The Emulation Thread
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Amadeus




Posts: 2355
Location: Yes
PostPosted: Sat, 27th Jan 2018 01:13    Post subject:
VGAdeadcafe wrote:
I played a little by myself, it is as much fun as when watching it, there are a couple of bugs though, like the wrong player winning or for example Base Wars, where the player who serves the ball can just not do anything and it's a tie instead of him losing on time. So it isn't e-sports ready but I will have crazy fun as soon as a friend comes for a visit.


Yea I played with a friend myself, and it is a blast - albeit it does have a few bugged games/savestates - though I assume you can just remove those specific games yourself until a new version pops up that has them fixed (just remove games in question from states.xml)

or if you're good at reversing just fix savestates and/or win conditions/addresses yourself

you could even add as many games and savestates as you like yourself
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Dhaos




Posts: 320

PostPosted: Sat, 27th Jan 2018 13:22    Post subject:
VGAdeadcafe wrote:
I played a little by myself, it is as much fun as when watching it,


errrr are you still talking about multibowl here?
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JackQ
Non-expret in Derps lagunge



Posts: 14184
Location: Kibbutznik, Israel
PostPosted: Mon, 29th Jan 2018 11:04    Post subject:
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JBeckman
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Posts: 34996
Location: Sweden
PostPosted: Wed, 31st Jan 2018 10:58    Post subject:
CEMU 1.11.4

https://www.reddit.com/r/cemu/comments/7u4yg3/cemu_1114_is_out_for_patreons/

http://cemu.info/patreon/changelog/cemu_1_11_4.txt

Quote:

# Cemu detailed changelog for 1.11.4
# Patreon release date: 2018-01-30
# Public release date: 2018-02-06

general: Cemu will now load shareddata system fonts from mlc01/sys/title/0005001b/10042400/content/ if available
general: Slightly reduced overall memory usage

rpl: Rewrote RPL loader from scratch for better accuracy
New memory base for modules is 0x02000000

coreinit: Fixed implementation of MCP_FullDeviceList to include disconnected devices

input: Fixed GamePad rumble not working for XInput

nn_nim: Partially implemented NIM API and added IOSU nim module

nn_boss: Fixed memory corruption during BOSS file download

nn_fp: Added API GetMyPrincipalId, GetMyAccountId, GetMyScreenName, GetMyMii, CheckSettingStatusAsync, UpdatePreferenceAsync, InitializeAdmin, IsInitializedAdmin
nn_fp: Added IOSU FPD module

drmapp: Added API NupChkIsFinished()

GX2: Added -nolegacy command line parameter to disable all Intel GPU workarounds
GX2: Updated bilinear and bicubic filter to avoid issues on Intel GPUs
GX2: Fixed rare infinite loop caused by drawcalls that referenced the same texture data more than once with incompatible formats
GX2: Added support for 2D_ARRAY textures in GetTextureResInfo shader instruction
GX2: Fixed _GX2AllocFromDefaultHeap incorrectly using MEMAllocFromDefaultHeap instead of MEMAllocFromDefaultHeapEx



CEMUHook has also been updated with support for this new version. Smile
https://sshnuke.net/cemuhook/


EDIT: Also?
https://www.reddit.com/r/cemu/comments/7qwk8b/cemu_1113_guide_for_amd_users_for_30fps/
Quote:

Exzap confirmed that he is developing a Vulkan backend. But, it will not be ready until around 2019 at least.



That should help performance a bit on certain cards ha ha.
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Amadeus




Posts: 2355
Location: Yes
PostPosted: Wed, 31st Jan 2018 18:39    Post subject:
JBeckman wrote:
EDIT: Also?
https://www.reddit.com/r/cemu/comments/7qwk8b/cemu_1113_guide_for_amd_users_for_30fps/
Quote:

Exzap confirmed that he is developing a Vulkan backend. But, it will not be ready until around 2019 at least.



That should help performance a bit on certain cards ha ha.


Yea on AMD since their OpenGL drivers are so.. well, unoptimal.

Nvidias Vulkan driver is based on their OpenGL driver, you won't see any benefits for nvidia.
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JackQ
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Posts: 14184
Location: Kibbutznik, Israel
PostPosted: Sat, 3rd Feb 2018 14:23    Post subject:
CEMU is getting close to 40% playable status.


