Emulation [RELEASE] Cemu - Wii U emulator

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CosmoCortney

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  • Added debug option to view active PPC threads

What are the addresses in the "Entry" column? is it where the PPC execution begins?
upload_2016-2-22_16-22-54.png
 

Exzap

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When I run Cemu 1.3.2 r0 it says "unable to allocate base memory" why ?

EDIT: correction : "unable to allocate system memory"
How much RAM does your system have?

What are the addresses in the "Entry" column? is it where the PPC execution begins?
View attachment 39881
Yes, here is a general explanation:
"Address" is where the OSThread struct resides in memory.
"Entry" is the original entry point (the one passed to OSCreateThread)
"PC" is the current instruction pointer
 

CosmoCortney

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How much RAM does your system have?


Yes, here is a general explanation:
"Address" is where the OSThread struct resides in memory.
"Entry" is the original entry point (the one passed to OSCreateThread)
"PC" is the current instruction pointer
Thank you :)
This could help to find a reliable hook for my code handler for cheat codes
 

Andresian

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How much RAM does your system have?


Yes, here is a general explanation:
"Address" is where the OSThread struct resides in memory.
"Entry" is the original entry point (the one passed to OSCreateThread)
"PC" is the current instruction pointer

So when you will add analog sticks press button?
I really want to change that stylus. help me

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

srsly no answer?
 

ikki84

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I have an AMD Radeon HD 7700 Series Graphics Card with Intel Core i7 processors and 8GB of memory and a 2TB hard drive. I have the latest (I think) version of AMD installed but WHENEVER I run the latest cemu, on any game, it crashes immediately. Up until 1.1.2b it worked fine but since then it's been crashing like nobody's business. Can anyone help me? Or fix this?

If you are using the Vulkan Beta Driver on AMD Gfx card, the cemu will not run.
Uninstall it and install the latest stable driver from AMD 16.1
 

Wardoctors

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If you are using the Vulkan Beta Driver on AMD Gfx card, the cemu will not run.
Uninstall it and install the latest stable driver from AMD 16.1
i use that driver and cemu works for me not only that but that driver gives 7000-r7-r9 cards full opengl 4.5 support
 

ikki84

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i use that driver and cemu works for me not only that but that driver gives 7000-r7-r9 cards full opengl 4.5 support
I used the AMD Radeon™ Software Beta for Vulkan™ Version 16.15.1009 Beta 4 in my pc, my gfx card is a Radeon R7 200 and Cemu 1.3.2 (and even the 1.3.1) only displayed a black screen, also Xenia (that needs GLSL 4.5).

After I downgraded it to the last stable driver, and cemu was running well.
 

Henceforth

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New version of emulator is out!!

Cemu - v1.3.2 | 2016-02-21

Added multi-core support for CPU emulation (Disabled by default, not recommended at this stage)
Added support for polygon offset (fixes some shadows and surface flicker)
Optimized GPU cpu thread by offloading work to GPU (Improves performance in graphic intensive games)
Added support for GX2 Occlusion Query API
Improved support for texture samplers and fixed other texture issues
Added debug option to view active PPC threads
Fixed a crash that could occur when loading .rpx

Detalles:

# CEMU detailed changelog for 1.3.2
# Patreon release date: 2016-02-14
# Public release date: 2016-02-21

--- New in public build ---

General: Fixed a bug where launching a .rpx would lead to crashes. (Due to failing to locate and load associated .rpl files properly)
PPC: Very minor stability improvements in multi-core mode

--- Changelog of Patreon build ---

PPC: Added experimental multi-core support for CPU emulation.

In single-core mode there is one dedicated CPU thread for all three virtual PPC cores. This works by cycling through the cores.
Whenever a thread finishes it's timeslice or if no thread is available on the current core, the next core is selected.

In multi-core mode there are three dedicated CPU threads, one for each virtual PPC core. If a core has nothing to do, it will pause execution.
During our tests we found that multi-core mode actually seems to decrease performance for some games which is presumably caused by timing issues and/or memory stalls. We are still investigating.

GX2: Added support for binding a 2D slice of multi-slice texture (3D texture, cubemap, 2D texture array) to a sampler2D.
GX2: Fixed wrong sampler assignment to textures
GX2: Added support for Polygon offset (front face only for now; GPU7 has advanced polygon control options that don't really exist on OpenGL/DirectX, which means we have to find some workaround.)
GX2: Implemented API GX2SetPolygonOffset
GX2: Added support for shader TEX_LD instruction (known as texelFetch() in GLSL). Support is limited to 2D surfaces.
GX2: Fixed a slowdown that could occur when large textures are copied via GX2CopySurface
GX2: Added support for static texture border color
GX2: Implemented GX2SetVertexSampler
GX2: Fixed endianness when decoding R32_FLOAT textures.
GX2: Added partitial support for Occlusion query (CPU readback supported, GPU conditional rendering not yet)

DEBUG: Added debug option to view active PPC threads

------------------
------------------


I test some games in the new version Cemu - v1.3.2 | 2016-02-21 :

"Works" the Mario Kart 8, i play a full map the firts with Donkey Kong, has loud sound, i get 3rd lol.

"Works":

Mario Kart 8 (5 Fps ingame) (old pc 2011 - AMD/Ati)

All other games don't Work:

Donkey Kong Country Tropical Freeze (blackscreen in game)
Hyrule Warrirors (No Load)
Super Smash Bros for WiiU (No Load)
New Super Mario Bros U (Get freeze after the main screen)

Screenshots (Capturas de pantalla):

 

Miguel Gomez

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New version of emulator is out!!

