• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Cemu, World's First Wii U Emulator, Suddenly Released

jediyoshi

Member
Super Mario 3D World - better performance, fixed audio clipping at max volume
New Super Mario Bros. Wii U - fixed audio clipping
Captain Toad - fixed some visuals
Taiko Drum Master - now playable (only booted in 1.5.1)
Puyo Puyo Tetris - fixed some menu UI, character portraits work now
Mario Kart 8 - better performance, 40-50fps~ in Grand Prix now. Time Trials
Twilight Princess HD - audio works now, permanently stops working when the map is brought up. have to erase game's shadercache (same name as savedir) and reboot to fix
Pikmin 3 - better menu performance
Super Mario Maker
Kirby and the Rainbow Curse


Bayonetta - doesn't work since 1.5.0
Bayonetta 2 - doesn't work since 1.4.0
Star Fox Guard - doesn't work since 1.4.2
 

Seik

Banned
Super Mario 3D World - better performance, fixed audio clipping at max volume
New Super Mario Bros. Wii U - fixed audio clipping
Captain Toad - fixed some visuals
Taiko Drum Master - now playable (only booted in 1.5.1)
Puyo Puyo Tetris - fixed some menu UI, character portraits work now
Mario Kart 8 - better performance, 40-50fps~ in Grand Prix now. Time Trials
Twilight Princess HD - audio works now, permanently stops working when the map is brought up. have to erase game's shadercache (same name as savedir) and reboot to fix
Pikmin 3 - better menu performance


Bayonetta - doesn't work since 1.5.0
Bayonetta 2 - doesn't work since 1.4.0
Star Fox Guard - doesn't work since 1.4.2

I can't believe how good these run already. :eek:
 

Dr. Buni

Member
The progress is impressive o_o

Unfortunately most of my Wii U play time is from online games, so I won't really be using CEMU that often :(
 

Alo81

Low Poly Gynecologist
Super Mario 3D World and NSMBU both look totally playable. I'm genuinely curious how Zelda U will run at launch.
 

jediyoshi

Member

PGamer

fucking juniors
Cemu 1.5.3 game updates:

E2BDxWG.png

lICe8iU.png

v7OyWui.png

1YwmxDB.png
 

jediyoshi

Member
It's up

# CEMU detailed changelog for 1.5.3
# Patreon release date: 2016-06-28

CPU: Improved recompiler robustness and accuracy

MIC: Added support for microphone API (MICOpen, MICClose, MICGetStatus, MICGetState, MICSetState, MICSetDataConsumed)

Input: Added button to Wii U gamepad configuration to simulate 'microphone blow'.

AX: CEMU now uses DirectSound for audio output
AX: Completely rewrote audio timing from ground up to reduce playback latency and decrease stutter
AX: Added 'Disable audio' debug option which mutes all sound output and reduces the rate at which audio callbacks are made to the game, potentially reducing CPU overhead

GX2: Added support for anisotropic filtering
GX2: Added support for sRGB color space
GX2: Fixed a texture cache problem that was introduced with the addition of mip-maps
GX2: Added a special case that handles invalid render states where the resolution of the depthbuffer does not match the size of the active colorbuffer(s)
GX2: Made some adjustments to how polygon offset is calculated
GX2: Fixed a crashbug that could occur when certain texture formats where used
 

jediyoshi

Member
Video previewing improvements in 1.5.3
https://www.youtube.com/watch?v=xjqzmpDt_Uc

Overall I'm seeing a slight framerate hit, but its worth seeing the progress. Haven't noticed any compatibility changes.
Mario Kart 8 - Proper colors during character selection, still some rendering errors on vehicle models. Still need to reload a track after the initial load to get proper lighting.
Super Mario 3D World - Microphone support makes more levels playable, falling platforms still glitched. Fixed colors makes a huge difference.
Super Smash Bros. - The incomplete effects layer has been fixed, looks like it's still missing another lighting pass.
Super Mario Maker - Tile art still bugged switching between sets.
Captain Toad: Treasure Tracker - Greatly improved. Among modern Mario games, probably the most accurate looking. Boss Gameplay.
 

artsi

Member
I'm just waiting for Xenoblade X to be playable, I stopped playing it on Wii U because I want to experience it in 1440p.

No matter how many years it will take.
 

jediyoshi

Member
Cemu dev posted a clip of DKC Tropical Freeze running at full speed
https://streamable.com/nsd6

Captain Toad: Falling off a surface or going through certain pipes causes Cemu to exit or an instadeath bug. You can get around this by entering the second level, walking on the bridge causing it to collapse, and then exiting the level. Cemu won't crash anymore for those things for that play session.

Any idea if tokyo mirage sessions runs on this?

