Emulation [RELEASE] Cemu - Wii U emulator

  • Thread starter Thread starter Exzap
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I burst out laughing when I seen this. Happens after finishing a 3 course VS Race. There's also a new issue where cubemap reflections seem to be ignored in courses, at least on NVIDIA GTX 870M. (it was working after one course before I think)
 
# CEMU detailed changelog for 1.6.0
# Patreon release date: 2016-09-15

CPU: Added instructions ADDCO, DIVWUO DIVWO, CRAND and CRANDC to interpreter
CPU: Added instructions LFDU, STFDU, BLRL and SLW. to recompiler
CPU: Fixed rounding error in FCTIWZ and PSQ_ST recompiler instruction
CPU: Improved detection of function end address for recompiler. Added special handling for shared function bodies
CPU: Fixed recompiler generating invalid code for conditional branch instructions with link flag set
CPU: New option 'emulateSinglePrecision' for game profiles. If enabled, recompiler will round results to single-precision after single-precision instructions.

SAVE: Added API SAVEGetStatOtherNormalApplicationVariationAsync()

coreinit: New API FSSetPosFileAsync(), FSGetPosFileAsync(), FSIsEof(), FSIsEofAsync(), OSGetAvailPhysAddrRange(), OSAllocVirtAddr(), OSMapMemory(), OSUnmapMemory(), MEMAdjustExpHeap(), MEMFreeToBlockHeap()
coreinit: Implemented MPQueue API
coreinit: Improved implementation of OSGetMemBound()
coreinit: Fixed OSSleepTicks using wrong timer source
coreinit: Fixed return value of OSWaitSemaphore() when thread does not return immediately
coreinit: Improved handling of thread joining and detached state

VPAD: Improved implementation of VPADGetTPCalibratedPointEx()

AX: New API AXSetVoiceLoopOffset(), AXSetVoiceEndOffset(), AXSetVoiceSamplesAddr()
AX: Fixed handling of upsample stage when used before final mix callback

DMAE: New API DMAESemaphore()

GX2: New texture cache implementation
GX2: Improved coalescing of textures of different formats with overlapping memory ranges
GX2: Fixed a bug that caused the wrong texture to be used in a draw call right after a new texture was created
GX2: Fixed a bug where any stencil clear operation would be ignored
GX2: Added handling for SRGB when the surface is also accessed as non-SRGB
GX2: Fixed a special case in vertex/geometry shader where imports would be optimized away if the only way to access them was via indexed gpr access
GX2: Added support for tilemode 32 in GX2CalcSurfaceSizeAndAlignment()
GX2: Added support for compressed texture formats to tiling aperature
GX2: GX2CopySurface() can now properly handle mip levels
GX2: Implemented GX2CopySurfaceEx(), GX2ResolveAAColorBuffer() and GX2RDestroySurfaceEx()
GX2: Implemented MIN_INT and SETNE shader instructions
GX2: Fixed a bug in R16_UNORM texture format decoder
GX2: Added proper support for mip levels to tiling aperature
GX2: Corrected handling of 8 bit formats in tiling aperature
Holy shit! Now that's a change log and a half
 
This update from what i've seen has some insane regression, maybe the most i've ever seen in an emulator. Hope it gets fixed in the upcoming updates. Not too worried anyways since it's still progressing well and Exzap still has done a good job at it.
 
@Exzap Yoshi Woolly world doesn't seem to be booting for anyone that i know. Is there a specific method of doing it?
Might be the dump. If launching via .rpx make sure the /meta/ folder is present. Other things that can sometimes help:
  • Configure a GamePad controller and nothing else
  • Manually set console region to the correct one
  • Try both CPU timer options
  • Delete settings.bin
 
Might be the dump. If launching via .rpx make sure the /meta/ folder is present. Other things that can sometimes help:
  • Configure a GamePad controller and nothing else
  • Manually set console region to the correct one
  • Try both CPU timer options
  • Delete settings.bin
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
 
Last edited by KillzXGaming,

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