[WIIU] Cemu 1.8.1b

[1] @ !!! Piątek, 30 Czerwca 2017 22:03 CET [30-06-2017 22:00 CET]

[WIIU] Cemu 1.8.1b

Nowa wersja i nowe poprawki w emulatorze konsoli Nintendo WiiU. Miły emulator, zauważalny postęp ale nie mogę się przekonać do gier z tej konsoli. Co mogę polecić to bardzo pomocny frontend do tego emulatora - MappleSeed, a do uzupełnienia plugin pozwalający odtwarzać materiały h264 (filmy) Cemu Hook 0.4.2.0 w wersji działającej tylko pod 1.8.1 i wyższej

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
→ NOWSZY [WIIU] Cemu 1.21.3 8/10/2020

Cemu detailed changelog for 1.21.3 # Patreon release date: 2020-10-02 # Public release date:  2020-10-09

Super Mario Maker (Nintendo of America Inc., Sep 11, 2015)
  • Anisotropic filtering can now be controlled via graphic packs
  • Re-Added texture dumping support
  • Graphics fixes

New in 1.21.3:

  • general: Logging now uses local time instead of UTC
  • gfxPack: Graphic packs can now overwrite the level of anisotropic filtering for individual textures (#257)
    • We also added a demonstration graphic pack for BotW under enhancements
    • For graphic pack authors:
    • The new option is called overwriteAnisotropy and was added to [TextureRedefine] in rules.txt
    • Valid values are 1, 2, 4, 8 and 16
  • OpenGL/Vulkan: Readded texture dumping support
    • Now also dumps to .tga files instead of .bmp (transparency support)
  • OpenGL/Vulkan: Fixed a bug in the shader decompiler when translating shadow sampler instructions
    • This fixes shadow issues in Super Mario 3D World. Other games might be affected as well
  • Vulkan: Fixed an issue where anisotropic filtering would not be enabled if below 4x
    • Slightly improves default terrain quality in BotW

On a side note, we were able to track down Bayonetta 2's missing shadow issue (thanks to Rodrigo from Yuzu for helping with this!). Since a proper solution will take a while to implement we have released a workaround graphic pack as a temporary solution

Cemu detailed changelog for 1.21.2 | Patreon release date: 2020-09-18 | Public release date:  2020-09-25

  • Vulkan fixes
  • Various smaller optimizations

New in 1.21.2:

  • CPU/JIT: Added support for instructions STHUX and RLWIMI. Provides a minor performance boost in games that utilize these instructions (e.g. Sonic Boom)
  • Vulkan/OpenGL: Added support for integer texture samplers
    Project Zero seems to be the only game that uses these but no obvious visual difference was observed
  • Vulkan: Compilation of shader modules now uses multiple threads
    This gives a small speed boost for synchronous compilation since vertex and pixel shaders for a drawcall can compile in parallel
    It also gives a speed boost to asychronous compilation due to using extra threads
  • Vulkan: Fixed a rare race condition where asynchronous shader compilation could fail and lead to permanent graphic bugs for the current play session
  • Vulkan: Added barrier before frame output which should resolve black pixel artifacts on some GPUs
  • Vulkan: Fixed a bug that could cause device loss during swapchain creation
→ NOWSZY [WIIU] Cemu 1.21.1b 12/09/2020

Cemu detailed changelog for 1.21.1b | Patreon release date: 2020-09-04 | Public release date:  2020-09-11

  • Vulkan fixes
  • UI improvements

New in 1.21.1b:

  • general: Updated language files
  • Vulkan: Fixed a regression where Cemu would use the wrong border color for textures

New in 1.21.1:

  • general: Game list and title manager will auto-size columns to fit width of content. Column width can still be changed manually
  • general: Fixed an issue where installed games would show up twice in the game list (#406)
  • general: The checksum tool can now properly handle paths which contain special characters (#408)
  • debugger: Added an option to break at the entry point of the main module
  • debugger: Fixed step over/into toolbar buttons having no effect
  • debugger: Fixed an issue where the debugger wouldn't remember settings if the debugger settings directory didn't already exist
  • Vulkan: Flush pending GPU commands on idle. Fixes extremly low framerate in Devil's Third and Mass Effect 3
  • Vulkan: Added proper support for shaders which use streamout combined with rasterizer. Fixes invisible fire in SM3DW and broken fur effects in DKC: Tropical Freeze
  • Vulkan: Resolved an issue where anisotropic nearest-neigbor texture filtering would use a linear filter. Fixes blurry textures in Minecraft: Story Mode
  • Vulkan: Added proper support for FBOs with zero attachments. This fixes invisible character models in Smash 4 (#407)
  • Vulkan: Avoid undefined behavior when sampling depth from depth-stencil textures by setting aspect mask correctly. Fixes pixel artifacts in Tokyo Mirage Session on some AMD GPUs

