[WIIU] Cemu 1.7.3d

[6] @ !!! Piątek, 17 Marca 2017 22:41 CET [17-03-2017 22:39 CET]

Skomentuj

Pojawiła się nowa wersja tego emulatora konsoli Nintendo WiiU. Filmy z pracy emulatora kuszą, oj kuszą... może kiedyś;)

→ [WIIU] Cemu 1.11.0c

# Cemu 1.11.0c Patreon release date: 2017-10-24 / Public release date: 2017-10-31

  • coreinit: Fixed a rare memory corruption bug that caused FSOpenFileAsync() to fail on valid files

# New in 1.11.0b:

  • general: Fixed a bug that made it impossible to enable online mode
  • coreinit: Fixed a problem where save files would sometimes not be detected by a game

# New in 1.11.0:

  • general: Added support for native online play for games that use NEX (requires otp, seeprom, account data and certificates dumped from a Wii U)
  • general: Updated game profiles
  • general: Added "streamoutBufferCacheSize" game profile option
  • general: Added "extendedTextureReadback" option (fixes Pikmin 3 and possibly other games, credits and thanks @ epigramx for the finding)
  • general: Added "threadQuantum" game profile option to control amount of virtual PPC cycles executed per thread time slice
  • general: Updates and dlcs can be now installed (but not downloaded) more conveniently via Cemu's UI. File -> Install game update or DLC -> select the meta.xml in the meta folder of the update
  • general: Added logging option for socket API
  • PPC/Interpreter: Fixed a bug in PSQ_L* instruction that caused the second value to be extended with the incorrect sign bit
  • PPC/Interpreter: Minor optimizations in PSQ_L* instructions
  • PPC/Interpreter: Added instruction PS_CMPU0
  • PPC/JIT: Move instructions that affect CR closer to conditional jumps so we can cache CR in x64 flags register (optimization for loops and branch heavy functions)
  • coreinit: Rewritten ExpHeap, MBlock MEMList, SpinLock code
  • coreinit: Rewrote MEMInitBlockHeap, MEMCreateFrmHeapEx, MEMCreateUnitHeapEx to match the new internal memory structures
  • coreinit: Added API MEMDestroyUnitHeap, MEMDestroyBlockHeap, IOS_Ioctlv, OSUninterruptibleSpinLock_Acquire, OSUninterruptibleSpinLock_Release, OSUninterruptibleSpinLock_TryAcquire, OSUninterruptibleSpinLock_TryAcquireWithTimeout, IM_GetParameter, IMGetAPDPeriod
  • input: Deadzone is normalized correctly now and should be the same for xinput and directinput devices
  • input: Fixed calibrating for certain directinput devices
  • input: Fixed a bug that caused controllers not to appear in the device list after click the refresh button
  • nn_save: New save library implementation Using the correct save path: /mlc01/usr/save/... (instead of /mlc01/emulatorSave/..) Cemu will automatically migrate old saves to the new location (if user confirms a message box) Create meta files that identify a save (iconTex.tga, meta.xml, saveinfo.xml) The new implementation also covers more nn_save API
  • nn_acp: Added API ACPUpdateSaveTimeStamp, ACPCheckApplicationDeviceEmulation, GetUtcOffset, GetUtcOffsetEx
  • nn_boss: Added support for reading BOSS storage (mlc/usr/boss/)
  • nn_sysnet: Added API mw_socket, shutdown, inet_pton, recvfrom_ex, sendto, sendto_multi
  • Iosu: Implemented crypto and account modules
  • zLib: Added API deflateInit2_, deflateBound, deflate, deflateEnd
  • GX2: Added support for data-merging of BC3 and BC4 textures with matching integer formats
  • GX2: If supported, use AVX2 to decode 16bit indices
  • GX2: Optimized tiling aperature
  • GX2: Fixed a bug where the pixel shader decompiler would ignore the current state of geometry shader outputs and instead use the outputs of the vertex stage
  • GX2: Various smaller optimizations
  • AX: Fixed crash caused by buffer overflow when the samplerate ratio of a voice was very low
  • AX: Fixed a crash bug in biquad filter
  • AX: Added API AXGetAuxCallback
→ [WIIU] Cemu 1.8.2b

