Cemu emulator updated to version 1.17.4, adds emulated SD card support

in-wiiu-cemu-11511-disponible-1.png

You know what's not delayed due to the Coronavirus? Cemu updates. Everyone's favorite Nintendo Wii U emulator has just received a new update per usual, adding in some new bugfixes and features. In the latest version, available for download now, v1.17.4 Cemu adds support for emulated SD cards. Now whenever you use the emulator, it acts as if an SD card is in the virtual system, allowing you to add files to the new "sdcard" folder in the Cemu folder directory. There's also a handful of optimizations that make the emulator a little more stable, when it comes to its new Vulkan renderer. Be sure to grab the new update at the official Cemu site.

# Cemu detailed changelog for 1.17.4
# Patreon release date: 2020-03-13
# Public release date: 2020-03-20

general: Added support for SD card emulation
The virtual SD card is always inserted
It's mapped to the 'sdcard' folder in the Cemu root directory

general: Fixed a deadlock that could happen when changing the mlc01 folder

RPL: Fixed a crash in the RPL loader that could happen for some game executables

coreinit: Minor stability improvements for multi-core recompiler mode

nn_act: Implemented GetSlotNoEx()
Fixes saving in Art Academy titles (#81)

Vulkan: Shaders with compile errors should no longer crash Cemu
Vulkan: Skip drawcall instead of crashing when out of vertex cache memory

Note:
(#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/

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NoNAND

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SD card emulation huh..I could see how some homebrew could benefit from this if run through cemu.
What about performance fixes? Are there any performance fixes mentioned or listed anywhere?
 
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CallmeBerto

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From their site

general: Added support for SD card emulation
The virtual SD card is always inserted
It's mapped to the 'sdcard' folder in the Cemu root directory

general: Fixed a deadlock that could happen when changing the mlc01 folder

RPL: Fixed a crash in the RPL loader that could happen for some game executables

coreinit: Minor stability improvements for multi-core recompiler mode

nn_act: Implemented GetSlotNoEx()
Fixes saving in Art Academy titles (#81)

Vulkan: Shaders with compile errors should no longer crash Cemu
Vulkan: Skip drawcall instead of crashing when out of vertex cache memory

Note:
(#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
 
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CORE

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The better CEMU gets I guess it possible to ease in Homebrew Development if someone where interested.

Although as I mentioned before CEMU seems to work better than WiiU itself regarding Virtual Console N64 Ini Settings.

Certain settings effect Games via CEMU but dont do squat via actual WiiU Console.

Has anyone or is it possible to use GamePad via CEMU? Just wondering for future reference.
 
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the_randomizer

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The better CEMU gets I guess it possible to ease in Homebrew Development if someone where interested.

Although as I mentioned before CEMU seems to work better than WiiU itself regarding Virtual Console N64 Ini Settings.

Certain settings effect Games via CEMU but dont do squat via actual WiiU Console.

Has anyone or is it possible to use GamePad via CEMU? Just wondering for future reference.

That is...really weird, that emulation in emulation works better than emulation in a real console :blink:
 
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CORE

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That is...really weird, that emulation in emulation works better than emulation in a real console :blink:

An example is Castlevania Inject.

TicksPerFrame = Think it in 400s
BootPCChange = 0

The settings was to resolve Audio running slightly Fast which actually still happens on modern Emulators Mupen64plus and Project64 I have not tested others.

Anyway Text scrolls faster than it should and as a result dialog is skipped.

"Deep in his Castle he stirs from a century if enforced sleep Count Dracula awakes"

The Audio Skips to either Reinhardt or Carrie adjusting the settings I mentioned I was able to fix it.

The Game plays well besides this small glitch.

On Project64 you can adjust Counter Factor to 6 fixes it but can slow gameplay down dramatically.

The f**ked up part is I had BodyHarvest running almost perfect at around 13-15 FPS via CEMU which is pretty accurate and expected but on Loadiine the FPS would have been 25-30FPS I forgot to save damn Ini I know TicksPerFrame was one of the settings though.

Just never got to test via Loadiine.
 
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the_randomizer

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An example is Castlevania Inject.

TicksPerFrame = Think it in 400s
BootPCChange = 0

The settings was to resolve Audio running slightly Fast which actually still happens on modern Emulators Mupen64plus and Project64 I have not tested others.

Anyway Text scrolls faster than it should and as a result dialog is skipped.

"Deep in his Castle he stirs from a century if enforced sleep Count Dracula awakes"

The Audio Skips to either Reinhardt or Carrie adjusting the settings I mentioned I was able to fix it.

The Game plays well besides this small glitch.

On Project64 you can adjust Counter Factor to 6 fixes it but can slow gameplay down dramatically.

The f**ked up part is I had BodyHarvest running almost perfect at around 13-15 FPS via CEMU which is pretty accurate and expected but on Loadiine the FPS would have been 25-30FPS I forgot to save damn Ini I know TicksPerFrame was one of the settings though.

Just never got to test via Loadiine.

https://www.libretro.com/index.php/category/parallel/

Is probably your best bet to run properly, best part is that it's accurate, but also really fast now
 

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