"Fuck Denuvo"

Your personal opinions != the rest of the forum
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Nui
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Posts: 5720
Location: in a place with fluffy towels
PostPosted: Sat, 3rd Feb 2018 15:35    Post subject:
Is the definition of playable actually sensible for CEMU? As opposed to 'technically you can finish the game' Razz


kogel mogel
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tet666




Posts: 5090

PostPosted: Sat, 3rd Feb 2018 16:09    Post subject:
Nui wrote:
Is the definition of playable actually sensible for CEMU? As opposed to 'technically you can finish the game' Razz


Yes definitely some games are even approaching perfect status now.
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Nui
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PostPosted: Sat, 3rd Feb 2018 16:11    Post subject:
absurdly fast emulation development Surprised
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Karmeck




Posts: 3348
Location: Sweden
PostPosted: Sat, 3rd Feb 2018 23:10    Post subject:
Mame sorting.

well this is a pain, removing all clones and alternativ versions. I have clrmamepro and a dat file. But I just cant get it to do what I want. anyone here know an easier way to purge that 4000+ rom set.


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Guy_Incognito




Posts: 3436

PostPosted: Sun, 4th Feb 2018 15:45    Post subject:
No idea. This all mame juggling is Sisyphean task, just recently transition from mame .192 to .193 broke my SF2CE/SF2HF roms (and other Capcom games for the same machine, for example Punisher and C&D). Luckily, the replacement file was not so hard to find on forums, but still.

So I suggest you pick a handfull of games you actually want to play and preserve, instead of hoarding entire romsets.

Or you can write a script which calls something like "mame -listclones *", and then delete all archives listed in the first column.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 10th Feb 2018 15:57    Post subject:


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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DV2




Posts: 5234

PostPosted: Mon, 19th Feb 2018 16:16    Post subject:
So i wanted to go back to the arcade era with Demul , and i've downloaded a pack with supposedly everything from it updated to Nov 13th 2017.

Unpacked it all, configured it my way , but when running WILD RIDERS it all goes fine but the framerate goes wrong on many moments, unlike this vid once the race starts (Before that i goes slow, same here)



Are there any correct settings to make like most of the games to work out as best as i can?..

NOTE that if i choose the plugin "dx11old" or something, loading a ROM causes the emulator to CRASH...


ASUS X570 TUF GAMING PLUS, 32GB DDR4@2666 ,RYZEN 5800X3D (NO OC),GIGABYTE RTX 4070 Super GAMING OC, Western Digital Blue 4TB 5400RPM + SAMSUNG 860 EVO 500+1TB GB SSDs , OEM SATA DVD 22xNoctua NH-D15 Chromax Black, BenQ XL2420T Case: Be Quiet! DARK BASE PRO 901. PSU CORSAIR RM1200 SHIFT
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JackQ
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Posts: 14184
Location: Kibbutznik, Israel
PostPosted: Sat, 24th Feb 2018 20:47    Post subject:
Slow as hell, but it looks like we are getting close to fully functional Red Dead Redemption when in comes to graphics in RPCS3



"Fuck Denuvo"

Your personal opinions != the rest of the forum
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tet666




Posts: 5090

PostPosted: Sun, 25th Feb 2018 07:40    Post subject:
RPCS3 just released v0.0.5 Alpha:

https://github.com/RPCS3/rpcs3/releases/tag/v0.0.5
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Guy_Incognito




Posts: 3436

PostPosted: Sun, 25th Feb 2018 08:30    Post subject:
Time to stockpile more games!
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JBeckman
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Posts: 34996
Location: Sweden
PostPosted: Mon, 26th Feb 2018 11:50    Post subject:
http://cemu.info/patreon/changelog/cemu_1_11_5.txt

Quote:

# Cemu detailed changelog for 1.11.5
# Patreon release date: 2018-02-24
# Public release date: 2018-03-03

general: Updated game profiles
general: Added more logging options and cleaned up logging menu a bit
general: Enabling online mode now requires all ccert/scert files

input: Added support for emulating Wiimote controllers using keyboard/usb-controllers (no native support yet!)
input: Reworked the input settings window to open a lot faster

coreinit: Fixed MEMAllocFromExpHeapEx not handling negative alignment correctly
coreinit: Fixed MEMGetAllocatableSizeForExpHeapEx sometimes returning the wrong size
coreinit: Added API MEMCreateUserHeapHandle(), OSCopyFromClipboard()
coreinit: Fixed a potential crash in FSReadFile/FSReadFileAsync when the specified length is zero

AX: Rewrote snd_core2 audio driver
AX: Added snd_core1 API AXGetMaxVoices(), AXSetVoiceSamplesAddr()

GX2: Reduced shader compile time and RAM usage for Nvidia GPUs
GX2: Added support for creating cube-map views into 2D array textures
GX2: Added support for more vertex attribute formats

swkbd: Added support for Unicode input + some minor tweaks

nlibcurl: Fixed a crash bug in curl_multi_perform



Looks like CEMUHook already supports Cemu 1.11.5(.c) Smile
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Amadeus




Posts: 2355
Location: Yes
PostPosted: Mon, 26th Feb 2018 18:23    Post subject:
Yea you can generally expect CemuHook to work with newer versions of Cemu since Exzap worked together with rajkosto and exposed some functions in Cemu for CemuHook to use so it generally doesn't break.

