Emulation [RELEASE] Cemu - Wii U emulator

  • Thread starter Thread starter Exzap
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so the emulator wont connect with 3ds :(
Wowow, hold on there, cowboy! :huh:
Let Cemu first get a reliable, solid code base so it doesn't crash when x, y, z happens, has next-to-none visual glitches and maybe one day become open source! Then we can talk 3DS-connection! ;)
I don't believe there is any software to communicate with the 3DS directly via PC anyway, so this needs to get written first! :teach:
 
Just Do This :
Download Uwizard and use the NUS Downloader from it and download title 0005001B10056000 and check decrypt content , you should get 2 files called FFLResHigh.dat and FFLResHighLG.dat in the downloaded folder , dublicate them and rename second files from FFLResHigh.dat and FFLResHighLG.dat to FFLResMiddle.dat and FFLResMiddleLG.dat and you should get those files " FFLResHigh.dat FFLResHighLG.dat FFLResMiddle.dat FFLResMiddleLG.dat " after that you should paste them in mlc01\sys\title\0005001b\10056000\content\ in cemu folder


Not sure what im doing wrong.. i need those FFLR files but all i see are some folders and other files
 

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Jeez why do people want so many features, the thing hardly boots more than 10 or so games and still as many graphical issues.

Because the Wii U only has 10 or so games worth playing.

I think that's the edge Cemu has over Citra, Cemu only has to successfully emulate a handfull of games while Citra has many many more to ensure compatibilty for.
 
Because the Wii U only has 10 or so games worth playing.

I think that's the edge Cemu has over Citra, Cemu only has to successfully emulate a handfull of games while Citra has many many more to ensure compatibilty for.
That mentality would result in a very hacky emulator and in the long run it would do more harm than good. No game gets special treatment in CEMU.
 
Is anyone launching Cemu from steam? I have steam controllers so I tried to set it up this morning; it would be perfect for the mouse and gamepad setup, but cemu doesn't respond well to it. Not sure if it's my GPU or cemu, but if I launch the program through steam as a non-steam game the games all render green and upside-down, like below. Launching cemu from windows and using a standard xbox360 controller works fine, but the 360 pad is so much less enjoyable compared to the steam controller for most wiiu games. Anyway, just wanted to check to see if there's anything I can do about it, if it's an AMD thing (stable driver 15.12) or just to confirm it's not just me.

d66d5n4.png


update here: this seems to be caused by the steam overlay. By disabling the steam overlay completely I am having a similar experience to launching it from the desktop, so as long as I have my steam controller set up properly before launching cemu I can turn off the overlay and launch cemu and still use my steam controller for proper controller and mouse support. in case anyone else was having similar issues and wanted to launch from steam.

Now if I could just figure out how to launch from the command line, which cemu appears to have added in 1.3.1 according to the changelog, I could add the games directly to steam and have them launch in cemu. Anyone successfully launch from CMD?
 
@Exzap is possible to fix the micro-stutter in future versions?
It's mostly caused by shader compilation and maybe PPC JIT recompilation. For this update, part of the changelog claimed that this had been reduced, so it's something they know about and are probably still trying to improve. Note that even Dolphin still gets these to some extent, and only avoids doing it constantly by caching shaders to disk for later use.
 
It's mostly caused by shader compilation and maybe PPC JIT recompilation. For this update, part of the changelog claimed that this had been reduced, so it's something they know about and are probably still trying to improve. Note that even Dolphin still gets these to some extent, and only avoids doing it constantly by caching shaders to disk for later use.
One dolphin build has an async option which greatly reduces shader compilation.
 
It's mostly caused by shader compilation and maybe PPC JIT recompilation. For this update, part of the changelog claimed that this had been reduced, so it's something they know about and are probably still trying to improve. Note that even Dolphin still gets these to some extent, and only avoids doing it constantly by caching shaders to disk for later use.

Let's hope Exzap find a solution for this.
 
Does anyone know if it's possible to use the Gamepad screen on WWHD?
I went through most of the framebuffers, but i couldn't really find one with it.
 

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