Vulkan: Internal tweaks to reduce geometry flicker on AMD GPUs when streamout is used

→ NOWSZY [WIIU] Cemu 1.21.0 28/08/2020

Cemu detailed v1.21.0 | 2020-08-28 # Cemu detailed changelog for 1.21.0 | Patreon release date: 2020-08-21 | Public release date:  2020-08-28

  • Added game file verification to title manager
  • Graphic packs can now extend the amount of RAM available to games
  • Misc fixes

 

  • general
    • The title manager now has an option to export and compare file hashes. There is also an option to compare with an online database maintained by us and the community. This database is currently still empty, to contribute hashes for your games visit https://checksums.cemu.info
    • Graphic packs can now extend the amount of emulated RAM that is available for games. The maximum amount of RAM that can be added is limited to about 2GiB due to constraints given by the architecture. For demonstration purposes we created an example graphic pack for Breath of the Wild. After updating your graphic packs you can find it under BotW -> Mods -> Extended Memory         
    • Note for gfx pack developers:
      • Most games don't detect and utilize extra memory on their own and need additional code patches to adjust (often hardcoded) heap sizes. Graphic pack version was also bumped to 6. This version remains fully backwards compatible and only adds the new RAM extension feature.
  • CPU/JIT
    • Fixed a very rare bug where Cemu would apply an incorrect optimization to ADDIC+SUBFE
    • This fixes several issues in the SM64 port
  • Vulkan
    • Correctly emulate rasterizer disable flag
    • Fixes an issue in XCX where there would be a brightly colored pixel in the center of the screen
  • OpenGL/Vulkan:
    • Added support for negative viewport height

 

→ NOWSZY [WIIU] Cemu 1.18.1 17/04/2020

Cemu detailed changelog for 1.18.1 # Patreon release date: 2020-04-10|Public release date:  2020-04-17

  • Vulkan and OpenGL fixes
  • Input improvements
  • Misc smaller changes
  • general: Updated languages files
  • general: Fixed command line -help command and extractor tool
    • CPU/JIT: Tweaked behavior of JIT when recompiling code from dynamic code area (#310)
    • Should increase robustness for titles which frequently modify code (mostly webkit based titles)
  • Vulkan: Added support for rendering with 0..1 depth range (HalfZ)
    • Used by Smash for shadow rendering
  • Vulkan: Added support for fast color clear
    • Fixes graphics in Pokkén Tournament
  • GX2: Tweaked GX2SwapScanBuffers()
    • Under specific conditions this API can trigger implicit synchronization. Pokkén relies on this behavior
  • debugger/patches: Added support for unary plus in expressions (#309)
  • input: DSU Client now supports mapping the touchfield as a button
  • padscore: Added WPADIsMplsAttached and WPADGetAccGravityUnit
    • Required for Wiimotes to work in Mario Kart 8
→ NOWSZY [WIIU] Cemu 1.18.0c 04/04/2020

Cemu detailed changelog for 1.18.0c # Patreon release date: 2020-03-13 # Public release date:  2020-04-04

  • Added support for DSU client as input API (Cemuhook motion provider protocol)
  • Added quick start assistant for new users
  • Debugger & patch format improvements
  • Optimizations for titles that use dynamic code generation

New in 1.18.0c:

  • input: Improved detection speed of controllers for DSU client
  • input: Fixed a problem where high input lag could occur for DSU client controllers

# New in 1.18.0b:

  • general: Updated language files
  • CPU/JIT: Added proper icache invalidation and allow recompilation of dynamic code. This improves performance in titles which use runtime code generation (e.g. VC64 or webkit based titles)
  • Vulkan: Added support for texture format A1_B5_G5_R5 (commonly used by VC64 titles)
  • OpenGL: Added support for LINE_LOOP primitive
  • coreinit: Fixed a potential deadlock which could occur after OSCancelThread() was called

