Emulation [RELEASE] Cemu - Wii U emulator

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Giogiu

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I think that in the compatibility list, would be a great idea add a column for explain if is needed specific settings for play a wiiU-game, for example the Use or Not of Vertex Buffer Cache, or any other setting, GX2 API, overwrite buffer, etc etc
Could be possible in the near future? I think it could help many people in playing.
 

Fedeondarts

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With that GPU? Extremely unlikely.

Dude, you're on a laptop, be happy it even runs at all.
Laptops now a day are not that apart from desktops in power. I have been using my laptop and mario kart runs at 55-60fps. The same can be said for super mario 3d world.
But i do agree that her Gpu might fall a little short.
 

ned

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i have only 45 FPS in MK8 grand prix can I improve this?
My configuration is intel i7 4710 + geforce 860M
I'm using cemu 1.6.0

I have a NVS4200M which has the same core as a 520M irc and
using World 1-4: Plessie's Plunging Falls as a benchmark in
Super Mario 3D World I get the best fps with

Enable vertex cache: On
Use pesistant vertex buffer: On
Overwrite buffer size: Off
Enable compressed textures: On
 

jamieyello

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Malkierian

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I think that in the compatibility list, would be a great idea add a column for explain if is needed specific settings for play a wiiU-game, for example the Use or Not of Vertex Buffer Cache, or any other setting, GX2 API, overwrite buffer, etc etc
Could be possible in the near future? I think it could help many people in playing.
That's actually an interesting idea. Darkemaste and I will talk it over, see how feasible it is.
 

lucianobugalu

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With the controls could also be way, for example, New Super Mario in phases in which Mario uses plateforma, only works properly with the Pro Controller, so if I want to play another game using the Game Pad, I have to change the settings . And in mario if you set the control 1 with Game Pad and 2 control with Pro Control, you can change control in the game that will work. Could have the option of setting specific to each game. Another example, if you configure the controls in the same way to play Donk Kong, will not work, you have to disable the Pro controller. Well, but it's just a suggestion.
 
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Mikemk

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Super Mario Maker crashes on Cemu 1.6.0.
Code:
[00:49:15] Loading .rpx -> Map "D:/roms/Super Mario Maker/content/" to /vol/content/
[00:49:15] Game profile "gameProfiles\000500001018dc00.ini" does not exist
[00:49:16] Recompiler initialized. CPU extensions:
Code:
Crashlog for CEMU 1.6.0
Date: 29-09-2016 00:50:09

-----------------------------------------
   Stack trace
-----------------------------------------
0x0000000000000000 (+0x0000000000000000)  Cemu.exe        
0x0000000000000000 (+0x0000000000000000)  Cemu.exe        
0x00007ffacc6ba930 (+0x00007ffacc6ba930)  Cemu.exe         RtlInitializeCriticalSection
0x00007ffacc698250 (+0x00007ffacc698250)  Cemu.exe         RtlImageNtHeaderEx
0x00007ffacc6f8a00 (+0x00007ffacc6f8a00)  Cemu.exe         KiUserExceptionDispatcher
0x00007ffacc6f8a00 (+0x00007ffacc6f8a00)  Cemu.exe         KiUserExceptionDispatcher
0x00007ffacc6f8a00 (+0x00007ffacc6f8a00)  Cemu.exe         KiUserExceptionDispatcher
0x00007ffacc6f8a00 (+0x00007ffacc6f8a00)  Cemu.exe         KiUserExceptionDispatcher
0x00007ffacc6f8a00 (+0x00007ffacc6f8a00)  Cemu.exe         KiUserExceptionDispatcher
0x00007ffacc6f8a00 (+0x00007ffacc6f8a00)  Cemu.exe         KiUserExceptionDispatcher
0x00007ffacc5a8350 (+0x00007ffacc5a8350)  Cemu.exe         BaseThreadInitThunk
0x00007ffacc6b5e70 (+0x00007ffacc6b5e70)  Cemu.exe         RtlUserThreadStart
Exception 0xc0000005 at 0x7ff7a8ebf805(+0xbf805) in module Cemu.exe
cemu.exe at 0x7ff7a8e00000

-----------------------------------------
   Game info
-----------------------------------------
Game: Super Mario Maker [US]
TitleId: 500001018dc00
RPXHash: fe31b7f2

-----------------------------------------
   Active PPC instance
-----------------------------------------
IP 0x00e0f8c0 LR 0x01c02bec Thread 0x50e24160

