Cemu Thread: Emulating Wii U Games

I'd say rom releases most certainly have to do with CEMU and this should be open for conversation in this topic. The problem is more those who'd turn the subject into a witch hunt and try to "out the pirates".
But rom releases have literally nothing to do with CEMU? The Wii U has been hacked open long before CEMU was a thing.
 
The mouse acts as a touch screen so you can use it like you would use the touch screen controls. It's nice for throwing the Pikmins.

how accurate is it? Will it reliably 'touch' where I point my cursor?

In Pikmin 3, you can either play on the Gamepad with touch controls, or on the TV, not both. So could I display the Gamepad image at a resolution higher than 480p?

I know what I'm playing til BoTW comes out, fuck yeah. Let's see if I can beat 14 days.
 
how accurate is it? Will it reliably 'touch' where I point my cursor?

In Pikmin 3, you can either play on the Gamepad with touch controls, or on the TV, not both. So could I display the Gamepad image at a resolution higher than 480p?

Yes, it's reliable. Yes, with a graphic pack, it's possible to change the resolution of the gamepad display. Here's a repository of them. In Cemu, it's ctrl+tab to toggle displays.

Currently there's a bug with Pikmin 3 where you can't finish the tutorial, so you'll need a save game to skip to the next day.
 
Is there a good way to get around this Pictobox thing in Wind Waker HD? Wanna do that side quest but all pictures are black, as I'm sure is well known.
 
Is there a good way to get around this Pictobox thing in Wind Waker HD? Wanna do that side quest but all pictures are black, as I'm sure is well known.

huh, that same bug was also present in dolphin for the longest time. I guess that just uses something that is VERY hard to emulate.
 
huh, that same bug was also present in dolphin for the longest time. I guess that just uses something that is VERY hard to emulate.

Not really, it just uses something that is used somewhat rarely, CPU requesting GPU* output back for processing. No wonder CEMU isn't accurate with this at the time.
 
XCX runs at full speed at 5k on my i7-3770k @5ghz on 1.7.2c. I have completed all 12 chapters and every side quest I have done(and that's almost all of them) I have completed without issue. In addition it is completely uncensored by using the cheat table some kind folks over on reddit have made. Which means you can also play it completely offline and not miss a thing.

This is the beauty of emulation, the same was true for Xenoblade on the Wii. Playing it on Dolphin is easily the definitive experience now. These are all good things.
 
Hope we will get word from the devs on BotW compatability soon. Got my Wii U copy here but I think I will hold off playing it until support is added to Cemu, rather than play on my Wii U. HZD will keep me occupied in the mean time.
 
Hope we will get word from the devs on BotW compatability soon. Got my Wii U copy here but I think I will hold off playing it until support is added to Cemu, rather than play on my Wii U. HZD will keep me occupied in the mean time.
Same. Picked up a WiiU copy today as well after I was blown away by some of the footage I've seen in a video review yesterday. Looked so good and genuinely fun. Not gonna hook up my WiiU for it though, I'll be patiently waiting until I can run it at proper framerate/resolution in Cemu for the best experience :)
(I wasn't following the game very much before, only seen the opening sequence and was like "Yeah... I'll eventually get it")
 
Wasn't paying attention to the game much myself until that Switch Presentation trailer dropped and I was floored. Very much looking forward to what looks like a game that will go down in history as one of the greatest of all time
 
I am pretty sure that i heard a long time ago that BOTW uses Xenoblade Chronicles X engine. Is that correct? If that's the case then i think wait won't be very long. I really want to see this game in 4K/30 :P

Curious how does adding compatibility process work? Do CEMU developers need to rewrite all shaders that application uses manually or something like that? I imagine they see assembler or some kind of other low level shader commands and then translate that to HLSL/GLSL of PC graphics API's. Is it also game by game thing or they just slowly emulate/translate whole Wii U graphics API to PC API's and if game uses certain subset of that API which is already emulated then this game is compatible? Is that somewhat close to the truth?
 
Hope we will get word from the devs on BotW compatability soon. Got my Wii U copy here but I think I will hold off playing it until support is added to Cemu, rather than play on my Wii U. HZD will keep me occupied in the mean time.
I'm kind of wondering just how long it will take. It all hinges on where the game is breaking - it could be an easy thing to fix or it might require a massive amount of work depending on how it uses the system. Crossing fingers!
 
I'm kind of wondering just how long it will take. It all hinges on where the game is breaking - it could be an easy thing to fix or it might require a massive amount of work depending on how it uses the system. Crossing fingers!

The Dev on reddit said atleast a few weeks.
 
I'm kind of wondering just how long it will take. It all hinges on where the game is breaking - it could be an easy thing to fix or it might require a massive amount of work depending on how it uses the system. Crossing fingers!

Exzap told on reddit that he'd start looking into Zelda once the game's released, which is today, so we might have to wait a couple of days for any info on this.
 
IGN's made a Wii U/Switch BoTW graphics comparison
https://www.youtube.com/watch?v=uYofouY9smw

Only difference I can pick up is aliasing since it's the 720p wiiu vs 900p docked switch. I imagine now that Digital Foundry has noticed no graphical settings differences from switch docked/portable other than res/texture filtering, that'll also be their take away in their wiiu/switch comparison.

7B7prt1.jpg
 
They have gotten to the point they really need to address audio and video playback on this emulator. I hope that is the first thing they do after getting BotW running.
 
I was playing it last night at 4K, stuttering here and there in gameplay, but horrendous seizures in the cutscenes, still horrible audio issues, popping/cracking etc.