# New in 1.18.0:

  • input: Added native support for DSU client (Cemuhook motion provider protocol)
    • Configurable as a separate input API in input settings      
  • input: Added motion support when Wiimotes are used as input API for GamePad
  • input: Added motion support when using DSU client for emulated Wiimotes
  • general: Added quick start assistant for new users
    • Opens on first launch but can also be accessed via the help menu
  • debugger: Various smaller tweaks for better readability of disassembled instructions
  • debugger/patches: Added more PPC instructions to the assembler and disassembler (#288)
    • New: mulli, mullw, mulhw, mulhwu, divw, divwu, beqlr, bgtlr, bgelr, bltlr, blelr, bnelr
    • New simplified mnemonics: extlwi, extwri, slwi, srwi, clrlwi, clrrwi, sub
  • Vulkan: Fixed an issue where stencil clear could also unintentionally clear depth (fixes some issues caused by Nvidia driver 445.75)
  • Vulkan: Added alternative code path for when R4G4 textures are not supported (fixes crashes on Intel GPUs)

 

→ NOWSZY [WIIU] Cemu 1.17.4 21/03/2020

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

  • Added emulated SD card
  • Vulkan stability improvements
  • Minor compatibility improvements

Detail

  • 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
→ NOWSZY [WIIU] Cemu 1.17.2b 21/02/2020

Cemu detailed changelog for 1.17.2b | Patreon release date: 2020-02-14 | Public release date:  2020-02-21

  • Stability improvements for multi-core recompiler modes
  • Stability improvements for Vulkan
  • Compatibility improvements
  • UI clean up
  • Miscellaneous bug fixes and smaller new features

Detail

New in 1.17.2b:

  • general: Improved robustness of settings.xml parser to avoid crashes when loading bad or outdated settings files
  • general: Display CPU menu if Cemuhook is installed (for Cemuhook affinity settings)
  • OpenGL: Fixed a regression which broke depth-stencil texture formats when graphic packs were enabled
  • gfxPacks: Added support for @h suffix in patch parser (Used by XCX 60FPS pack)

New in 1.17.2:

  • general: Fixed an issue where the game list would display updates/dlc instead of the base game, if no base game was found
  • general: Removed redundant global options for cpu and vertex cache in the menu bar
  • general: Removed precompiled shaders option from game profiles since there isn't really a reason to configure it per-game
  • general: Added a new debug option to the general settings to enable the creation of crash dumps
  • coreinit: Overhauled MP task queue API. The previous implementation required a game-specific workaround for Toyko Mirage Sessions which is now no longer necessary
  • coreinit: Fixed several race conditions which could lead to deadlocks in multi-core recompiler mode
  • coreinit: The default PowerPC thread for core 1 is now also the thread that begins execution in the game's main() method. Some games rely on this behavior. This change fixes crashes in Paper Mario Color Splash
  • Vulkan: Fixed a rare crash that could occur in any game due to a hash collision in the pipeline runtime cache
  • Vulkan: Fixed custom shaders not being applied for V5 graphic packs (#270)
  • Vulkan: Several minor tweaks to increase stability
  • nn_boss: Fixed a crash that could occur when the game requested to run an invalid task
→ NOWSZY [WIIU] Cemu 1.17.1 7/02/2020

Cemu changelog for 1.17.1  Patreon release date: 2020-01-31 |  Public release date:  2020-02-07

  • Vulkan improvements
  • Misc smaller new features and bug fixes

Detail

  • general: Added stick visualization to input settings
  • general: Replaced vsync checkbox with a dropdown and added renderer-specific options
  • vulkan: Overhauled internal Vulkan object/resource management
    • Fixes crashes due to erroneously releasing textures that were still in use
    • Fixes some RAM/VRAM leaks
    • Generally lower VRAM usage since textures are released as soon as possible (previous solution enforced a 3 frame delay)
  • vulkan: Reloading graphic pack shaders should no longer cause a crash
  • vulkan: Added debug stats as an additional overlay option
→ NOWSZY [WIIU] Cemu 1.17e 31/01/2020

Cemu detailed changelog for 1.17.0d Patreon release date: 2020-01-17 | Public release date:  2020-01-24

New in 1.17.0e:

  • vulkan: Fixed a crash that could occur due to Cemu missing pipeline updates in rare circumstances
  • vulkan: Fixed a crash that could occur when trying to synchronize data between depth textures with different aspect masks (e.g. D32_FLOAT and D24_I8)

New in 1.17.0d:

