Emulation [RELEASE] Cemu - Wii U emulator

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Clearly, you don't know how extrapolation works:

extrapolating.png

+1 for xkcd! :D
 
Last edited by filfat,
Given the relative complexity of the wiiU system and the quantity of time its taking to get this results i would say this is one of the best emulator development i remember!!

FYI, the Wii U's architecture actually makes it ridiculously easy to emulate the console, at least compared to other systems and if you only care about running games.
 
Last edited by neobrain,
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FYI, the Wii U's architecture actually makes it ridiculously easy to emulate the console, at least compared to other systems and if you only care about running games.
Uh. That sounds like you are assuming Wii U emulation is just about crudely implementing API functions. It's not.

Wii U emulation has it's own set of nightmarish challenges:
  • Translating AMD shader binary to HLSL/GLSL (worsened by AMD's minimalistic and erroneous documentation)
  • Undocumented complex texture data swizzle operations
  • Several features rely on low-latency interaction between CPU and GPU via unified memory (Compute shaders, Stream-Out, Tiling-Aperature)
  • Multi-threaded PPC JIT and thread-safety throughout the entire emulator / API
In regards to emulating the API, the sheer amount of reverse engineering that needs to be done is a challenge in itself. Some games rely on specific implementation behavior or even bugs to work.

imho a direct comparison in 'emulation difficulty' to e.g. Gamecube or Wii is not possible due to the different approaches needed for emulation.
 
It is not allowed in this forum to share download links for roms/game backups etc... So be careful what you post before you get banned.
the place where you got that game should give you the key to decrypt it, just add it in the keys.txt.
is that key ?
gqj3FKP.png

when I click v-loka.key it report like this , what must I do ?
 
Last edited by domanhhp,
Last edited by GaaraPrime,
WOW! Are these "still" screens or is there animation in them when you play these in CEMU?
They are animated, but very very slow. Only the Yoshi is emulated fast, but it stucks on this screen and nothing happens, and that's on framebuffer 0. When i change to backbuffer the image freezes until i change it back to framebuffer 0 (and i have only framebuffer 0 and backbuffer on wolly world).
 
They are animated, but very very slow. Only the Yoshi is emulated fast, but it stucks on this screen and nothing happens, and that's on framebuffer 0. When i change to backbuffer the image freezes until i change it back to framebuffer 0 (and i have only framebuffer 0 and backbuffer on wolly world).

Thanx for the update. Still, AWESOME PROGRESS on the emulator :D It won't be too long now we will have a playable WiiU Emulator :D
 
Uh. That sounds like you are assuming Wii U emulation is just about crudely implementing API functions. It's not.

Wii U emulation has it's own set of nightmarish challenges:
  • Translating AMD shader binary to HLSL/GLSL (worsened by AMD's minimalistic and erroneous documentation)
  • Undocumented complex texture data swizzle operations
  • Several features rely on low-latency interaction between CPU and GPU via unified memory (Compute shaders, Stream-Out, Tiling-Aperature)
  • Multi-threaded PPC JIT and thread-safety throughout the entire emulator / API
In regards to emulating the API, the sheer amount of reverse engineering that needs to be done is a challenge in itself. Some games rely on specific implementation behavior or even bugs to work.

imho a direct comparison in 'emulation difficulty' to e.g. Gamecube or Wii is not possible due to the different approaches needed for emulation.

Heh, I didn't meant to say writing a good emulator was easy, just that cemu shouldn't be considered to be the miraculous masterpiece that the post I replied to made it out to be.

I still think it's pretty clear that the fact that games run purely in user mode (afaik, without even being able to mmap memory, or access IO registers directly) makes writing a CPU emulator comparatively easy. You could basically write down the CPU emulator in a few weeks without thinking about any design decisions at all. Compare that to the 3DS, where half a year was spent until Citra barely got the CPU to reliably submit commands to the GPU ;)
 
If is so easy will wait for your Wii U emulator. :rofl2:

My emulators are more difficult than yours :rofl2:
Thanks to CEMU developers for making awesome things happen!

Its a masterpiece in my book compared to the BIG NOTHING that you have.

You know, except its @neobrain who's been quite involved Dolphin and Citra (and quite is an understatement).

Also @pol40 your england it werrryyy gud. :P
 
Thanks for the heads up. My appologies to neobrain. I've tried LOTS of emulators, my number one is definitelly Dolphin!

Nevertheless i allways appreciate anyone working on emulation and like to be apreciative.
 
Last edited by frankGT,
I have a question: when will amd cards can render grapchics like nvidia cards, which one will better/performance ext.?
Sorry for bad English..
Thanks...
:)
 

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