Ironically the cutscenes on my end have been the only properly rendered/performing thing in the game for the longest time, especially since they're capped at 30fps. Are there any cutscenes in particular you're talking about?

People playing on Wii U are saying there are no graphics differences, just resolution and frame rate.

Considering it needed Digital Foundry to raise the issue through hard analysis despite the switch version already being in the wild, I think I'd wait on their verdict :p
 
Considering it doesn't even run I think it will be a very long time before BotW goes into properly playable status, without it being full of bugs and errors.
 
Ironically the cutscenes on my end have been the only properly rendered/performing thing in the game for the longest time, especially since they're capped at 30fps. Are there any cutscenes in particular you're talking about?

The first one, where she is walking around the City with the guy holding the presents, some of it was smooth, then it would completely freeze and then slideshow for a while, with the audio going out of sync too.
 
Considering it doesn't even run I think it will be a very long time before BotW goes into properly playable status, without it being full of bugs and errors.

Not necessarily, Mario Bros U would crash at the title screen every single time, someone made a tweak by adding a couple of files and it pretty well works perfectly now, and that was without any improvements CEMU's end.
 
The first one, where she is walking around the City with the guy holding the presents, some of it was smooth, then it would completely freeze and then slideshow for a while, with the audio going out of sync too.

That just sounds like cache issues which are easily resolved enough, there's no stuttering inherent to the cutscenes outside of user hardware limitations. You weren't referring to visual graphical issues during the cutscenes?

Not necessarily, Mario Bros U would crash at the title screen every single time, someone made a tweak by adding a couple of files and it pretty well works perfectly now, and that was without any improvements CEMU's end.

That fix is the official response to the issue, those files specifically don't come packaged because that'd be copywritten content.

Considering it doesn't even run I think it will be a very long time before BotW goes into properly playable status, without it being full of bugs and errors.

It already having menu status without any prompting from the developers speaks the opposite.
 
That just sounds like cache issues which are easily resolved enough, there's no stuttering inherent to the cutscenes outside of user hardware limitations. You weren't referring to visual graphical issues during the cutscenes?

The actual cutscene would jump and skip, actual gameplay much better, but still skip a little; for reference I'm using an GTX 1080, surely that should be more than enough for anything 4K real-time on CEMU?


That fix is the official response to the issue, those files specifically don't come packaged because that'd be copywritten content.

Where I got them from it certainly didn't seem like it was developed by anyone remotely connected with CEMU, not to say it wasn't though.
 
I don't recommend keeping old caches as of yet. 3D World slowed to a crawl after I installed 1.7.2, 30fps, game running at half speed. Was fixed when I deleted the cache.
 
I'm getting a heat haze error in Super Mario 3D world in the desert world. Like there are dark brown squiggly lines rising instead of distorting the background. Anyone else got this?
 
I got my switch pro controller, and works like a charm in CEMU =D (on bluetooth), I just need them to fix the audio problems in bayo2 (or at least don't make static ear damaging pitchs xD) and I'm all set =D.
 
I got mi switch pro controller, and works like a charm in CEMU =D (on bluetooth), I just need them to fix the audio problems in bayo2 (or at least don't make static ear damaging pitchs xD) and I'm all set =D.

I hope at some point it will be possible to map the Gamepad gyro in CEMU, either using this or the Steam controller.
 
Anyone noticed when you press the home button on Wii U then go back to BotW, the game loads for a while? I have a feeling Nintendo did some non-standard programming practice for the platform, like maybe eating through OS RAM like Smashbros 3DS. I think we're on a long road to 4k BotW.
 
Anyone noticed when you press the home button on Wii U then go back to BotW, the game loads for a while? I have a feeling Nintendo did some non-standard programming practice for the platform, like maybe eating through OS RAM like Smashbros 3DS. I think we're on a long road to 4k BotW.

If it already makes it to menu, a lot of work is already done. Let's see what Exzap makes of this unimplemented system call it's apparently hanging on.
 
I'd be really interested in seeing if they can get a method going to increase draw distance on Xenoblade X and Zelda. Moreso the former, but both would benefit immensely from this if it's possible. The strides Cemu has already made are astounding.

Would they really be able to make it increase FPS performance on Zelda though? I was under the impression that might get held up by the emulation aspect, but I'm not sure how accuracy focused this is, or if there's a (plan to implement a?) way to overclock the emulated CPU.
 
I'd be really interested in seeing if they can get a method going to increase draw distance on Xenoblade X and Zelda. Moreso the former, but both would benefit immensely from this if it's possible. The strides Cemu has already made are astounding.

Would they really be able to make it increase FPS performance on Zelda though? I was under the impression that might get held up by the emulation aspect, but I'm not sure how accuracy focused this is, or if there's a (plan to implement a?) way to overclock the emulated CPU.
That's a setting you'll have to change by modifying the game rpx or config much like stuff like framerate unlocks or FOV adjustments. I guess Cemu will at some point support patches like PCSX2 to make this easier for end-users but yah.

I don't think Cemu is focused on accuracy to the degree that it will emulate frame drops and other performance issues but only the devs know.
 
I'd be really interested in seeing if they can get a method going to increase draw distance on Xenoblade X and Zelda. Moreso the former, but both would benefit immensely from this if it's possible. The strides Cemu has already made are astounding.

Would they really be able to make it increase FPS performance on Zelda though? I was under the impression that might get held up by the emulation aspect, but I'm not sure how accuracy focused this is, or if there's a (plan to implement a?) way to overclock the emulated CPU.

Host based timer makes game performance independent of original hardware clocking and it's already implemented right now.

High level emulation doesn't attempt to have cycle accurate emulation anyways.
 
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