Not vouching for the instructions, but the post at that link is pretty clear, and correct when it comes to revering a flatpak to a previous version. You don’t need to be a “hackerman” to copy-paste some console commands.
Not vouching for the instructions, but the post at that link is pretty clear, and correct when it comes to revering a flatpak to a previous version. You don’t need to be a “hackerman” to copy-paste some console commands.
It’s a popular game, so I’m sure there’s a good config for it. I think I used the “By Azura” one without any problems.
It’s totally fine for Demon’s. You can even patch and configure it to run at 60FPS (though there will be shader stutters)
Ignoring this issue pre-Stable was bad, pushing it to Stable was bad, and this conveniently timed move to splinter critics into offshoot threads is also bad. It’s not going to go the way they hope unless they deliver a fix quickly.
Set both games to Proton Hotfix as the compatibility layer in the Steam properties for each game.
Acquire a 64-bit copy of xaudio2_9.dll.
Place that dll in /home/deck/.local/share/Steam/steamapps/common/MGS2/ for MGS2 and /home/deck/.local/share/Steam/steamapps/common/MGS3 for MGS3). Make sure it’s called exactly “xaudio2_9.dll”.
Go to the Steam properties for MGS2 and in the launch options field write:
PROTON_HEAP_DELAY_FREE=1 %command%
Go to the launch options for MGS3 and write:
WINEDLLOVERRIDES="xaudio2_9=n" %command%
They should now be playable.
Note: there’s only one cutscene in MGS3 that I’ve run into that crashes, and that was fixed upon redoing the scene. You could use the same command as MGS2 to be “safe”, but it doesn’t seem to be necessary.
This is the tutorial listed directly on EmuDeck’s website, so yeah
Have you tried switching Proton layers?
No one was born savvy, and in many cases savviness is hardly required.
From ProtonDB this fix doesn’t look too bad (you apparently may not even have to disable the read-only filesystem at all):
Have you tried the recommended fixes for 2+3?
I’d just play the original
You’d probably have better luck mapping the touchscreen to the trackpad
I like this plugin as it stands, but unless I’m missing something, it only saves the last 10 save “states” total, rather than per-game. The latter would be more useful.
(Maybe you cover this in your video. Can’t watch now, so I guess I’ll find out later)
Nope. I spend too much time tinkering and playing.
Plug in a keyboard to be able to select an option
Plug in a keyboard
I’m not sure this exists. You could just add artwork with the SteamGridDB Decky plugin when possible, then manually add cover art for whatever isn’t covered by that. At least some art is probably put there somewhere for the non-covered games (Launchbox has a lot of good scans, even of more obscure titles)
Loss of Internet connection while playing can do this (though often it’s only temporary)
Look up the 200/1040 bug. I’m guessing it’s that.
You can mitigate it by setting a manual GPU clock.
The game accepts both Wiimotes and GC controllers for input, so if you have both enabled it’ll oscillate between them.
The best fix is to set up a custom profile for the game for the controller of your choice.
https://wiki.dolphin-emu.org/index.php?title=GameINI_(Controller_Settings)
For this game, you could put the following in the game’s Properties -> Game Config -> Editor -> User Config:
[Controls]
WiimoteSource0 = 0
That’ll disable the Wiimote.