Cemu Thread: Emulating Wii U Games

Got the Gyro controls from my PS4 controller to work with Cemu. It's pretty great. I can't wait until the Switch Pro Controller gets a full driver so I can use that instead.
Fantastic I'd say. Even works better than a Pro Controller on an actual Switch. On Switch it has a hard time not losing track of your point of origin from where you start using the motion controls.
 
Cemu 1.11.1 released to Patrons

# Cemu detailed changelog for 1.11.1
# Patreon release date: 2017-11-20
# Public release date: 2017-11-27

general: Improved online support, as a consequence Cemu now requires all ccert and scert files to be dumped
general: Input window should open faster
general: Improved error description when file copy operations fail (save migration and update/DLC installer)
general: Cemu will generate meta folder for saves if not already present (necessary to identify saves)
general: Updated application and window icon
general: Updated game profiles

PPC/JIT: New global linear-scan register allocator
Previous register allocator would only look at blocks of uninterrupted instructions,
while the new RA can allocate registers across branches and loops,
resulting in code with far less memory read/writes.
If you know x64/ppc asm and want to see an example, check this link:
http://cemu.info/changelog/cemu1.11.1_ra.txt

PPC/JIT: Use BMI2 SHRX/SHLX for PPC SRW/SLW (if supported)
PPC/JIT: Detect and replace common ADDIC+SUBFE pattern with x64 optimized code

coreinit: Added missing MEMCreateUnitHeapEx, MEMDestroyUnitHeap exports
coreinit: Fixed bugs in memory heap implementations
coreinit: Added API MEMGetNthListObject, MEMGetPrevListObject, MEMPrependList, MCP_GetSystemVersion, MCP_TitleListByDevice

ax: Small tweaks and optimizations to audio handling

nn_ac: Added API GetConnectResult, GetLastErrorCode, GetStatus
nn_ac: Fixed the return values of IsApplicationConnected, GetConnectStatus, GetAssignedAddress, GetAssignedSubnet

nn_act: Implemented API AcquireIndependentServiceToken

nn_acp: Implemented API ACPGetSaveDataTitleIdList, ACPGetTitleSaveMetaXml, ACPGetTitleSaveDirEx

nn_erreula: Implemented preliminary support for nn_erreula library

nlibcurl: Implemented a large chunk of Cafe OS nlibcurl functions

GX2: Fixed a bug that caused a mismatch between geometry and pixel shader attribute location
GX2: Fixed a rare bug that caused textures to be dropped from the texture cache after a period of time despite being still in use

nsysnet: Added API NSSLCreateContext, NSSLSetClientPKI, NSSLAddServerPKI, NSSLAddServerPKIGroups, NSSLDestroyContext
 
Anyone having problems with low fps on Breath of the Wild?
Super Mario 3D World works with very little fps dips, but BotW just works bad. On the starting level (The Great Plane) I get about 20fps on normal emulation (720p).
Tried instaling fps++, but fps still stays at 20fps and occasionally dips to 15fps. Am I doing something wrong?
Enable something somethin hack is checked.

My pc:
i5 6600k
RX 460 4GB
8GB DDR4 RAM
 
1.11.2 out for Patrons

# Cemu detailed changelog for 1.11.2
# Patreon release date: 2017-12-06
# Public release date: 2017-12-13

general: Added file menu shortcuts to recently launched games
general: Improved robustness of file location handling, includes unicode support and the ability to launch games from network storage
general: If the mlc01 folder is not found, Cemu will ask if it should be created (helpful when you forget the specifiy the -mlc parameter)

PPC/JIT: Fixed a crash caused by recompiling very large functions
PPC/JIT: Implemented CRAND and SYNC instructions

coreinit: Added API FSSetUserData, FSGetUserData, OSAndAtomic64, OSOrAtomic64, FSMakeDir
coreinit: Fixed a bug where async FS callbacks for some file operations would have FSCmdBlock* set to null

rpl: Improved handling of sdata2

GX2: Added support for QUAD_STRIPS primitive type
GX2: Added support for GPU special state 5 (convert depth to color)
GX2: Added support for GPU special state 8 (clear color as depth buffer)
GX2: Added support for A2_B10_G10_R10_UNORM texture format
GX2: Fixed a bug where updating textures would fail if the updated texture was a view with a non-zero mip base
GX2: Fixed a bug in GX2CopySurface() that caused the copy operation to be cancled if the source and destination mip index had different values
GX2: Added support for data-sharing of overlapping textures between integer texture formats and BC4 3D textures (special case that requires pixel-data conversion since OpenGL does not support BC4 3D textures)
GX2: Fixed mismatching pixel shader imports when a geometry shader is used (caused render glitches on AMD and Intel GPUs)
GX2: Added API GX2SetDRCConnectCallback

