Voilà que débarque la nouvelle version de Cemu, l'émulateur PC de la Nintendo Wii U proposé par eXzap et son équipe, depuis presque désormais 4 années.

Au stade Patreon, cette version 1.15.11 était accompagnée d'une autre version la 1.16.0 qui était elle compatible avec l'API Vulkan, mais seule la versio 1.15.11 est distribuée au grand public.
Liste de compatibilité ici
# Cemu detailed changelog for 1.15.11b# Patreon release date: 2019-07-26# Public release date: 2019-08-02# New in 1.15.11b:general: Fixed a bug where DLC would be installed into the wrong locationGX2: Fixed broken transform feedback on OpenGL (#157, #159)# New in 1.15.11:general: Better update/dlc handlingUpdated mlc01 folder locations for updates and dlc to match those of an actual Wii UNewly installed updates and dlc will be stored at the new locations, while previously installed ones are still detected properlyImproved detection of type of content (affects installation and gamelist)Installing updates/dlc will now backup previously installed content and restore it on failure/cancelationdebugger: Implemented more instructions for assembler and disassemblerdebugger: Assembler now supports basic expressions in place of constantsdebugger: Fixed a crash when stepping into importscoreinit: Fixed OSUninterruptibleSpinLock_Acquire() not restoring interrupts before switching to the schedulernn_erreula: Fixed a bug where the same message would keep poping uppadscore: Opening the input configuration window no longer temporarily disconnects the emulated controllerspadscore: Fixed PPC stack corruption caused by KPADSamplingCallback (#140)nn_fp: IsOnline() now only returns true if there is an established friend server session. This should fix crashes or softlocks in games that only worked in online modeGX2: Shader tweaks to bridge the gap between OpenGL and the upcoming Vulkan rendererIf you are a graphic pack developer, be aware of these changes:- All shaders are now generated with a Vulkan and OpenGL compatible header using #ifdef / #endif preprocessor directives- gl_Position should always be set via the new SET_POSITION() macro- Shaders used in combination with point primitives always have to write gl_PointSize- Point shaders that get their point size from renderstate have a new uniform variable (uf_pointSize)- Primitive points will modify the vertex shader base hash (+0x71)Existing custom shaders remain compatible with the OpenGL backend, except for vertex/geometry shaders used in combination with GL_POINTS which need to be updatedNote:(#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
Téléchargement : Cemu 1.15.11b