Nope
 

jediyoshi

Member
Patreon update
1.5.4 to release next Wednesday for Patrons
Improved compatibility, smaller graphics/audio improvements
Possible vsync implementation

Splatoon campaign playable
https://streamable.com/sjof
Hyrule Warriors reaches menu status
Improved VC support
 

jediyoshi

Member
1.5.4 out for Patreon

# CEMU detailed changelog for 1.5.4
# Patreon release date: 2016-07-20

CPU: Added instructions to recompiler: PS_SUM1, PS_NMADD, PS_NMSUB, PS_CMPO0, RLWNM, LFDX, LFDUX
CPU: Made some adjustments to recompiler to improve floating point accuracy
CPU: Fixed a bug in interpreter PS_STX instruction

coreinit: New API: __ghs_flock_create(), OSCancelAlarm(), IMEnableDim(), IMIsDimEnabled()

AX: New API AXComputeLpfCoefs(), AXRegisterAuxBCallback()

nfp: New API: Initialize(), GetNfpState()

zLib: New API: inflateReset()

h264: Various smaller changes to stop games from softlocking
h264: New API: H264DECSetBitstream()

PAD: New API: VPADGetGyroZeroDriftMode(), VPADSetGyroZeroDriftMode(), KPADRead()

GX2: Added VSync option
GX2: New API: GX2SetGeometryTexture(), GX2SetGeometrySampler(), GX2GetDepthStencilControlReg()
GX2: Added support for XOR_INT shader instruction
GX2: Improved support for occlusion queries
GX2: Added proper support for geometry shader textures
GX2: Added support for scissor box
GX2: Added support for binding mip slices of 2D array, 3D or cubemap textures as render targets
GX2: Fixed a bug where a surface copy operation would pick the wrong depth texture from the texture cache
GX2: Fixed a bug where the offset in SAMPLE_* shader instructions was ignored
GX2: GX2WaitTimeStamp() now correctly returns true/false
GX2: GX2Init() no longer resets event callbacks
GX2: Improvements to Streamout shader emulation
GX2: Added debug option to globally disable Streamout shaders
 

jediyoshi

Member
1.5.4 Improvements Video
https://www.youtube.com/watch?v=GVISuSG6ab4

Captain Toad: Treasure Tracker - big performance gains. enable 'disable streamout' for huge performance gains for certain levels.
Super Mario 3D World - slight performance gains, some graphical regression along with captain toad
Donkey Kong Coutry: Tropical Freeze - prone to crashing, needing to toggle overwrite vertex buffer size to get to load. many levels and level select have poor performance.
Mario Kart 8 - level and character shadows introduced, speculars now working. big performance gains in grand prix.
Splatoon - huge performance gains, campaign now playable
Xenoblade Chronicles X - no longer crashes after first loading zone, character models still disappearing
Twilight Princess HD - performance improvement for wide open areas (game already full speed everywhere else), sound functioning better but music still occasionally bugged
Wind Waker HD
Super Smash Bros.

Sorry for the repeats pgamer, reznoire is my youtube channel so it was more simple to relink everything :p
 

PGamer

fucking juniors
Sorry for the repeats pgamer, reznoire is my youtube channel so it was more simple to relink everything :p

Hey no problem, I had no idea that was your YouTube channel. The comparison video idea is pretty neat. Reminds me of what the Dolphin team did for the 5.0 release video.
 

jediyoshi

Member
1.5.4 public release is out
http://cemu.info/releases/cemu_1.5.4.zip

New option since patreon version, 'Host based timer'. Only found it improving Wind Waker so far, makes it run at full speed.

Note the framerate. Last week Patreon ver.
TPoX8kA.jpg

Public ver.
bYryssF.jpg


Looks like they might have stealth fixed the 3D World graphical bug.

DKCTF running much more stable. laggy levels still laggy.

What type of PC would you need to be able to run this? Would a i5-6600k and a GTX 970 work?

Yeah, much better system than the one used in the videos in my posts
 

jediyoshi

Member
PSA: If you're using a DualShock 4, don't use an xinput wrapper like DS4Windows for Cemu, just configure it as 'Wireless Controller'.

LX5JsTy.jpg


I've run into a bug using triggers with xinput where Cemu can't recognize both of them being pushed simultaneously. The majority of games don't ask you to do it, but it comes up a bit in Splatoon.

Also, because Cemu currently only accepts one input device at a time (and xinput doesn't have enough buttons to cover the 'blow mic' command), this allows you to bind the touchpad button as the microphone activation.
 
This may be idiotic of me asking, but how does this work without a second screen? For instance Pikmin 3 and Nintendo land

I put away my wiiU and games due to a house renovation and recently took out the gamepad and there is a big scratch on it. Worried about the longevity of the gamepad now (its the Wind walker edition). But I was wondering

How do I get the ROMs on the emulator? I know its a grey issue but have a lot of games on disc and a couple of important ones on the console itself and wouldn't mind having a back up of it all
 

jediyoshi

Member
This may be idiotic of me asking, but how does this work without a second screen? For instance Pikmin 3 and Nintendo land

I put away my wiiU and games due to a house renovation and recently took out the gamepad and there is a big scratch on it. Worried about the longevity of the gamepad now (its the Wind walker edition). But I was wondering

How do I get the ROMs on the emulator? I know its a grey issue but have a lot of games on disc and a couple of important ones on the console itself and wouldn't mind having a back up of it all

You hold the tab key to display the gamepad screen on the main window, there's currently no way to customize this but for the majority of games it's not critical to see both simultaneously. There's no way to replicate advanced gyro controls so games like Nintendo Land are out.

