Emulation [RELEASE] Cemu - Wii U emulator

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How do I pass this screen?
View attachment 80771
Note: [TAB] of [Ctrl]+[Tab] doesn't change the content of the screen, also I cannot exit the emulator using [Alt]+[F4] in this screen. Note also that write the name using the keyboard doesn't work too.

Change focus to another application, then back to CEMU and you should be able to type a name.
 
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How do I pass this screen?
View attachment 80771
Note: [TAB] of [Ctrl]+[Tab] doesn't change the content of the screen, also I cannot exit the emulator using [Alt]+[F4] in this screen. Note also that write the name using the keyboard doesn't work too.


Use windows virtual keyboard, i have same problem and with this work great.
 
Twilight Princess HD
yea its flickering (its ok) but smooth
is it smooth all the way to end or there will be freezing and crashing..etc?
 
Here is a save for everyone that wants to pass the plateau area tomorrow with those shrines done and the paraglider optained. I left at the temple so you can choose stamina or heart piece.
 

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To the stream, I mean! lol not the download. xD
Considering the fact that the person's p-banned from GBATemp, I'd rather not risk it.
Anyways, here's the changelog and what's necessary for Patches/DLC:
How to install patches

We assume that you already know how to get the game updates in decrypted/extracted format. However, should you need any assistance you can easily find some guides on google.

For Cemu to correctly load patches all you have to do is to place the updated game files in:
mlc01/usr/title/<titleId_upper8Digits>/<titleId_lower8Digits>/

For example, patching the US version of MK8 you should end up with a folder structure that looks like this:

<cemuFolder>\ mlc01\usr\title\00050000\1010EC00\content\
<cemuFolder>\mlc01\usr\title\00050000\1010EC00\code\
<cemuFolder>\mlc01\usr\title\00050000\1010EC00\meta\

If you have trouble figuring out the titleId of your game, you can look into log.txt

How to install DLC content

Similar to game patches, you can place AOC files (Addon content) in:
mlc01/usr/title/<titleId_upper8Digits>/<titleId_lower8Digits>/aoc/

Cemu will then automatically recognized the DLC and load it.

For example, the folder structure for US MK8 DLC would look like this:
<cemuFolder>\mlc01\usr\title\00050000\1010EC00\aoc\code
<cemuFolder>\mlc01\usr\title\00050000\1010EC00\aoc\content
<cemuFolder>\mlc01\usr\title\00050000\1010EC00\aoc\meta

Note that some games need to be updated in order to support DLC.
# Cemu detailed changelog for 1.7.3
# Patreon release date: 2017-03-10
# Public release date: 2017-03-17

# New in 1.7.2d:

GX2: 1.7.3 accidentally broke compatibility with pre-1.7.3 cached shaders. This hotfix restores backward compatibility.
Also made some adjustments to guarantee this doesn't happen again in the future.

# New in 1.7.3b/c:

JIT: Fixed potential softlock for busy-wait loops which use the LWARX/STWCX instructions
GX2: Fixed incorrect shader source generated for streamout write exports when the shader is optimized for float-only

# New in 1.7.3:

JIT: LWARX instruction now consumes multiple virtual cycles. This speeds up busy wait loops.

general: Screensaver/Standby should no longer come up while a game is playing in Cemu

coreinit: Added API LCDisableDMA(), LCGetAllocatableSize(), MPResetTaskQ(), OSPeekMessage(), OSEnableHomeButtonMenu()
coreinit: Fixed bug in LCEnableDMA()
coreinit/FS: FSOpenFile() is no longer blocking CPU execution
coreinit/FS: Added internal support for priority-based path overloading
coreinit/FS: Cemu will load patched game files automatically from mlc01/usr/title/../../

ACP: Added ACP library. New API: ACPCheckApplicationDeviceEmulation()

AOC: Added proper support for AOC library. Addon content (DLC) is automatically loaded from mlc01/usr/title/../../aoc/ or mlc01/usr/title/../../<aoc_titleId>/

AX: Fixed internal ADPCM playback offset calculation for addresses above 0x80000000

Input: Fixed bug that caused non-keyboard buttons to be detected as keyboard input

GX2: Improved implementation for GX2CalcTVSize() and GX2CalcDRCSize()
GX2: Shader code optimizations. Up to 40% faster compile time for float-only shaders (measured on NVIDIA)
GX2: Added support for shader OP3 CNDGT_INT instruction
GX2: Added support for vertex format FMT_16_16_16_16, nfa=0, signed=0
GX2: Fixed software streamout reading format 32_32_32_FLOAT incorrectly
GX2: Added support for vertex shader gl_PointSize export
GX2: Fixed a race condition in which the GPU7 command processor could run ahead of the current write pointer before GX2Init() was called
GX2: Fixed sampler min and mag filter value being read from wrong register bits
GX2: Added support for streamout binding the same buffer as input and output
 
Last edited by Slashㅤ, , Reason: 1.7.3d changelog!
Considering the fact that the person's p-banned from GBATemp, I'd rather not risk it.
Anyways, here's the changelog and what's necessary for Patches/DLC:

How to install patches

We assume that you already know how to get the game updates in decrypted/extracted format. However, should you need any assistance you can easily find some guides on google.