-----------------------------------------
   PPC threads
-----------------------------------------
50e24160 Ent 01bfb254 IP 01780694 LR 94067801 RUNNING   Aff 010 Pri 80 Name NULL
4c5d3490 Ent 01812ca0 IP 01c3f978 LR 70f9c301 READY     Aff 010 Pri 81 Name Prepare Thread
16050350 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 100 Pri 80 Name WorkerMgr/Worker1(cSub1)
16054be8 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 001 Pri 80 Name WorkerMgr/Worker2(cSub2)
1605e4d8 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 001 Pri 81 Name InitInRootTask
176c7c40 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 100 Pri 82 Name UpdateScalableFont
17a84120 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 100 Pri 83 Name SaveDataMgr
17bfb960 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 100 Pri 83 Name JpegCoderMgr
1d3475e0 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 001 Pri 83 Name Nfp
111e8258 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 100 Pri 81 Name sead::AudioTaskThread
10182cf0 Ent 01bdd940 IP 01bddacc LR ccdabd01 SUSPENDED Aff 100 Pri 67 Name nw::snd::TaskThread
113d92f8 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 010 Pri 81 Name sead::MicConnectThread
1ab66170 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 001 Pri 83 Name Miiverse
1b276e10 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 001 Pri 81 Name Boss
259f06b8 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 001 Pri 81 Name LoadInCalc
25a9ce00 Ent 01812ca0 IP 018124a4 LR a4248101 SUSPENDED Aff 010 Pri 81 Name CreateModelResource
 

Giogiu

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With the controls could also be way, for example, New Super Mario in phases in which Mario uses plateforma, only works properly with the Pro Controller, so if I want to play another game using the Game Pad, I have to change the settings . And in mario if you set the control 1 with Game Pad and 2 control with Pro Control, you can change control in the game that will work. Could have the option of setting specific to each game. Another example, if you configure the controls in the same way to play Donk Kong, will not work, you have to disable the Pro controller. Well, but it's just a suggestion.
This is the spirit of my proposal, a column which explain any particulary setting in graphic, controls etc etc..
 

reznoire

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This is the spirit of my proposal, a column which explain any particulary setting in graphic, controls etc etc..
That poster is requesting a feature in Cemu itself that would automate what controller is chosen per game.

Compatibility list aren't usually comprehensive enough that they'd include things like configurations, and a spreadsheet only layout wouldn't be a good way to display it. It'd be better served if/when the Cemu website gets a wiki.
 
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Malkierian

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That poster is requesting a feature in Cemu itself that would automate what controller is chosen per game.

Compatibility list aren't usually comprehensive enough that they'd include things like configurations, and a spreadsheet only layout wouldn't be a good way to display it. It'd be better served if/when the Cemu website gets a wiki.
Yes, the wiki will have detailed information like that, as soon as we can get it set up. It's going to be a lot of work, though, as there's a lot more information to put in than just title, version, icon and rating (like for the list itself).
 
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ney

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Team Cemu
Yes, there will be a new Patreon post in 2-3 days. Release will probably be a week after that.

--------------------- MERGED ---------------------------

Team Cemu
Yes, there will be a new Patreon post in 2-3 days. Release will probably be a week after that.
2 days ago

--------------------- MERGED ---------------------------

Team Cemu
Yes, there will be a new Patreon post in 2-3 days. Release will probably be a week after that.
2 days ago
 

TotalInsanity4

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Yes, the wiki will have detailed information like that, as soon as we can get it set up. It's going to be a lot of work, though, as there's a lot more information to put in than just title, version, icon and rating (like for the list itself).
I can help with writing stuff up if you give me a template and show me what configs need to be set for what games
 

Malkierian

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I can help with writing stuff up if you give me a template and show me what configs need to be set for what games
It might actually be possible for you to help, we're working on the template right now, and I'm trying to get the wiki software up to par with what we want. Go ahead and register on the wiki, and I'll let you know when the template is ready and which one it is. You'll need to coordinate with Darkemaste on who will do what.
 

TotalInsanity4

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It might actually be possible for you to help, we're working on the template right now, and I'm trying to get the wiki software up to par with what we want. Go ahead and register on the wiki, and I'll let you know when the template is ready and which one it is. You'll need to coordinate with Darkemaste on who will do what.
I'd already registered beforehand lol

The only hitch in this plan is that due to me being... less than middle class... I only have an integrated GPU, so I can't really test all that well. As stated, though, I'd be happy just to format and copy information down
 

SleepingGuru

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Whenever I play mk8 on 1.6.0 I'm experiences instances, where If I pick up an item or vehicle transform animation, it freezes for a second or two. other than that its flawless.
mario 3d world cut scenes like freezes, again a second or two, like every 12 seconds, but gameplay in each world is a stable 60 with few instances dropping down to 56-58
Also anyone try titles on a g3258(oc) yet? I'm getting one for a cheapo family build.
 

DarkFlare69

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Whenever I play mk8 on 1.6.0 I'm experiences instances, where If I pick up an item or vehicle transform animation, it freezes for a second or two. other than that its flawless.
mario 3d world cut scenes like freezes, again a second or two, like every 12 seconds, but gameplay in each world is a stable 60 with few instances dropping down to 56-58
Also anyone try titles on a g3258(oc) yet? I'm getting one for a cheapo family build.
this is only for the first time it happens. it has a shader cache so it wont happen again after the first instance.
 

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