Cemu detailed changelog for 1.8.2b Patreon release date: 2017-07-18 | Public release date: 2017-07-25

New in 1.8.2b:

  • CPU/JIT: Fixed crash that could occur during instruction analysis
  • misc: Added some exports for Cemuhook

New in 1.8.2:

  • general: Any .rpl files placed in cafeLibs/ directory will be loaded instead of the internal HLE modules (experimental feature, no real use yet)
  • general: Cemu window can now be resized
  • CPU/JIT: Fixed a bug in recompiler SRWI instruction
  • CPU/JIT: Fixed a bug that could cause the recompiled code to skip an instruction if the thread was switched between the beginning of a loop and an inlined function
  • CPU/JIT: Added STBUX instruction to recompiler
  • CPU/JIT: Several other optimizations for the recompiler:    
  • Use AVX non-destructive 3-operand instructions to optimize some copy operations away
  • Delay/Avoid endian-swapping between LWZ/STW if the data is not used for any other operation
  • Generate shorter code for BCTRL, BL, BLR and other far branches (2 instructions, only 1 for far branches with no LR update)
  • Replace branches with conditional moves (CMOVcc) if possible
  • Avoid redundant FPR loads and stores
  • Better detection for situations where x64 flags can be used instead of testing CR bits
  • Avoid extra work of thread scheduling checks in tight non-infinite loops
  • coreinit: New API OSTryAcquireSpinLockWithTimeout(), OSSwitchFiberEx(), MCP_Open(), MCP_Close()
  • coreinit: More accurate emulation of foreground bucket memory and it's subregions
  • coreinit: FSOpenDir() no longer ignores the current working directory
  • coreinit: Fixed integer overflow in OSTicksToCalendarTime()
  • AX: Added AX voice debugger
  • AX: Fixed biquad filter
  • AX: New API AXSetVoiceSamplesAddr(), AXSetVoiceLoopOffset()
  • GX2: Improved detection of changed data for typical screen-size textures in texture cache (fixes softdec videos)
  • GX2: Fixed invalid GLSL code being generated for 3D texture access with offset
  • GX2: Fixed bug in indices generation for PRIMITIVE_RECTS
  • GX2: Fixed a bug where adding entries to a shader cache .bin archive would sometimes have no effect (causing Cemu to recompile the affected shaders everytime)
  • GX2: Various smaller optimizations throughout the graphic backend (performance gain 1-3%)
  • GX2: Added support for tileMode filter in graphic packs texture rules (Useful to exclude video frames or other CPU-accessed textures)
  • GX2: Aspect ratio calculation now uses effective size of texture (after graphic pack rescaling) rather than original size
  •  
→ [WIIU] Cemu 1.8.1b

Cemu detailed changelog for 1.8.1b | Patreon release date: 2017-06-23 | Public release date: 2017-06-30

New in 1.8.1b:

  • general: Fixed a bug causing permanent full CPU load on one thread

New in 1.8.1:

  • CPU/JIT: Fixed a bug in ADDME. instruction
  • CPU/Interpreter: Fixed a bug in PSQ_STX and PSQ_LDX instruction (GQR index parsed incorrectly from opcode)
  • CPU/Interpreter: Fixed invalid endianness in instruction STHBRX
  • coreinit: Added 'errno' export
  • coreinit: Added API OSCalendarTimeToTicks(), OSCancelThread(), IM_GetHomeButtonParams(), OSCalendarTimeToTicks(), FSAppendFile(), FSRemove(), SAVEChangeDir()
  • coreinit: Fixed GHS flock handling. Added __ghs_flock_file() and __ghs_funlock_file()
  • coreinit: Added support for milliseconds and microseconds in OSTicksToCalendarTime()
  • coreinit: Fixed bug where FSOpenFile() with mode 'r+' would not allow read access
  • coreinit: Fixed a bug where shared-write file access prevented simultaneous read access from the same file
  • GX2: Added API GX2GetScissorReg(), GX2GetTargetChannelMasksReg(), GX2SetDefaultState()
  • GX2: Better handling for invalid/uncompilable shaders (avoid drawcalls that will lead to errors)
  • GX2: Added support for vertex format 32_32_32_32_FLOAT for primitive RECTS
  • GX2: MULADD shader instruction will now use correct rules in regards to 0*anything
  • GX2: Fixed OpenGL error caused by games requesting more mip levels than possible for a texture
  • GX2: Fixed source mip level parameter for GX2CopySurface()
  • GX2: Avoid shadow samplers on AMD GPUs. This workaround can be forced on other GPUs via -amdshadows command line parameter
  • SWKBD: Fixed handling of active state (previously it was tied to the keyboard being visible whereas it should be separate)
  • SWKBD: Fixed input handling (should no longer clash with wxWidgets, leading to input sometimes being ignored)
  • RPL: Fixed bug where imports/exports were mapped incorrectly if the internal module name included '.rpl'
  • zlib: Overhauled Cafe OS zLib implementation
  • nsysnet: Added nsysnet (socket) library
→ [WIIU] Cemu 1.8.0b

Cemu detailed changelog for 1.8.0  Patreon release date: 2017-05-23 : Public release date:  2017-05-30

New in 1.8.0b:

  • general: Fixed a bug in calculation of fullscreen window size
  • GX2: Fixed crash caused by out-of-bounds vertex attribute locations

New in 1.8.0:

  • general: Added memory scanner (search and filter for values)
  • general: If Cemu is maximized to fullscreen, it will remain on the same monitor rather than defaulting to the primary monitor
  • RPL: Optimized loading of RPLs
  • GX2: Cemu now uses separable shaders
    • Vertex, geometry and pixel shaders are split into separate and independent programs rather than bundling them into sets
    • This change breaks compatibility with pre-1.8.0 shader caches and graphic packs (if they contain shaders)
  • GX2: Added support for using the same texture multiple times with different sampler parameters during a single drawcall
  • GX2: Graphic pack texture rules will automatically scale gl_FragCoord
  • GX2: Implemented shader instructions RECIPSQRT_FF and RECIP_FF
  • GX2: GPU7 shader decompiler will output slightly more optimized GLSL code
  • GX2: Better detection for invalidation of data in Streamout cache
  • GX2: Optimized frequently used GX2 API
  • GX2: Optimized texture decoding
  • GX2: Added command line option '-nsight' to allow debugging via NVIDIA Nsight
→ [WIIU] Cemu 1.7.5
Xenoblade Chronicles (a.k.a. Xenoblade) (Nintendo of America Inc., Apr 28, 2016) i całe 9FPSów pod 1.7.5 ... ale Win7, i5 2 generacji i leciwe ATI.

Cemu detailed changelog for 1.7.5 Patreon: 2017-04-23 | Public:  2017-04-30

  • CPU/Interpreter: Improved accuracy of various floating point operations (including correct handling for PPC's non-ieee mode)
  • CPU/JIT: Added experimental support for PPC's non-ieee mode
  • CPU/JIT: Optimized loops and branches by caching CR0 in x64 flags register if possible
  • RPL: Fixed a crash caused by too large SDA areas
  • GX2: Various optimizations for the graphics backend, including:
    • ... optimizing the algorithm for vertex/uniform/streamout cache lookup
    • ... avoiding all redundant GL state changes
    • ... implementing OpenGL DSA for textures
    • ... other micro optimizations throughout the entire code
  • GX2: Fixed a bug leading to corrupted shader cache files
  • GX2: Rendering to SNORM textures is now correctly handled on Nvidia GPUs
  • GX2: Fixed a bug in GX2ClearBuffersEx() and GX2ClearDepthStencilEx() where depthbuffer->clearDepth was set to the incorrect value
  • GX2: Fixed crash caused by unsupported vertex/geometry shader mode
  • GX2: Added experimental mode 'min' for game profile option 'accurateShaderMul' (see gameProfiles/example.ini for details)
  • GX2: Modifying the 'accurateShaderMul' game profile option now invalidates precompiled shaders

 