For Cemu to correctly load patches all you have to do is to place the updated game files in:
mlc01/usr/title/<titleId_upper8Digits>/<titleId_lower8Digits>/

For example, patching the US version of MK8 you should end up with a folder structure that looks like this:

<cemuFolder>\ mlc01\usr\title\00050000\1010EC00\content\
<cemuFolder>\mlc01\usr\title\00050000\1010EC00\code\
<cemuFolder>\mlc01\usr\title\00050000\1010EC00\meta\

If you have trouble figuring out the titleId of your game, you can look into log.txt

How to install DLC content

Similar to game patches, you can place AOC files (Addon content) in:
mlc01/usr/title/<titleId_upper8Digits>/<titleId_lower8Digits>/aoc/

Cemu will then automatically recognized the DLC and load it.

For example, the folder structure for US MK8 DLC would look like this:
<cemuFolder>\mlc01\usr\title\00050000\1010EC00\aoc\code
<cemuFolder>\mlc01\usr\title\00050000\1010EC00\aoc\content
<cemuFolder>\mlc01\usr\title\00050000\1010EC00\aoc\meta

Note that some games need to be updated in order to support DLC.

# Cemu detailed changelog for 1.7.3
# Patreon release date: 2017-03-10
# Public release date: 2017-03-17

JIT: LWARX instruction now consumes multiple virtual cycles. This speeds up busy wait loops.

general: Screensaver/Standby should no longer come up while a game is playing in Cemu

coreinit: Added API LCDisableDMA(), LCGetAllocatableSize(), MPResetTaskQ(), OSPeekMessage(), OSEnableHomeButtonMenu()
coreinit: Fixed bug in LCEnableDMA()
coreinit/FS: FSOpenFile() is no longer blocking CPU execution
coreinit/FS: Added internal support for priority-based path overloading
coreinit/FS: Cemu will load patched game files automatically from mlc01/usr/title/../../

ACP: Added ACP library. New API: ACPCheckApplicationDeviceEmulation()

AOC: Added proper support for AOC library. Addon content (DLC) is automatically loaded from mlc01/usr/title/../../aoc/ or mlc01/usr/title/../../<aoc_titleId>/

AX: Fixed internal ADPCM playback offset calculation for addresses above 0x80000000

Input: Fixed bug that caused non-keyboard buttons to be detected as keyboard input

GX2: Improved implementation for GX2CalcTVSize() and GX2CalcDRCSize()
GX2: Shader code optimizations. Up to 40% faster compile time for float-only shaders (measured on NVIDIA)
GX2: Added support for shader OP3 CNDGT_INT instruction
GX2: Added support for vertex format FMT_16_16_16_16, nfa=0, signed=0
GX2: Fixed software streamout reading format 32_32_32_FLOAT incorrectly
GX2: Added support for vertex shader gl_PointSize export
GX2: Fixed a race condition in which the GPU7 command processor could run ahead of the current write pointer before GX2Init() was called
GX2: Fixed sampler min and mag filter value being read from wrong register bits
GX2: Added support for streamout binding the same buffer as input and output

Oh, well then forget my request! If he's banned, I wouldn't want to risk anything. Thank you regardless though. :)

Also, thanks for the changelog etc! :D
 
# Cemu detailed changelog for 1.7.3
# Patreon release date: 2017-03-10
# Public release date: 2017-03-17

# New in 1.7.2d:

GX2: 1.7.3 accidentally broke compatibility with pre-1.7.3 cached shaders. This hotfix restores backward compatibility.
Also made some adjustments to guarantee this doesn't happen again in the future.

# New in 1.7.3b/c:

JIT: Fixed potential softlock for busy-wait loops which use the LWARX/STWCX instructions
GX2: Fixed incorrect shader source generated for streamout write exports when the shader is optimized for float-only

# New in 1.7.3:

JIT: LWARX instruction now consumes multiple virtual cycles. This speeds up busy wait loops.

general: Screensaver/Standby should no longer come up while a game is playing in Cemu

coreinit: Added API LCDisableDMA(), LCGetAllocatableSize(), MPResetTaskQ(), OSPeekMessage(), OSEnableHomeButtonMenu()
coreinit: Fixed bug in LCEnableDMA()
coreinit/FS: FSOpenFile() is no longer blocking CPU execution
coreinit/FS: Added internal support for priority-based path overloading
coreinit/FS: Cemu will load patched game files automatically from mlc01/usr/title/../../

ACP: Added ACP library. New API: ACPCheckApplicationDeviceEmulation()

AOC: Added proper support for AOC library. Addon content (DLC) is automatically loaded from mlc01/usr/title/../../aoc/ or mlc01/usr/title/../../<aoc_titleId>/

AX: Fixed internal ADPCM playback offset calculation for addresses above 0x80000000

Input: Fixed bug that caused non-keyboard buttons to be detected as keyboard input

GX2: Improved implementation for GX2CalcTVSize() and GX2CalcDRCSize()
GX2: Shader code optimizations. Up to 40% faster compile time for float-only shaders (measured on NVIDIA)
GX2: Added support for shader OP3 CNDGT_INT instruction
GX2: Added support for vertex format FMT_16_16_16_16, nfa=0, signed=0
GX2: Fixed software streamout reading format 32_32_32_FLOAT incorrectly
GX2: Added support for vertex shader gl_PointSize export
GX2: Fixed a race condition in which the GPU7 command processor could run ahead of the current write pointer before GX2Init() was called
GX2: Fixed sampler min and mag filter value being read from wrong register bits
GX2: Added support for streamout binding the same buffer as input and output
 
Last edited by abdellbobo,
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