nn_boss: Implemented additional API

nsyskbd: Added minimalistic usb keyboard implementation (no functionality, but it prevents games from softlocking or crashing)

nn_nfp: Added missing fields to GetTagInfo(), GetNfpRomInfo() and GetNfpCommonInfo()

nlibcurl: Fixed curl_global_init not setting the default memory functions correctly
nlibcurl: Added API curl_multi_timeout
nlibcurl: Added handling for CURLOPT_POSTFIELDS and CURLINFO_CONTENT_LENGTH_DOWNLOAD

nn_act: Independent token cache can store multiple tokens now
nn_act: Added API EnableParentalControlCheck, IsParentalControlCheckEnabled, AcquireEcServiceToken, AcquireIndependentServiceToken (new overload)

vpad: Fixed missing deadzone when translating axis to analog direction buttons
vpad: Fixed incorrect axis normalization after the deadzone has been already applied

input: Deadzone and axis-range calculation is now applied to the mapped input rather than the raw api input

sndcore2: Increased sound volume to be on the same level as sndcore1

Pokken Tournament
https://www.youtube.com/watch?v=79uuHK4_p4g

Devil's Third
https://www.youtube.com/watch?v=SsiP9X7_G64

Hyrule Warriors
https://www.youtube.com/watch?v=_5hh-nBpXqc
 
1.11.3 released to Patrons, adds a dual/triple core mode for performance

# Cemu detailed changelog for 1.11.3
# Patreon release date: 2017-12-25
# Public release date: 2018-01-01

general: NFC menu now has shortcuts to recently loaded NFC files

CPU/JIT: Added support for multi-threaded CPU emulation with recompiler
Dual-core mode will allocate one thread for the main PPC core (1) and one thread for core 0 and 2
Triple-core mode allocates one thread for each PPC core

coreinit: Added API MCP_Get4SecondOffStatus, MCP_DeviceList, MCP_FullDeviceList, MCP_UpdateCheckContext, MCP_TitleListUpdateGetNext, MCP_GetOverlayAppInfo, IM_GetRuntimeParameter

GX2: Added new graphic pack texture rule options:
'overwriteLodBias' Replace the lod bias
'overwriteRelativeLodBias' Add value to game's lod bias rather than overwriting it
Typical valid values are in range -16.0 to 16.0
GX2: Cache drawcall index data across frames if GPU buffer cache accuracy is set to low
GX2: uf_windowSpaceToClipSpaceTransform is no longer affected by render target rescaling
GX2: Added API GX2QueryBeginConditionalRender, GX2QueryEndConditionalRender
GX2: Fixed order in which flip and vsync event callbacks are called
GX2: Various smaller optimizations

nn_boss: Added IOSU boss/nim module
nn_boss: If online mode is enabled, Cemu will now download and decrypt BOSS (SpotPass) files
nn_boss: Added task and task setting API

nn_acp: Added API ACPCheckTitleNotReferAccountLaunch, ACPGetLaunchMetaData, ACPGetLaunchMetaXml, ACPGetTitleMetaDirByDevice, ACPGetTitleMetaXmlByDevice

nlibcurl: Fixed calloc/malloc/free using wrong allocator (now correctly uses MEMAllocFromDefaultHeap/MEMFreeToDefaultHeap)

sysapp: Added API SYSGetUPIDFromTitleID


Bayonetta 2
https://www.youtube.com/watch?v=oSj5mBOdF90

Pokken
https://www.youtube.com/watch?v=7F_1kbOIVM4

Breath of the Wild
https://www.youtube.com/watch?v=eKmgFV-GXcc

Hyrule Warriors
https://www.youtube.com/watch?v=dB7NSFEgHb0

Super Mario 3D World
https://www.youtube.com/watch?v=S5UGKlSbEbc
 
Don't know what I am doing wrong. I set the resolution to 1600x900p, and the game runs at 30fps, but has a bad stutter problem. My friend has a weaker PC and runs it at 1080p no problem, but he has an SSD. Could that be the problem?
 
Don't know what I am doing wrong. I set the resolution to 1600x900p, and the game runs at 30fps, but has a bad stutter problem. My friend has a weaker PC and runs it at 1080p no problem, but he has an SSD. Could that be the problem?
do you have a shader cache? the game is an absolute stutterfest unless you have a shadercache. even if you do get one there is still the occasional stutter.

sdd will generally help but it should run just fine on a HDD.
 
The newest public version (1.11.2) fixes the effects bug in some areas of Yoshi's Woolly World. Example: While in a Haunted House there are tapestries that hang and are meant to be seen through so you can see platforms that only appear when the tapestry is moving over them (otherwise just a bottomless pit) Before this version you couldn't see anything and had to take chances if you didn't know where the platform placement was from memory.