→ [WIIU] Cemu 1.7.4d
Dałem się skusić ale na coś starszego... The Legend of Zelda: The Wind Waker HD

Cemu detailed changelog for 1.7.4 | Patreon release date: 2017-04-02 | Public release date:  2017-04-09

New in 1.7.4d:

  • GX2: Added a workaround for unsupported alignment in glVertexAttribIPointer for AMD GPUs

New in 1.7.4b/c:

  • general: Fixed titleId calculation if DLC was installed incorrectly
  • GX2: Fixed crash if CPU extensions SSSE3 and SSE4.1 were not supported

New in 1.7.4:

  • general: Added command line option -ud to enable upside-down render mode
  • general: Added game profile option 'GPUBufferCacheAccuracy'
  • general: Added game profile option 'disableGPUFence'
  • general: Updated some game profiles
  • CPU/JIT: Overhauled FPR register management, reducing the number of load/store operations
  • CPU/JIT: Fixed an unsafe optimization that could lead to floating-point stores being optimized away
  • CPU/JIT: Implemented instructions CREQV, LWBRX
  • CPU/JIT: Recompiler will now inline small functions
  • GX2: Improved occlusion query support
  • GX2: Added API GX2SetVertexSamplerBorderColor()
  • GX2: Fixed a bug in GX2SetPixelSamplerBorderColor()
  • GX2: Experimental support for texture readback
  • GX2: Added support for mip-mapped 3D textures
  • GX2: Shader dump debug option will now also dump shaders from the transferable shader cache
  • GX2: Added support for vertex attribute format=0x07, nfa=2, signed=0, endian=0
  • GX2: Fixed a bug that caused graphic pack shaders always being loaded as pixel shaders instead of their respective type
  • GX2: Slightly optimized OpenGL backend by reducing the number of GL function calls
  • GX2: Optimized decoding and handling of index data (utilizing SSE2)
  • GX2: Fixed data corruption occuring under rare circumstances in vertex/uniform data cache
  • GX2: Extended shader archive format to support cache files larger than 4GB
  • GX2: Compiling shaders from the transferable shader cache is now done multi-threaded (if ARB_parallel_shader_compile is supported)
  • GX2: Graphic packs now support overwriting the format of textures
  •  

Cemu changelog for 1.7.3d | Patreon 2017-03-10 | Public release 2017-03-17

New in public release:

  • general: New game profiles

New in 1.7.3d:

  • 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
  •  
→ [WIIU] Cemu 1.7.0d

Cemu detailed changelog for 1.7.0 2017-01-09/2017-01-16

  •  Added 'Graphic packs' (graphic modding support)
  •  Extended shader cache, now transferable and forward compatible

# New in 1.7.0d (public release):

  • GX2: Fixed a bug that sometimes caused Cemu to crash while caching large shaders

# New in 1.7.0b/c:

  • GX2: Minor graphic pack related bug fixes
  • GX2: Fixed a rare bug which could cause textures to get corrupted

# New in 1.7.0:

  • GX2: Added support for customizable graphics via 'Graphic packs' (alias graphic modding support built into the emulator)
  • GX2: Overhauled shader cache. Shader cache files can now be transferred between different PCs and remain compatible across future Cemu versions.
  • GX2: Fixed a bug where alpha-test related registers where incorrectly handled for shaders read from the shader cache
→ [WIIU] Cemu 1.6.4