Cemu - v1.3.2 | 2016-02-21

Added multi-core support for CPU emulation (Disabled by default, not recommended at this stage)
Added support for polygon offset (fixes some shadows and surface flicker)
Optimized GPU cpu thread by offloading work to GPU (Improves performance in graphic intensive games)
Added support for GX2 Occlusion Query API
Improved support for texture samplers and fixed other texture issues
Added debug option to view active PPC threads
Fixed a crash that could occur when loading .rpx

Detalles:

# CEMU detailed changelog for 1.3.2
# Patreon release date: 2016-02-14
# Public release date: 2016-02-21

--- New in public build ---

General: Fixed a bug where launching a .rpx would lead to crashes. (Due to failing to locate and load associated .rpl files properly)
PPC: Very minor stability improvements in multi-core mode

--- Changelog of Patreon build ---

PPC: Added experimental multi-core support for CPU emulation.

In single-core mode there is one dedicated CPU thread for all three virtual PPC cores. This works by cycling through the cores.
Whenever a thread finishes it's timeslice or if no thread is available on the current core, the next core is selected.

In multi-core mode there are three dedicated CPU threads, one for each virtual PPC core. If a core has nothing to do, it will pause execution.
During our tests we found that multi-core mode actually seems to decrease performance for some games which is presumably caused by timing issues and/or memory stalls. We are still investigating.

GX2: Added support for binding a 2D slice of multi-slice texture (3D texture, cubemap, 2D texture array) to a sampler2D.
GX2: Fixed wrong sampler assignment to textures
GX2: Added support for Polygon offset (front face only for now; GPU7 has advanced polygon control options that don't really exist on OpenGL/DirectX, which means we have to find some workaround.)
GX2: Implemented API GX2SetPolygonOffset
GX2: Added support for shader TEX_LD instruction (known as texelFetch() in GLSL). Support is limited to 2D surfaces.
GX2: Fixed a slowdown that could occur when large textures are copied via GX2CopySurface
GX2: Added support for static texture border color
GX2: Implemented GX2SetVertexSampler
GX2: Fixed endianness when decoding R32_FLOAT textures.
GX2: Added partitial support for Occlusion query (CPU readback supported, GPU conditional rendering not yet)

DEBUG: Added debug option to view active PPC threads

------------------
------------------


I test some games in the new version Cemu - v1.3.2 | 2016-02-21 :

"Works" the Mario Kart 8, i play a full map the firts with Donkey Kong, has loud sound, i get 3rd lol.

"Works":

Mario Kart 8 (5 Fps ingame) (old pc 2011 - AMD/Ati)

All other games don't Work:

Donkey Kong Country Tropical Freeze (blackscreen in game)
Hyrule Warrirors (No Load)
Super Smash Bros for WiiU (No Load)
New Super Mario Bros U (Get freeze after the main screen)

Screenshots (Capturas de pantalla):

That's great. But sad thing is...
The updated version was out like last Sunday(12AM Monday on my place) and someone already covered this. No offense.
 
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TsukiyoX

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New version of emulator is out!!

Cemu - v1.3.2 | 2016-02-21

Added multi-core support for CPU emulation (Disabled by default, not recommended at this stage)
Added support for polygon offset (fixes some shadows and surface flicker)
Optimized GPU cpu thread by offloading work to GPU (Improves performance in graphic intensive games)
Added support for GX2 Occlusion Query API
Improved support for texture samplers and fixed other texture issues
Added debug option to view active PPC threads
Fixed a crash that could occur when loading .rpx

Detalles:

# CEMU detailed changelog for 1.3.2
# Patreon release date: 2016-02-14
# Public release date: 2016-02-21

--- New in public build ---

General: Fixed a bug where launching a .rpx would lead to crashes. (Due to failing to locate and load associated .rpl files properly)
PPC: Very minor stability improvements in multi-core mode

--- Changelog of Patreon build ---

PPC: Added experimental multi-core support for CPU emulation.

In single-core mode there is one dedicated CPU thread for all three virtual PPC cores. This works by cycling through the cores.
Whenever a thread finishes it's timeslice or if no thread is available on the current core, the next core is selected.

In multi-core mode there are three dedicated CPU threads, one for each virtual PPC core. If a core has nothing to do, it will pause execution.
During our tests we found that multi-core mode actually seems to decrease performance for some games which is presumably caused by timing issues and/or memory stalls. We are still investigating.

GX2: Added support for binding a 2D slice of multi-slice texture (3D texture, cubemap, 2D texture array) to a sampler2D.
GX2: Fixed wrong sampler assignment to textures
GX2: Added support for Polygon offset (front face only for now; GPU7 has advanced polygon control options that don't really exist on OpenGL/DirectX, which means we have to find some workaround.)
GX2: Implemented API GX2SetPolygonOffset
GX2: Added support for shader TEX_LD instruction (known as texelFetch() in GLSL). Support is limited to 2D surfaces.
GX2: Fixed a slowdown that could occur when large textures are copied via GX2CopySurface
GX2: Added support for static texture border color
GX2: Implemented GX2SetVertexSampler
GX2: Fixed endianness when decoding R32_FLOAT textures.
GX2: Added partitial support for Occlusion query (CPU readback supported, GPU conditional rendering not yet)

DEBUG: Added debug option to view active PPC threads

------------------
------------------


I test some games in the new version Cemu - v1.3.2 | 2016-02-21 :

"Works" the Mario Kart 8, i play a full map the firts with Donkey Kong, has loud sound, i get 3rd lol.

"Works":

Mario Kart 8 (5 Fps ingame) (old pc 2011 - AMD/Ati)

All other games don't Work:

Donkey Kong Country Tropical Freeze (blackscreen in game)
Hyrule Warrirors (No Load)
Super Smash Bros for WiiU (No Load)
New Super Mario Bros U (Get freeze after the main screen)

Screenshots (Capturas de pantalla):


1OhqsQRUo71z.jpg


Lol joking
 

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