Unfortunately for me, it also makes the world map turn completely black and everything on it too, aside from the side menu and numbers of each stage.
 
Don't know what I am doing wrong. I set the resolution to 1600x900p, and the game runs at 30fps, but has a bad stutter problem. My friend has a weaker PC and runs it at 1080p no problem, but he has an SSD. Could that be the problem?
The stutter is "normal" and caused when Cemu has to compile and cache a new shader it runs into for the first time (eg a new effect, item, environment, etc). As you play more and more shaders get cached, you'll gradually get less stutters. The other way people get around this is downloading others' transferable shader caches.

So whats the Support list like ?
It's easier to come up with a list of big games that don't run at this point. Some notable titles that don't are Mario Party 10 (there's currently no Wii Remote support anyway), Tokyo Mirage Sessions, and Ninja Gaiden 3. Otherwise the generally big exclusive, especially Nintendo games are working.
 
do you have a shader cache? the game is an absolute stutterfest unless you have a shadercache. even if you do get one there is still the occasional stutter.

sdd will generally help but it should run just fine on a HDD.
The stutter is "normal" and caused when Cemu has to compile and cache a new shader it runs into for the first time (eg a new effect, item, environment, etc). As you play more and more shaders get cached, you'll gradually get less stutters. The other way people get around this is downloading others' transferable shader caches.



It's easier to come up with a list of big games that don't run at this point. Some notable titles that don't are Mario Party 10 (there's currently no Wii Remote support anyway), Tokyo Mirage Sessions, and Ninja Gaiden 3. Otherwise the generally big exclusive, especially Nintendo games are working.
Great answers, thanks a lot. Don't know what the situation is with Bayo 2, but it's probably a lot harder to emulate.
In BotW I get ocasional 60fps in closed spaces, and it really is something special.
 
I'm experiencing heavy stuttering even with the complete shader pack. I deleted the old one to make sure it's not going to conflict. But the game almost behaves as if i don't have a cache.
 
I'm experiencing heavy stuttering even with the complete shader pack. I deleted the old one to make sure it's not going to conflict. But the game almost behaves as if i don't have a cache.
Found a video on yt with a solution, it's a BSoD video if I remember correctly. I'm pretty sure I have done everytihing correctly. When I get back from vacation I will check it out. As for you, you can try and search it, maybe post results also :)
 
Great answers, thanks a lot. Don't know what the situation is with Bayo 2, but it's probably a lot harder to emulate.
In BotW I get ocasional 60fps in closed spaces, and it really is something special.
Something special? In the shrines lol 60FPS looks absolutely ridiculous.

I get full 60 in shrines and the animations are absolutely horrid looking. It looks like he is running in fast forward lol.

I get around 40-50 on 4K in the open world and it doesn't look so bad.
 
I'm not sure if you're trolling or not, or know how emulation works...
I know what emulation is.

But lets put it this way lets say a 200,000 people want to play zelda:botw, and they decide to use cemu , that a potential $50,000,000 Nintendo are losing out on because these cemu users are not required to buy Nintendo Hardware to play there Nintendo software.
 
I know what emulation is.

But lets put it this way lets say a 200,000 people want to play zelda:botw, and they decide to use cemu , that a potential $50,000,000 Nintendo are losing out on because these cemu users are not required to buy Nintendo Hardware to play there Nintendo software.
All emulator users are automatically pirates 🤔
 
Just because I am playing Zelda on Cemu doesn't mean I am a pirate or that Nintendo doesn't get my money. I do own a switch and Zelda but I rather play it in 4k and 60fps then 900p and 30fps.
I never said you were a pirate, if you own a wiiu.
My 3rd post in here states the people who use cemu and not buy a Nintendo console that plays the game there playing on cemu are pirates.
 
Its not good for Nintendo ☹️
Here's a scenario:

I don't have a WiiU or a Switch. And i'm not planning on buying them as i'm a PC gamer. But thanks to CEMU, i bought a copy of Zelda, even though i don't have any of these consoles. The emulator just helped Nintendo to sell one extra copy of the game.
 
I know what emulation is.

But lets put it this way lets say a 200,000 people want to play zelda:botw, and they decide to use cemu , that a potential $50,000,000 Nintendo are losing out on because these cemu users are not required to buy Nintendo Hardware to play there Nintendo software.
Let's put it this way, for me, It does not seem right to pay 350 dollars for a single game, so I would never buy the Switch, even if Cemu did not exist. I was never a potential client.
 
Here's a scenario:

I don't have a WiiU or a Switch. And i'm not planning on buying them as i'm a PC gamer. But thanks to CEMU, i bought a copy of Zelda, even though i don't have any of these consoles. The emulator just helped Nintendo to sell one extra copy of the game.