CEMU detailed changelog for 1.6.4 Public release date:  2016-12-19

  • general: Added hotkey Shift + Print Screen to capture a screenshot in the native resolution of the game
  • general: Added debug option to flip output image upside-down This is a workaround for third-party tools which do not account for OpenGL's ARB_clip_control extension
  • debugging: Added menu to alter priority of a thread in the PPC thread view (via right-click)
  • coreinit: Added API: MEMiGetFreeStartForFrmHeap(), MEMiGetFreeEndForFrmHeap(), FSAppendFileAsync()
  • coreinit: Fixed race condition bug in __ghsLock(), __ghsUnlock(), OSUninterruptibleSpinLock_Acquire(), OSUninterruptibleSpinLock_Release()
  • AX: Cemu no longer crashes if voices use invalid sample offsets
  • AX: Added device remix matrix support
  • VPAD: Fixed Left/Right stick-click mapping
  • CPU: Fixed recompiler crash caused by complex recursive functions
  • GX2: Added bicubic upscale filter option
  • GX2: Added missing streamout buffer specification registers to shader cache
  • GX2: Fixed rounding issue when updating depth range
  • GX2: Fixed calculation of viewport near/far values
  • GX2: Added 'accurateShaderMul' gameprofile option (see gameProfiles/example.ini for explanation)
  • GX2: Optimized some frequently used GX2/GPU7 functions
→ [WIIU] Cemu 1.6.3

CEMU detailed changelog for 1.6.3 Public release date:  2016-10-27

  • coreinit: Added support for 'wb' modifier flag in FSOpenFile()/SAVEOpenFile()
  • AX: Rewrote a majority of AX API and internal mixing code, aiming for almost a 1:1 reimplementation where possible
  • AX: Adjusted memory layout of some internal sample data buffers (some games calculate addresses on their own instead of relying on the values provided by the API)
  • SWKBD: Fixed a bug that caused the software keyboard overlay to not display on AMD GPUs
  • GX2: Added support for D24_S8_FLOAT depth buffer format
  • GX2: Shaders will now correctly use shadow samplers instead of imitating them by manually comparing shadow depth in shader logic
  • GX2: Added support for dynamically detecting and adjusting the number of mip levels of a texture during usage (information about the mip level count isn't always available at texture creation)
  • GX2: Better support for rendering to individual mip levels of a texture
  • GX2: Added support for binding the same texture multiple times with different mip or slice views during a drawcall
  • GX2: Fixed order of elements returned by FETCH4 shader instruction
  • GX2: Fixed a bug in polygon offset slope scale calculation
  • GX2: Handle texture LOD parameter correctly in vertex shader
Do ściągnięcia
cemu 1.7.3-t2e.pl.zip
Do oglądnięcia
Dodatkowe informacje
Inne treści związane z tematem
[multi] RetroArch/Core 1.6.8 21/11/2017 [multi] RetroArch/Core 1.6.8 21/11/2017;
Największym minusem dużych projektów, które posiadają swoje automaty do generowania binarek z wersji developerskich jest sytuacja, w której od czasu do czasu ktoś postanawia jednak ogłosić kolejną wersję:). Fascynujące jest na ilu różnych systemach retroArch ...
[GB/CGB] Gambatte 0.5.0 r4b614 SpeedRun;
Gambatte SpeedRun to emulator konsolek NINTENDO GameBoy i GB Color Gambatte plus narzędzie pozwalające na tworzenie "SpeedRunów" czyli jak najszybszego ukończenia gry, w tym wypadku nieszczęsnych pokemonów, które dla mojej generacji były powodem nieskończonych ...
[SNES] Oficjalny Snes9x 1.55 [SNES] Oficjalny Snes9x 1.55;
Poprawki do oficjalnej wersji emulatora Super Nintendo - Snes9x. W zasadzie wszystko znamy już z poszczególnych wersji testowych dodanie MSU-1, BS-X i poprawki w działaniu programu. Ale i tak nowy numerek cieszy.
[multi] Higan 0.106 [multi] Higan 0.106;
Higan jest nowym dzieckiem Byuu, autora Bsnesa, bazujący głównie na jego kodzie emuluję cała rodzinę konsol: Famicom (NES8), Super Famicom (SNES), Super Game Boy, BS-X Satellaview, Sufami Turbo, Game Boy, Game Boy Color, Game Boy Advance, WonderSwan i WonderSwan Color, a od tej ...
[NES] puNes 0.101 [NES] puNes 0.101;
Kolejne poprawki w emulatorze NINTENDO 8 - puNes, nie jest to tak rozbudowany emulator jak seria FCE, jednak wyróżnia się paroma ciekawostkami, na które warto zwrócić oko - nic istotnego, jednak na pewno umilą emulację (ot jakieś shadery i inne szmery;)). W sumie, ...
WiiU