<feed xmlns='http://www.w3.org/2005/Atom'>
<title>eglantine-cirakg/cpmfile.json, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
<link rel='self' href='https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2'/>
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<updated>2026-11-01T16:25:14+00:00</updated>
<entry>
<title>Merge pull request #218 from Djihads80/fix/nx2-video-av1</title>
<updated>2026-11-01T16:25:14+00:00</updated>
<author>
<name>Djihad Mahboubi</name>
<email>76681596+Djihads80@users.noreply.github.com</email>
</author>
<published>2026-11-01T16:25:14+00:00</published>
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<id>urn:sha1:6957331b913bd50dfab106071e8c7ff4fa662599</id>
<content type='text'>
nx2: play AV1 movies (FFmpeg with dav1d on Windows and Linux x86_64)</content>
</entry>
<entry>
<title>externals: FFmpeg with AV1 on Windows and Linux x86_64</title>
<updated>2026-11-01T15:29:07+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-11-01T15:29:07+00:00</published>
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<id>urn:sha1:959973a76abaa5444b4b300c37b6d8245ac89396</id>
<content type='text'>
crueter-ci's FFmpeg packages have no AV1 decoder, so the AV1 movies of
Switch 2 titles (Fire Emblem: Fortune's Weave) could not play. Windows
(MSVC) and Linux x86_64 builds now use Takoroka/ffmpeg-av1 9.0.2-av1-1:
the same FFmpeg commit, patch and configure flags as crueter-ci's
9.0.2-1790726865-946fcce07b, plus libdav1d 1.5.4 merged into avcodec.
Other platforms keep crueter-ci's packages.
</content>
</entry>
<entry>
<title>Fixed Pokopia stuck on ditto in linux by bundeling Opus with build</title>
<updated>2026-11-01T12:06:33+00:00</updated>
<author>
<name>Djihads80</name>
<email>mahboubijoujou111@gmail.com</email>
</author>
<published>2026-11-01T12:06:33+00:00</published>
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<id>urn:sha1:adae7635708e155d967e84d7ad84bf63c5203409</id>
<content type='text'>
</content>
</entry>
<entry>
<title>build: require Boost 1.84 or newer (#94)</title>
<updated>2026-10-31T13:34:28+00:00</updated>
<author>
<name>Djibril</name>
<email>69733067+DjibriilN@users.noreply.github.com</email>
</author>
<published>2026-10-31T13:34:28+00:00</published>
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<id>urn:sha1:e82731c2c9fb0994156e4d865c7946fcd7f028fc</id>
<content type='text'>
this fixes crashes on linux when booting a game or opening the settings</content>
</entry>
<entry>
<title>[core] Support block-compressed NSZ and XCZ (#4552)</title>
<updated>2026-10-26T16:23:18+00:00</updated>
<author>
<name>PavelBARABANOV</name>
<email>pavelbarabanov94@gmail.com</email>
</author>
<published>2026-10-26T16:23:18+00:00</published>
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<id>urn:sha1:58968bd1274d8ebb1f159ad31500dde8d74abea6</id>
<content type='text'>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md).
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
- Add NCZBLOCK (nsz -B / .xcz) reader: each read decodes only the covered blocks and re-encrypts CTR sections, no disk output.
- Allow installing solid .nsz to NAND via DecompressNCZForInstall (lazy, incremental decode with frontier, O(n) instead of O(n^2)).
- Accept BKTR updates with thousands of sections (MaxSectionCount = 0x10000).
- Wire .nsz/.xcz into loader, registered cache, scanner, and NAND install (content_manager.h), and reject solid NCZ from the game list.
- Bump the pinned zstd to 33618c8 in cpmfile.json, which includes the upstream AArch64 revert ([33618c89](https://github.com/facebook/zstd/commit/33618c89e511637f8a6ef955b3501766d71feb53)) for a ZSTD_decodeSequence branch optimization that could corrupt data on ARM64; without it, solid NCZ decoding on Android fails with "Data corruption detected".

NCZ format and CTR counter semantics follow the reference nsz tool and its
Rust port:
- https://github.com/nicoboss/nsz (Decompressor.py, BlockDecompressorReader.py)
- https://docs.rs/nsz-rs/0.3.0/src/nsz_rs/decompress.rs.html

The last-block edge case (decompressed size is an exact multiple of block
size) is handled as described in https://github.com/nicoboss/nsz/issues/210

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4552
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: Shinmegumi &lt;shinmegumi@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[ffmpeg]Gamescope / Gamemode NVDEC Emulation -  GPU Decoding Patches (#4501)</title>
<updated>2026-10-01T01:34:57+00:00</updated>
<author>
<name>John</name>
<email>john@eden-emu.dev</email>
</author>
<published>2026-10-01T01:34:57+00:00</published>
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<id>urn:sha1:963119e7cc3851007252c9981e4fae3e88b7687f</id>
<content type='text'>
Switch to ffmpeg with liz's gamescope patches.