Let's put it this way, for me, It does not seem right to pay 350 dollars for a single game, so I would never buy the Switch, even if Cemu did not exist. I was never a potential client.

I see your points, However I dont know if the money ninty make from cemu users who dont own there consoles would be more if cemu didnt exist and some of the would be cemu users brought Nintendo hardware aswell.

I remember bleem on the Dreamcast and sony filed a lawsuit against them and lost.
However I understand where sony was coming from.
The practice of emulating games without owning original hardware I dont agree with for various reasons.
However people doing this are getting away with it, so good for you.
Enjoy your Nintendo games.
 
So, I tried various versions of CEMU with Bayonetta 2, but my game always freezes on the proloque after a cinematic, always the same spot.
Someone knows if it's a known issue and if there's a solution?
 

BANGS

Fresh single BANGS in your area, or in my browser.
I see your points, However I dont know if the money ninty make from cemu users who dont own there consoles would be more if cemu didnt exist and some of the would be cemu users brought Nintendo hardware aswell.

I remember bleem on the Dreamcast and sony filed a lawsuit against them and lost.
However I understand where sony was coming from.
The practice of emulating games without owning original hardware I dont agree with for various reasons.
However people doing this are getting away with it, so good for you.
Enjoy your Nintendo games.
Seems counter productive honestly, considering most companies lose money on hardware sales hoping to make it up with software sales. So if the software is selling and not the hardware, that can't be too bad of a thing...
 
I never said you were a pirate, if you own a wiiu.
My 3rd post in here states the people who use cemu and not buy a Nintendo console that plays the game there playing on cemu are pirates.
You know games can be pirated on the actual console right? I'm betting the majority of play throughs of BOTW on WiiU were with pirated copies.
 
So, I tried various versions of CEMU with Bayonetta 2, but my game always freezes on the proloque after a cinematic, always the same spot.
Someone knows if it's a known issue and if there's a solution?
Your best bet is using cemu hook with the latest Cemu version. I need cemu hook for cutscenes in zelda to even work.

I don't think that game is fully playable yet, but I have no idea.
 
However people doing this are getting away with it, so good for you.
Enjoy your Nintendo games.
Getting away with what?

When i go to a store i have the right to buy anything they sell. Is it illegal to buy a game for a console i don't own? Do they ask for some kind of proof that i own the console or else they don't sell it to me? I don't think that's how it works.

So there is nothing to "get away with". Buying games is legal, emulators are legal. It's you who seem to think i have to answer for something. You speak like some corporate apologist. And if you are a Nintendo shareholder you should be thankful. Like i said, i own a couple of WiiU games only because CEMU exists. Would i buy a WiiU if CEMU didn't exist? That's a NO. I don't buy consoles only to play 2 or 3 games. And even if i absolutely had to i would buy a cheap used one so Nintendo still wouldn't see the profits. Is the second hand market illegal too? Because by your own, flawed, logic it should be even "worse" than emulation.

So that's a few extra copies sold in the end. More profits for you and your friends at Nintendo, at least from my end.

Edit: Also, like someone already mentioned, if you want to be a pirate, you can do it on the real console. In fact, it's even better this way because you don't need a buggy emulator that only plays like 10 games. You softmode the real console and bam!, you have access to the whole library and without emulation bugs. So, having the console (that you could just bought used) doesn't really say anything at all.
 
Getting away with what?

When i go to a store i have the right to buy anything they sell. Is it illegal to buy a game for a console i don't own? Do they ask for some kind of proof that i own the console or else they don't sell it to me? I don't think that's how it works.

So there is nothing to "get away with". Buying games is legal, emulators are legal. It's you who seem to think i have to answer for something. You speak like some corporate apologist. And if you are a Nintendo shareholder you should be thankful. Like i said, i own a couple of WiiU games only because CEMU exists. Would i buy a WiiU if CEMU didn't exist? That's a NO. I don't buy consoles only to play 2 or 3 games. And even if i absolutely had to i would buy a cheap used one so Nintendo still wouldn't see the profits. Is the second hand market illegal too? Because by your own, flawed, logic it should be even "worse" than emulation.

So that's a few extra copies sold in the end. More profits for you and your friends at Nintendo, at least from my end.

Edit: Also, like someone already mentioned, if you want to be a pirate, you can do it on the real console. In fact, it's even better this way because you don't need a buggy emulator that only plays like 10 games. You softmode the real console and bam!, you have access to the whole library and without emulation bugs. So, having the console (that you could just bought used) doesn't really say anything at all.
Take it to a morality/legal thread. Every emulator thread does not need to be derailed with this.