Next Generation Emulation banner

Cemu - Wii U emulator

47K views 435 replies 45 participants last post by  Yeloazndevil 
#1 ·
I present to you Cemu. World's first Wii U emulator capable of running and rendering commercial games!

Quick facts:
  • Can run encrypted Wii U images (WUD) and RPX/RPL files
  • Internal resolution is 1920x1080 (if supported by game)
  • For controller input see : https://github.com/Exzap/Cemu
  • Contains basically no optimizations. Expect slow framerates and long load times.
  • Windows x64 only (other platforms may be supported later)
  • Requires OpenGL 3.3
    • Tested on NVIDIA: Runs fine on most recent driver
    • Tested on Intel: Garbled output but runs if OpenGL version is supported
    • Untested on AMD
Download:
https://github.com/Exzap/Cemu/releases

FAQ:
Can the controller be configured?
Not yet, it's locked to using the GamePad via keyboard. Proper controller support will come in a future release.

Can I run extracted games?
No, when launching a Wii U executable directly (.rpx) no external files are supported. If you want to run a game, it needs to be in raw dump format (WUD or ISO).

Is there supposed to be sound?
No, audio is not yet supported.

What's next?
The current plan is to release new updates at least every two weeks. A more detailed roadmap is in the works.

https://gbatemp.net/threads/release-cemu-wii-u-emulator.399524/

DAMN! its all kicking off.
 
See less See more
#424 ·
Code:
# Cemu detailed changelog for 1.11.3
# Patreon release date: 2017-12-25
# Public release date: 2018-01-01

general: NFC menu now has shortcuts to recently loaded NFC files

CPU/JIT: Added support for multi-threaded CPU emulation with recompiler
Dual-core mode will allocate one thread for the main PPC core (1) and one thread for core 0 and 2
Triple-core mode allocates one thread for each PPC core

coreinit: Added API MCP_Get4SecondOffStatus, MCP_DeviceList, MCP_FullDeviceList, MCP_UpdateCheckContext, MCP_TitleListUpdateGetNext, MCP_GetOverlayAppInfo, IM_GetRuntimeParameter

GX2: Added new graphic pack texture rule options:
'overwriteLodBias' Replace the lod bias
'overwriteRelativeLodBias' Add value to game's lod bias rather than overwriting it
Typical valid values are in range -16.0 to 16.0
GX2: Cache drawcall index data across frames if GPU buffer cache accuracy is set to low
GX2: uf_windowSpaceToClipSpaceTransform is no longer affected by render target rescaling
GX2: Added API GX2QueryBeginConditionalRender, GX2QueryEndConditionalRender
GX2: Fixed order in which flip and vsync event callbacks are called
GX2: Various smaller optimizations

nn_boss: Added IOSU boss/nim module
nn_boss: If online mode is enabled, Cemu will now download and decrypt BOSS (SpotPass) files
nn_boss: Added task and task setting API

nn_acp: Added API ACPCheckTitleNotReferAccountLaunch, ACPGetLaunchMetaData, ACPGetLaunchMetaXml, ACPGetTitleMetaDirByDevice, ACPGetTitleMetaXmlByDevice

nlibcurl: Fixed calloc/malloc/free using wrong allocator (now correctly uses MEMAllocFromDefaultHeap/MEMFreeToDefaultHeap)

sysapp: Added API SYSGetUPIDFromTitleID
seems this new recompiler has incredible performance and BOTW now hits 60fps easily.
 
#427 ·
Tried Cemu 1.11.3 today, in Bayonetta 2 the triple core recompiler gave up to double the performance with my 2500k processor. Yet it is also very unstable, xenoblade x and a few others locked on boot for example with it enabled.
 
#432 ·
disableGPUFence = true
What is this again, is that the option that disables the fps drop limiting when it can't reach a stable frame rate? what else is needed to get games to run above 30/60fps? I heard of something called fps+++ is it just another dll drop in like cemuhook?

GX2DrawDone = ???

Timer = ???

(WiimoteHook)???
Can I use this like Dolphin where you can still use the bluetooth chipset for other bluetooth communication like audio when you want or is it like scptoolkit where you have to have it mapped to one specific bluetooth chipset with all over communication lost? I have a seperate usb bluetooth chipset that I use for my ds3 with scptoolkit whilst using the onboard chip for audio, when I use my wiimote with dolphin though I have to use wired headphones and use the onboard chip :-(

Clarity Visuals???
Where can I find these graphic packs?

How do you adjust the bloom levels in-game with the graphic packs,
I thought it had a slider, but it seems you have to manually edit the values?
 
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top