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4501
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[loader] add ZBIC (zstd variant) NSO decompression support for Switch 22.0+ (#4482)</title>
<updated>2026-09-27T10:48:45+00:00</updated>
<author>
<name>PavelBARABANOV</name>
<email>pavelbarabanov94@gmail.com</email>
</author>
<published>2026-09-27T10:48:45+00:00</published>
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<id>urn:sha1:815325cceca948030cf476dce7c46d901e4e4df5</id>
<content type='text'>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
A new NSO compression method was introduced in Switch 22.0.0. This is a
customized variant of zstd and is used when NSO flags have bit 7 set.

Key characteristics:
  - ZSTD_MAGICNUMBER is set to 0x4349425A (b'ZBIC') instead of 0xFD2FB528
  - ZSTD_LEGACY_SUPPORT is set to 0
  - ZSTD_TRACE is set to 1, zstd version used is 1.5.7 (10507)
  - FSE_readNCount is replaced with a BIC (Binary Interpolative Coding)
    version which improves compression of entropy tables significantly

Source: https://switchbrew.org/wiki/22.0.0

Implementation:
  - Detect ZBIC segments via NSO flag bit 7 (NsoFlags_UseZbicCompression)
    and/or ZBIC magic scan in nso.cpp
  - Fall back to LZ4 when ZBIC is not detected or returns unexpected size
  - Handle segment 0 alternate offset (0x100 vs 0x108) for both ZBIC and LZ4

References:
  - Atmosphère loader/strat zstd-zbic integration:
    https://github.com/Atmosphere-NX/Atmosphere/commit/082115187a0509cb6b8a757de639a4e4741b8712
  - nxdumptool ZBIC segment compression support:
    https://github.com/DarkMatterCore/nxdumptool/commit/441e5c0904f29427987433be4eb057a2843d222a
  - STORM_SWITCH ZBIC implementation:
    https://github.com/ReiKatari/STORM_SWITCH/commit/1e09eb82b760aaf340b810031400991c0740c091

Tested with firmware 23.0.0 and ZBIC-compressed NSOs.

Co-authored-by: xbzk &lt;xbzk@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4482
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
</content>
</entry>
<entry>
<title>[cmake] Use a debloated boost distribution (#4198)</title>
<updated>2026-09-15T05:22:23+00:00</updated>
<author>
<name>crueter</name>
<email>crueter@eden-emu.dev</email>
</author>
<published>2026-09-15T05:22:23+00:00</published>
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<id>urn:sha1:10c07d700c33fa1ff78d5f616c2da2872fc5d43f</id>
<content type='text'>
This addresses another issue that caused Windows configure time to take significantly longer than other platforms.

Signed-off-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4198
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>Revert "[audio] Replace libopus with FFmpeg (#4169)" (#4419)</title>
<updated>2026-09-14T12:34:24+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-09-14T12:34:24+00:00</published>
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<id>urn:sha1:2b4184dd2bb33da081702263d59c3eadb299e673</id>
<content type='text'>
This reverts commit ff8368c6066faf3962e2f77af7da4954e2ff6a43.

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4419
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[audio] Replace libopus with FFmpeg (#4169)</title>
<updated>2026-09-12T07:59:33+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-09-12T07:59:33+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=ff8368c6066faf3962e2f77af7da4954e2ff6a43'/>
<id>urn:sha1:ff8368c6066faf3962e2f77af7da4954e2ff6a43</id>
<content type='text'>
FFmpeg offers two opus decoders:
- libopus, this one is fed the same data (that affects output) as the previous libopus decoder had as well
- native opus decoder: this only takes Float32 samples, we then need to invoke swrescale to translate between s16 (what switch sends) and float32 (what FFmpeg expects), the process is computationally more expensive, but trades off neatly as the native opus decoder is very optimised

It also relegates the handling to FFmpeg, which simplifies existing code (more concretely, by using the "fill/drain" scheme for packets/frames)

Closes #2897

Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-authored-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4169
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
</content>
</entry>
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