1.11.4 was a bit different since it changed so many things that are rarely if ever changed, directly affecting CemuHook, like the rpl loader, memory and shared fonts. Though even in that case rajkosto was provided with a preview version so about a minute after the 1.11.4 release CemuHook was updated..

Last two Cemu updates have been a bit uninteresting though haven't they, first you could finally boot Mario Party 10 but not play because Cemu didn't emulate wiimotes, now it does but some games still don't recognize them and not much else has changed.
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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Mon, 26th Feb 2018 18:33    Post subject:
Yeah smaller bug fixes mainly and some tweaks, no drastic compatibility changes or improvements to some known problems, I think i saw Xenoblade X mentioned but once the emulator core is stabilized and supports the WiiU hardware and features better game compatibility should be starting to see good gains though it will take time for every issue in every game to be sorted out plus general performance improvements and perhaps eventually also less reliance on various hacks and earlier workarounds or bypasses for problematic issues such as the Breath of the Wild crash problem. Smile

That's years away from now though and this is closed source too from a smaller team but as long as they're active the emulator should hopefully see monthly updates at least.
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Amadeus




Posts: 2355
Location: Yes
PostPosted: Mon, 26th Feb 2018 18:47    Post subject:
1.11.6 should be big since they are finally introducing something they have been working on for a year, it was supposed to make it into 1.11.5 but didn't

the caveat being that Exzap said most people won't care about it

should still be big tho and cool for the people that it will affect, whoever that will be or whatever it will be

Yes, nobody knows what it is, only that they have been working on it for a long time.
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Mister_s




Posts: 19863

PostPosted: Mon, 26th Feb 2018 20:55    Post subject:
I bet it's a new logo.
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Mon, 26th Feb 2018 21:24    Post subject:
Switch emulation Very Happy
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me7




Posts: 3942

PostPosted: Mon, 26th Feb 2018 22:04    Post subject:
I guess Intel GPU support.
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DV2




Posts: 5234

PostPosted: Tue, 27th Feb 2018 12:59    Post subject:
DV2 wrote:
So i wanted to go back to the arcade era with Demul , and i've downloaded a pack with supposedly everything from it updated to Nov 13th 2017.

Unpacked it all, configured it my way , but when running WILD RIDERS it all goes fine but the framerate goes wrong on many moments, unlike this vid once the race starts (Before that i goes slow, same here)



Are there any correct settings to make like most of the games to work out as best as i can?..

NOTE that if i choose the plugin "dx11old" or something, loading a ROM causes the emulator to CRASH...


ASUS X570 TUF GAMING PLUS, 32GB DDR4@2666 ,RYZEN 5800X3D (NO OC),GIGABYTE RTX 4070 Super GAMING OC, Western Digital Blue 4TB 5400RPM + SAMSUNG 860 EVO 500+1TB GB SSDs , OEM SATA DVD 22xNoctua NH-D15 Chromax Black, BenQ XL2420T Case: Be Quiet! DARK BASE PRO 901. PSU CORSAIR RM1200 SHIFT
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Tue, 27th Feb 2018 14:00    Post subject:
Have you posted on the Demul forum?
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Tue, 27th Feb 2018 18:01    Post subject:


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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JackQ
Non-expret in Derps lagunge



Posts: 14184
Location: Kibbutznik, Israel
PostPosted: Sat, 3rd Mar 2018 19:06    Post subject:
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Tue, 6th Mar 2018 05:55    Post subject:


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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JackQ
Non-expret in Derps lagunge



Posts: 14184
Location: Kibbutznik, Israel
PostPosted: Tue, 6th Mar 2018 15:15    Post subject:












"Fuck Denuvo"

Your personal opinions != the rest of the forum
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cyclonefr




Posts: 7016

PostPosted: Tue, 6th Mar 2018 17:32    Post subject:
Interesting news. Now if they can emulate the original XBOX it might means that we can finally play arcade games based on the XBOX that used 128MB of ram like Virtua Cop 3. Would be a dream come true!


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