Emulation [RELEASE] Cemu - Wii U emulator

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I'm curious about this guy. He replace Luigi to Link. Like where to find the character models in Mario Kart 8.rpx and is there a video on how to play DLC tracks on MK8? I keep crashing when I try to replace an existing track to DLC such as Big Blue and Hyrule.

Link DLC:
 
Last edited by Miguel Gomez,
I'm curious about this guy. He replace Luigi to Link. Like where to find the character models in Mario Kart 8.rpx and is there a video on how to play DLC tracks on MK8? I keep crashing when I try to replace an existing track to DLC such as Big Blue and Hyrule.

Link DLC:

For the character models, they're in the driver folder. For example, I duplicated Link.szs, deleted Link.szs, and renamed the duplicated Link.szs to Luigi.szs. For the courses, you don't copy over the bars file, you leave that file alone.

Anyways, Sonic Lost World can actually load up this time around but it stays at 0 fps.

 
It's working fine here, not freeze at all, just slow :P
Well i dont know :/ it freezes at certain parts when it has to put some effects or models on the cutscene, once it freezes it freezes every time i reach it :/
I think its because i have OpenGL version 4.2 and you have 4.5, in previous cemu builds on splatoon i got some kind of messed up vertices on the characters skin while on others with better gpu (which is probably 4.5) didnt have it
 
Must put in my 2 pence here chaps.

I haven't even tried this emulator yet, but the progress that is being made is excellent! Congrats @Exzap (and team)?

I'll gladly throw some cash your way for further development, but would I be able to donate my key or serial to another user? Or would you sooner me choose the "No reward" option?
 
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For the character models, they're in the driver folder. For example, I duplicated Link.szs, deleted Link.szs, and renamed the duplicated Link.szs to Luigi.szs. For the courses, you don't copy over the bars file, you leave that file alone.

Anyways, Sonic Lost World can actually load up this time around but it stays at 0 fps.


I did leave the .bars file alone and it just crash. I replaced GBA Mario Circuit to Big Blue or any DLC tracks.

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

2,3 and 4 player input possible soon?
Edit:loving the emulator btw :)
Possible. But not now.
 
Last edited by Miguel Gomez,
An update on the autohotkey magnifier for Intel GPU users, I've set it to use antialiasing and 4x zoom automatically so it fits even more its purpose.

Code:
OnExit handle_exit

  Gui,  +AlwaysOnTop  +Owner +Resize +ToolWindow ; window for the dock
  Gui, Show, NoActivate w400 h400 x300 y50 , PrintScreen
  zoom = 4
  antialize = 1
  Gui, Add, Slider, vdelay x220 y0  Range15-200
  Gui, Add, Text, x340 y12 w80  vdelay2

  WinGet PrintScreenID, id  ,PrintScreen  ;
  WinSet, Transparent , 254, PrintScreen

  ;retrieve the unique ID number (HWND/handle) of that window
  WinGet, PrintSourceID, id

  hotkey , #x           , toggle_follow
  hotkey , +$LButton    , click_through

  toolbar_def:=35
  toolbar := toolbar_def
  follow :=0

  hdd_frame := DllCall( "GetDC", UInt, PrintSourceID )
  hdc_frame := DllCall( "GetDC", UInt, PrintScreenID )

  hdc_buffer := DllCall("gdi32.dll\CreateCompatibleDC", UInt,  hdc_frame)  ; buffer
  hbm_buffer := DllCall("gdi32.dll\CreateCompatibleBitmap", UInt,hdc_frame, Int,A_ScreenWidth, Int,A_ScreenHeight)

  Gosub, Repaint
return

toggle_follow:
    follow := 1 - follow

    if follow = 1
    {
        WinSet Region,, PrintScreen
        toolbar := -32 ; height of window title
        GuiControl, Hide, zoom
    }
    else
    {
        WinSet Region,, PrintScreen
        toolbar :=toolbar_def
        GuiControl, Show, zoom
    }
Return

click_through:
    if follow = 1
    {
      Gui, Hide
      Send, {Click}
      SetTimer, Repaint , Off
      Gui, Show
      SetTimer, Repaint, %delay%
    }
Return

Repaint:

   CoordMode, Mouse, Screen              
   MouseGetPos, mouse_x, mouse_y             ;  position of mouse
   start_x = 1100
   start_y = 140
   Gui, Submit, NoHide                       ; needed to read the dropdown and slidervalue
   GuiControl,, delay2 , delay %delay% ms
   WinGetPos, wx, wy, ww, wh , PrintScreen

   wh2 := wh - toolbar

    DllCall( "gdi32.dll\SetStretchBltMode", "uint", hdc_frame, "int", 4 * antialize )  ; Halftone better quality with stretch
 
    DllCall("gdi32.dll\StretchBlt", UInt,hdc_frame, Int,0, Int,toolbar, Int,ww, Int,wh - toolbar
          , UInt,hdd_frame, Int
          , start_x-(ww / 2 / zoom)
          , Int,start_y -( wh2 / 2/zoom), Int,ww / zoom, Int,wh2 / zoom ,UInt,0xCC0020) ; SRCCOPY
 
  SetTimer, Repaint , %delay%
Return

GuiClose:
handle_exit:
   DllCall("gdi32.dll\DeleteObject", UInt,hbm_buffer)
   DllCall("gdi32.dll\DeleteDC", UInt,hdc_frame )
   DllCall("gdi32.dll\DeleteDC", UInt,hdd_frame )
   DllCall("gdi32.dll\DeleteDC", UInt,hdc_buffer)
ExitApp
How do we apply this ?
 
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2,3 and 4 player input possible soon?
Edit:loving the emulator btw :)
Maybe, LAN and Netplay as well.

Although, that'll be Coming Soon™... Eventually (within some point this year or the next, depending on how far development goes and when it is added).
 
Last edited by DoctorWhosThat,

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