Emulation [RELEASE] Cemu - Wii U emulator

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Xeron21

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Anyone tried to create a graphic pack for Twilight Princess HD? I have a PAL version and I followed all the steps from the readme but nothing seems to work :(
 

CustomEyeBrows

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A separate rules.txt for CTTT using only the code below seem to give me the best image quality in CTTT with the least amount of visual issues so far. The flickering of some particles in the first boss battle (lava pit/dragon thing) still persists, but the particles are no longer affected in the other levels (up to Level 13 atleast) with flickering or the problem in the image i linked above. (Ill take the slight flickering for the one level it seems to exist over this problem which is affects nearly all levels)

Code:
[Definition]
titleIds = 0005000010180600
name = "Captain Toad: Treasure Tracker - 2160p (4K)"

[TextureRedefine]
formatsExcluded = 0x41A # exclude title screen
width = 1280
height = 720
overwriteWidth = 3840
overwriteHeight = 2160

[TextureRedefine] # zoomed in
width = 1128
height = 720
overwriteWidth = 3384
overwriteHeight = 2160

[TextureRedefine] # zoom transition
width = 1000
height = 600
overwriteWidth = 3000
overwriteHeight = 1800

[TextureRedefine] # zoom transition 2
width = 1000
height = 720
overwriteWidth = 3000
overwriteHeight = 2160

[TextureRedefine] # Shadows
width = 1024
height = 1024
formatsExcluded = 0x008,0x41A,0x033,0x034,0x035,0x431,0x235,0x433 # exclude everything but shadowmap
overwriteWidth = 2048
overwriteHeight = 2048
 
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StripTheSoul

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Is Cemu automatically using this one over the rules for SM3DW? Will there be conflicts and should I disable the SM3DW graphicPack before loading CTTT?
 

CustomEyeBrows

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Is Cemu automatically using this one over the rules for SM3DW? Will there be conflicts and should I disable the SM3DW graphicPack before loading CTTT?

Youll need to disable the SMW3D pack and just select the CTTT one when playing CTTT.

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

Anyone tried to create a graphic pack for Twilight Princess HD? I have a PAL version and I followed all the steps from the readme but nothing seems to work :(

Here:https://github.com/slashiee/cemu_graphic_packs/tree/master/Quality/TwilightPrincess_2160p
 
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StripTheSoul

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@CustomEyeBrows :
Thanks, mate! Your pack is actually perfect for me (especially the 5k one ^_^). If by flickering you mean those embers in the dragon level, that doesn't even look like a glitch, looks like they're supposed to do that ;)
The only thing still bothering me is the Gamepad res still being low; at least in the cart levels where you actually need it.

So, since you managed to get rid of the multiple bloom issue without messing with shaders, I guess this could be done with SM3DW as well?
 

CustomEyeBrows

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@CustomEyeBrows :
Thanks, mate! Your pack is actually perfect for me (especially the 5k one ^_^). If by flickering you mean those embers in the dragon level, that doesn't even look like a glitch, looks like they're supposed to do that ;)
The only thing still bothering me is the Gamepad res still being low; at least in the cart levels where you actually need it.

So, since you managed to get rid of the multiple bloom issue without messing with shaders, I guess this could be done with SM3DW as well?

Oops, forgot about the gamepad. I added Slashiees gampad fixes to the 4k and 5k rules (just above # Shadows) in my post on the previous page. It should be set properly now.

Im not sure if everything will work as intended, but it cant hurt to try I guess.

As for SMW3D, I cant say im having any graphical issues with the bloom in that game. But heres the rules.txt that im using if you want to try it. (its just slashiees rules.txt with the shadow enhancements) Im also using the Dof removal from alexsama.

Edit: Ha, just after posting i loaded it up and only just noticed the same bloom issue in SMW3D. Ill have a play around

Edit 2: Disregard. Ive no idea what im doing.
 
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StripTheSoul

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I'm a bit confused about some of the values. Most of them seem to work like 'original value x 3 = 4k' and 'x 4 = 5k'. A few values (like e.g. those for the gamepad) don't fit in there... is that a mistake or is it supposed to be like that?
 

StripTheSoul

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Mostly the ones for CTTT at 5k. the 5000 in zoom transition 1 & 2...
and these giant gamepad values:
[TextureRedefine] # gamepad
width = 854
height = 480
overwriteWidth = 5120
overwriteHeight = 2880
 

StripTheSoul

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Uhm, I'd love to try but for whatever reason Cemu is suddenly not starting anymore, even after a computer restart O_O
I'll have to check on this tomorrow...
 

Slashㅤ

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I may have possibly found the shadow values for Smash 4.
m8bH3MK.png

For those interested, this is the graphic pack that I have set up:
Code:
[Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = "Super Smash Bros. - High Res Shadows"

[TextureRedefine]
width = 512
height = 512
formatsExcluded = 0x008,0x41A,0x031,0x033,0x034,0x035,0x431,0x235,0x433,0x01a # exclude everything but shadowmap
overwriteWidth = 1024
overwriteHeight = 1024

[TextureRedefine]
width = 1024
height = 1024
formatsExcluded = 0x008,0x41A,0x031,0x033,0x034,0x035,0x431,0x235,0x433,0x01a # exclude everything but shadowmap
overwriteWidth = 2048
overwriteHeight = 2048
 
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alucard_xs

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Does someone know why cemu crashes whatever game I launch ?
1.6 4 used to work but now 1.7.0 or even 1.6.4 do crash ...
Can it be cache related ?
 

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