  • general: Further improvements to patch parsing (better error handling, new minor features)
  • general: Patches can now be unloaded & loaded again while a game is running
  • general: Various internal tweaks (optimized settings.xml format, fixed cache file name in log.txt)

New in 1.17.0c:

  • vulkan: Use vkCmdSetDepthBias instead of fixed state to reduce the number of Vulkan objects (fixes 'Failed to allocate descriptor sets' error)
  • vulkan: Fixed a bug where texture memory would never be deallocated

New in 1.17.0b:

  • general: Fixed a bug where Cemu would not remember previously enabled graphic packs if they don't have any presets
  • general: Improved error handling for graphic pack patches and added more descriptive error messages

New in 1.17.0:

  • general: Added new graphic pack features
    • Version 5 adds new UI features:
      • Support for multiple preset categories per pack (aka multiple dropdowns) (#225)
      • Preset categories can be shown/hidden based on preset selections (via condition expressions) which allows to fit even more options into a single pack
      • Force line breaks in the description field with |
      • To accommodate these changes the internal handling of preset variables has been updated:
      • Added a [Default] category for defining preset variables and their initial values
      • The default value of a variable will be used if no preset overwrites it
      • If multiple presets set a variable then the visible preset categories will be prioritized over the non-visible ones
    •          All of these features are optional and Cemu 1.17.0 remains fully backwards compatible with v3 and v4 packs
  • general: Added native support for Cemuhook patches.txt
    • Cemu will only load patches.txt if Cemuhook is not present. Otherwise Cemuhook will take over patching
    • A huge shoutout to Rajkosto for originally adding patch support to graphic packs and for designing the format!
  • general: We also saw that larger patches might benefit from some extra functionality. Therefore we added our own flavor of a patch format
    • It introduces several new concepts:
      • Automatic codecave sizing
      • Optional write cursor instead of having to preface every instruction with an address
      •  Labels and variables
      •  Can be split into multiple files and patch groups
    • A wiki article with format explanations and examples can be found here: https://wiki.cemu.info/wiki/Cemu_patches
    • We also created a demonstration gfx pack to showcase the new features. Available here: https://cemu.info/files/FPS++AIO.zip
  • general: Fixed a crash if the meta information of a game was missing
  • general: If Cemu is started for the first time and no graphic packs are installed, it will recommend downloading them to the user
  • general: Gamelist fixes
    • Fixed that custom game titles would reset when switching display modes (#254)
    • Fixed an exception that could occur when installing update/dlc while having the icon mode active
    • Icon modes also use the custom titles of games now
  • general: Added drag & drop support for game files and NFC files (dragging the file into the Cemu window will launch/scan it) (#256)
  • general: The automatic updater can now handle a renamed Cemu.exe and will also preserve the custom name after the update
  • vulkan: Fixed a softlock that occurred when failing to compile a shader from the cache
  • vulkan: Fixed a bug where textures larger than 128MB would cause a crash (could happen with high-resolution shadow graphic packs)
  • vulkan: If VRAM is full and the device supports it, fallback to RAM for texture memory allocation
  • vulkan: General robustness improvements in the memory allocator

 

→ NOWSZY [WIIU] Cemu 1.16.1 03/01/20

Cemu detailed changelog for 1.16.1 | Patreon release date: 2019-12-27 | Public release date:  2020-01-03

  • Vulkan performance improvements
  • Various smaller changes and fixes

Changelog

  • general: Online mode can only be enabled if all required files are dumped
  • general: The DLC migration assistent will now also detect if DLC is installed in multiple redundant locations
  • general: Fixed an issue where clicking the background of the shader loading screen would hide the status info (#224)
  • general: Fixed a typo in the UI (#230)
  • general: Updated language files
  • Vulkan: Various optimizations
    • Avoid redundant calls to vkCmdBindDescriptorSets
    • Accelerated u32 index decoding by using AVX2 if supported by CPU
    • Avoid unnecessary checks if states were not modified by any PM4 commands since previous drawcall
  • Vulkan: Fixed a bug where the renderer would use the wrong graphics pipeline, leading to driver crashes or graphical corruptions
  • Vulkan: Cemu will only use vkvalidation/ as validation layer path (VK_LAYER_PATH) if vkvalidation/VkLayer_khronos_validation.dll exists
  • Vulkan: Minor additions to logging to help troubleshoot Vulkan issues

 

 

Tagi: Nintendo, Emulator, Cemu, Wiiu

wstecz30/06/2017 22:03
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