Emulation [RELEASE] Cemu - Wii U emulator

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Tokyo Mirrage Sessions #FE boots and goes in game
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wont it be more beneficial to know what wii u targets? and focus in that area?

P.S i have not read a single post nor tried just wanted to say targeting might help

P.P.S whats the progress of xenoblade x mighty titans?
 
Yeah i got it. It's a bug where you need to switch controllers or disable and re-enable them once it boots similar to the latest version of smash 4. Seems to work best with gamepad

Are there any WiiU games that only support one device type or are they universal to support
both Gamepad and Controller?
Judging from earlier cemu releases the WiiU is expected to run every single game as Gamepad until you
switch it in the actual game itself so it saves it as a setting in the game save for future runs.
 
Last edited by ned,
I just can't get input on Yoshi working. I've tried everything mentioned - I can get Smash working like a charm. I get to a the load screen, then transitions to controller screen then black screen, emu freezes...all the while zero input is registered (gamepad, pro, etc.).

How is everyone else getting this to run exactly?
 
I just can't get input on Yoshi working. I've tried everything mentioned - I can get Smash working like a charm. I get to a the load screen, then transitions to controller screen then black screen, emu freezes...all the while zero input is registered (gamepad, pro, etc.).

How is everyone else getting this to run exactly?
It's.... a bit of a mess I think. Initially I was able to get past the title screen by messing with input settings, but it doesn't appear to be just that. Played around in-game a bit but unfortunately I wasn't recording and haven't been able to get past the title screen since. :(
Only thing I can really note is that character models (erm, character yarn?) seemed to be completely invisible for me compared to half fully visible/other half transparent as in the preview video. Yoshi's shadow, eggs, aiming reticle and shyguy's masks/piranha plant heads+winged clouds are fully visible however.
 
So I've begun some testing and so far it seems to work better all-in-all.
Also, here's some videos of well-tested games and some that haven't done much before:

Donkey Kong 64 - No more sudden black screen, but slow and the camera is glitchy.


Ducktales Remastered - This one haven't done anything before


Giana Sisters Twisted Dreams Director's Cut - Slightly better. At least it's possible to read the menu


New Super Mario Bros. U - Pretty much the same


Shin Megami Tensei x Fire Emblem - Haven't done anything before but it's not really playable unless you like flashy images.


Super Mario Advance 3 - Yoshi's Island - Same as before


Tekken Tag Tournament 2 - Regression with the background image in menus. Missing characters in fights with the whopping speed of 2 FPS


Fatal Frame 5 - Less flashy but still suffers from heavy graphical glitching.


Donkey Kong Tropical Freeze - Letters and path in world select is finally fixed. Speed seems to be a little bit better. What a breeze!
 
I'm having EXTREME shader cache stuttering with 1.6.0, much worse than with any build before (yes, on the first run, obviously)...
Maybe my settings are wrong...
I got CPU Mode on Recompiler, Timer on Cycle based,
Under Debug: Enable Vertex Cache, Overwrite Vertex Buffer Size and Enable Compressed Textures enabled, the others disabled... something wrong there?
 
I'm having EXTREME shader cache stuttering with 1.6.0, much worse than with any build before (yes, on the first run, obviously)...
Maybe my settings are wrong...
I got CPU Mode on Recompiler, Timer on Cycle based,
Under Debug: Enable Vertex Cache, Overwrite Vertex Buffer Size and Enable Compressed Textures enabled, the others disabled... something wrong there?
Take Overwrite Vertex Buffer Size off unless it's smash bros.
 
I'm having EXTREME shader cache stuttering with 1.6.0, much worse than with any build before (yes, on the first run, obviously)...
Maybe my settings are wrong...
I got CPU Mode on Recompiler, Timer on Cycle based,
Under Debug: Enable Vertex Cache, Overwrite Vertex Buffer Size and Enable Compressed Textures enabled, the others disabled... something wrong there?
We made some changes to improve shader accuracy at the cost of shader compilation time. Although it shouldn't be an 'extreme' difference.
 
Is it just me, or sometimes when your driving in mario kart 8 and your pressing the gas, the driver will suddenly stop and the controls become unresponsive? Right now, 'z' is my gas button. I'm not sure if it's just this game or there is something wrong with my wireless keyboard. However, when I open notepad, and hold down the z button for like 5 minutes straight, there doesn't seem to be any problems. So anyone else have this problem in mario kart 8? I'm using cemu version 1.54 btw.
 
Is it just me, or sometimes when your driving in mario kart 8 and your pressing the gas, the driver will suddenly stop and the controls become unresponsive? Right now, 'z' is my gas button. I'm not sure if it's just this game or there is something wrong with my wireless keyboard. However, when I open notepad, and hold down the z button for like 5 minutes straight, there doesn't seem to be any problems. So anyone else have this problem in mario kart 8? I'm using cemu version 1.54 btw.

Your post is very confusing.... and why cemu 1.5.4? Thats a very dated version now.
 
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Your post is very confusing.... and why cemu 1.5.4? Thats a very dated version now.
Let me try and clarify then. When I am playing Mario Kart 8 in CEMU, I am pressing the gas key on my keyboard to move forward in the race, and then all of a sudden, the key stops responding for some reason, and my racer will stop moving. I wasn't sure if there was a problem with the emulator or my keyboard and was wondering if anyone else was having the same problem. To see if it was my keyboard, I opened notepad, and pressed the same key in mario kart 8 that I use to move forward. (This is z on my keyboard). I held it down for 5 minutes straight, to see if it would stop or the z key would be printed repeatedly like it's supposed to. It seemed to work fine, which leads me to believe that there is some kind of problem with the emulators recognition of input devices, and not my keyboard.
 
Last edited by blazed1979,

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