibo images could be shown when pressing `Show Incompatible Amiibo`/`Show All Amiibo` in certain instances.
* Sometimes = pressing the checkbox 10 or 20...maybe 30 times in a row (I pressed it a lot!)
* **Reworded:** Cabinet Dialog strings
* Cabinet Dialog is the dialog that appears when you want to rename your Amiibo. Previously, the options didn't reflect the actual window and what they were asking the user, but now clearly tell the user that they are renaming their Amiibo, and when the dialog prompts the user to scan their amiibo again.
### SCAN AMIIBO (BIN)
* **Renamed:** `Scan Amiibo (.BIN)` to `Scan Amiibo (BIN)` to be similar to `Install Keys` > `KEYS` and similar menu items
* **Adjusted:** File picker title when loading Amiibo from BIN to...literally tell the user what to select and what will happen (similar to `Install Firmware` and `Install Keys` file picker titles)
### SCAN/REMOVE SKYLANDER
* **Merged:** `Scan Skylander` and `Remove Skylander`
* Instead of having two separate buttons, let's have one button that actively updates state. Instead of using two shortcuts, it now uses one, and the label updates based on whether the game is asking to `Scan Skylander` or whether you can `Remove Skylander`.
* **Fixed:** `Scan Skylander`/`Remove Skylander` were not visible properly
* Initial implementation only displayed the menu options/buttons when a particular Skylander Imaginators game was being played (i.e. specific ID)
* While there is only one Skylander game on the Switch, the game has been distributed in multiple regions under different game IDs and has different languages. People who owned Skylander Imaginators with a 0100ccc0002e6000 ID could use this feature and _nobody else._
* This has now been fixed by allowing those options to be visible at all times, regardless of the game
* For Skylander games, this is not an issue because the backend implementation for scanning/removing a skylander is the same (tested)
* For other games, then it doesn't matter since the feature is not used, but it will let users know the feature exists, in case they wished to previously play the game, but couldn't due to the missing backend.
* **Renamed:** Skylander functions and methods
* You don't open a window (like Scan Amiibo) but you open a file picker.
* **Fixed:** Inconsistent button state and shortcut update
* This was a bug in the previous implementation as well - you couldn't scan/remove skylander with the keyboard shortcut unless you opened the `Actions` menu (and only then would the shortcut register). This has been fixed.
As such...Skylanders Imaginators are now **Playable**! Updated the entry and added another game ID.
_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/158
Heyy everyone!
Continuing my work on the input system overhaul, this PR is mainly focused around three new features :
- Dynamic Input Swap
- Device Profile Linking
- Player Device Assignement
What are these new features and why are they bundled in the same PR you might ask?
- **Dynamic Input Swap**
Is a new feature that, when enabled, allows the user to switch between multiple input devices, without having to return to the settings menu. This feature can be enabled at the bottom of the Input Settings menu, next to the "global input" checkbox. A nifty new tooltip has been added for clarity.
- **Device Profile linking** :
While working on Dynamic Input Swap, one issue arose, which was that Ryujinx would use that device’s Default profile, without the user being able to specify a specific profile to use on that specific device. This feature fixes that, by allowing the user to link a profile as the device’s Default. This means that this profile will be auto loaded when selecting that same device, both when connecting it to the emulator, and when using Dynamic Input Swap. This feature can be found next to the Device Profiles dropdown, and includes a nifty new tooltip. By default, the "default" profile is linked to any device. There also is a small icon to the right of the profile name’s Right to visualise which profile is linked.
- **Player Device Assignement** :
Another issue that arose while working on Dynamic Input Swap was that enabling the feature would render multi player configurations unusable. This new feature addresses this issue by adding a new menu, which allows the user to assign different Input Devices to different players. Inside this new menu, you also get the device’s linked profile and the list of which players are already assigned to which input device, below and to the right of the input device name, respectively. You also get an option to allow mapping the same input device to different players.
### Nerd Zone
This PR adds a new player-level input routing layer on top of the existing `InputConfig` system.
Previously, each player effectively had one active input config, tied to one device. Given Dynamic Input Swap needs more state than that, this PR introduces a persisted `PlayerInputAssignment` model, which stores the player index, whether Dynamic Input Swap is enabled or not, the list of assigned input devices and an optional profile name bound to each assigned device.
The new assignment data lives coexists with the existing input configs instead of replacing them, which should keep the old single-device behavior intact when Dynamic Input Swap is disabled, while allowing dynamic players to own multiple devices.
New configl types include:
- `AssignedInputDevice`
- `AssignedInputDeviceType`
- `PlayerInputAssignment`
- `PlayerInputAssignmentHelper`
- `PlayerInputDeviceAssignmentItem`
`PlayerInputAssignmentHelper` normalizes assignments, deduplicates device entries, preserves a primary device, and compares assignments for dirty-checking.
On the runtime side, `NpadManager` now passes both the normal `InputConfig` and the player assignment to `NpadController`. When Dynamic Input Swap is disabled, Ryujinx switches to the old behavior : one player config opens one device. However, when it's enabled, `NpadController` opens every assigned keyboard/controller device it can resolve, tracks their state snapshots, and promotes the active source based on recent input.
Dynamic swap currently follows a “last meaningful input wins” model (annotated in the code) :
So if the keyboard produces new input, it becomes active; if an assigned controller produces new input, that controller becomes active; if the active device stops producing input and another assigned device is held/active, the active source can fall back; and if no device has produced input yet, the initial active source is chosen from the selected config and available assigned devices.
Per-device profile binding is handled by storing the profile name on the assigned device entry. When a device is selected or resolved through Dynamic Input Swap, Ryujinx tries to load that bound profile for the matching device type. If the profile is missing, invalid, or explicitly `Default`, it falls back to the generated default config for that device type.
The new restore-to-defaults behavior deliberately bypasses linked profiles. This means pressing the reset button loads the real generated Default profile for the currently selected device, not the profile linked to that device.
The input settings UI now dirty-checks both the currently edited input config and the player input assignment state, meaning that assigning/unassigning devices, changing Dynamic Input Swap, or changing profile bindings correctly marks the page as modified -> in continuation of my previous efforts in #13 to clean up its behaviour.
The Assigned Devices dialog is backed by the currently available keyboard/controller device list. It also checks other players’ persisted assignments so the UI can show which players already use a device. If duplicate assignment is disabled, devices already assigned to another dynamic-swap player are disabled for the current player.
If no explicit player assignments exist yet, Ryujinx synthesizes a default assignment from the existing input config. Dynamic swap is disabled by default until the user enables it.
⚠️⚠️⚠️⚠️⚠️Caution : this PR is still a WIP; and while all features described above have been fully implemented, various issues still remain, notably inside the Player assignement menu, that are getting worked on. Additionally, little bug testing has been done across the emulator, so it is not guaranteed that this build will be bug free.
Signed by : 🦫
With the very generous help and support from @neo 🤗
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/125
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
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
This window can be accessed via "Help" menu in the title bar.
This menu's data is synced with the in-app-list LDN game data, and that has been modified to hide unjoinable games (in-progress and/or private (needing a passphrase)). You can still see these games in the list.
the skip behavior is done by passing the user id of the profile you have selected in Options > Manage User Profiles.
See merge request ryubing/ryujinx!9
Moved AppLibrary, Configuration, and PlayReport namespaces to Ryujinx.Systems, add the compat list stuff in the base Ryujinx.Systems namespace.
Moved the compatibility UI stuff to the proper UI view/viewmodel folders.