For backing up games, you need a Wii U capable of running the Hombrew Launcher to run an app called ddd. There's a .rpx file in the data/code/ folder which is what Cemu will use to boot the game.
 

jediyoshi

Member
1.5.5 out for Patreon

# CEMU detailed changelog for 1.5.5
# Patreon release date: 2016-08-08

general: Added game profiles (text files that store settings per-game)
general: Added automatic region detection
general: Mouse cursor is now hidden in fullscreen mode
general: Added hotkey (Ctrl + Tab) to toggle between TV or GamePad display. (Note: This is only a temporary solution until we have better GamePad handling)
general: CEMU will now display game name and region in the titlebar.

coreinit: New API: OSInitSemaphoreEx(), FSWriteFileAsync()

h264: Improved implementation of H264DECMemoryRequirement()

CPU: Added RLWNM., PS_RSQRTE, PS_RES, PS_NEG, STFSUX, MFTB/MFTBU, LSWI/STSWI and TW instructions to recompiler
CPU: Optimized code generated by recompiler for instructions RLWIMI, RLWINM
CPU: Added optimizer pass to recompiler (Removes redundant instructions)
CPU: Fixed a bug in interpreter MFTB/MFTBU

GX2: Fixed a deadlock that could happen when the game was waiting for an vsync event to occur
GX2: Added experimental setting 'Use persistent vertex buffers'.
If enabled, CEMU will attempt to use more recent OpenGL features to stream geometry data to the GPU.
Allows for higher throughput but may cause graphical issues.
GX2: Fixed a bug in GX2ConvertDepthBufferToTextureSurface() that could lead to a softlock
GX2: Improved Streamout emulation

nn_save: New API SAVEMakeDirAsync(), SAVERemoveAsync(), SAVEGetStatAsync(), SAVERenameAsync(), SAVEOpenDirOtherNormalApplicationAsync()
nn_save: Fixed a bug in SAVEGetStatOtherApplication()

--

Loading times are faster in general
Mario Kart 8 - much faster loading times, better grand prix performance
Super Smash Bros. - new debug option "Use persistent vertex buffer" makes specific laggy characters run full speed, loading times between menus much faster
Splatoon
Wind Waker HD
One Piece: Unlimited World Red - much faster loading times, slightly more stable prerendered cutscenes. fixed ingame new map transition crash.
Super Mario 3D World - fixed some graphical glitches
Pikmin 3 - better performance with persistent vertex buffer, fixed some missing UI animation

Star Fox Guard, Bayonetta/Bayonetta 2 now boot again, crash eventually (nvidia)

Reminder: If you want to continue experimenting with settings, move the .ini files in the gameprofiles folder somewhere else.
 

dsk1210

Member


Are they your videos Pgamer? The performance seems terrible compared to what I am getting on my setup, but that is with a 6700k.
 

Morfeo

The Chuck Norris of Peace
I dont really follow emulation, but i get the impression that most work on emulators go towards Nintendo hardware. Is this correct? If so, why?

Also people that use these, why do they prefer them to the real thing when they often run games way less optimised?
 

Alo81

Low Poly Gynecologist
I dont really follow emulation, but i get the impression that most work on emulators go towards Nintendo hardware. Is this correct? If so, why?

Also people that use these, why do they prefer them to the real thing when they often run games way less optimised?

Nintendo makes a lot of exclusive games and a lot of their exclusives are great.
 

PGamer

fucking juniors
Are they your videos Pgamer? The performance seems terrible compared to what I am getting on my setup, but that is with a 6700k.

No, none of the videos I post in here have been mine so far. They are just videos I find elsewhere and repost.

I dont really follow emulation, but i get the impression that most work on emulators go towards Nintendo hardware. Is this correct? If so, why?

Nintendo tends to produce highly regarded exclusive games, they have a highly dedicated fanbase, and their systems typically have the least library crossover with the PC. I would say these are some of the main reasons that emulation development seems to favour targeting Nintendo systems. You can also look at factors like how easy a system's security system is to bypass, how well the hardware architecture is understood, etc.

Also people that use these, why do they prefer them to the real thing when they often run games way less optimised?

Cemu releases right now are largely for experimental purposes. There isn't really a ton of reasons to use it over the real hardware at the moment. However as an emulator matures there are a number of reasons to prefer it: the ability to apply graphical enhancements (which Cemu doesn't have yet), the ability to run it on any form factor system you want as long as it has enough power, the ability to use a wider number of input devices, netplay functionality for formerly offline-only multiplayer games, virtual overclocking/FPS hacks for increasing frame rates, no region locks, easier cheat systems, and the list goes on.
 

roytheone

Member
Are they your videos Pgamer? The performance seems terrible compared to what I am getting on my setup, but that is with a 6700k.

There is definitely something going on in those videos. I have an i7 870 @ 2,93 ghz, which is slower then the 2500K, yet I get WAY better performance than this guy.
 
Top Bottom