# 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'
I still don't agree with their definition of 'Playable' but hope they keep on progressing at a steady pace. Seems to be one of the few that actually has some traction.
Definitely by far the best version of the game, WII version is unplayable to me cause of the motion controls which make the game extremely hard and annoying to play.
EDIT: Yep but "only" 1.5k USD a month currently but probably growing slowly but steadily.
Still a decent chunk of money of course but not on par with say CEMU, or porn...though CEMU is getting close to surpassing some of that type of "art" and the crazy funding it gets ha ha.
Tried the PS3 version for a bit in RPCS3 and while it's technically very impressive indeed but i definitely prefer the WII version running in Dolphin for now.
The PS3 version looks a bit fuzzy like it's upscaled from 720p or something compared to running the WII version in 4k it looks way worse (RPCS3 has no support for Higher internal resolutions), it also still has a few bugs and crashes from time to time.
The PS2 version in PCSX2 also has still too many issues when upscaled compared to the WII version in Dolphin.
Not too shabby!
The emulator really went from toddler to kid in just a few months, there's still a long way to go when it comes to the more demanding titles, but at this rate things can get visibly interesting.
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
That separate CEMU Hook utility has also seen a couple of enhancements in it's latest couple of updates.
https://sshnuke.net/cemuhook/
EDIT: And as usual open source emulators just keep updating. http://www.emucr.com/
(PS3, SNES, DOS, 3DS, XBOX, N64 and almost every other console out there though some are more playable than others of course.)
It's a joke! Of course they have a steady patreon income they are gonna milk it as much as possible with these tiny updates. Don't expect anything significant anytime soon they would want the money flow to be steady for years, wouldnt want to finish emulator too early!
It's a joke! Of course they have a steady patreon income they are gonna milk it as much as possible with these tiny updates. Don't expect anything significant anytime soon they would want the money flow to be steady for years, wouldnt want to finish emulator too early!
Nonsense. Patreon is not a subscription - if they move too slowly, people will just stop paying. Plus, they have every incentive to add compatibility for more games to attract more backers and then to work on fixes for those games.
It's a joke! Of course they have a steady patreon income they are gonna milk it as much as possible with these tiny updates. Don't expect anything significant anytime soon they would want the money flow to be steady for years, wouldnt want to finish emulator too early!
Softdec video support alone is a shit ton of work to implement properly, you have no clue what you are talking about.
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