[PS5] ShadowMountPlus v1.6 beta 10 avec veille profonde et Fakelib
[PS5] PS5 exFAT Image Builder passe en version 2.6.0
General changelog 1.4.2 | 2016-05-07 | Details-Added shader cache (reduces stutter after repeated sessions)-New texture loader (reduces stutter)-Added region and language selection-Generally improved compatibility in multiple ways-Various smaller changes
# CEMU detailed changelog for 1.4.2# Patreon release date: 2016-04-30# Public release date: 2016-05-07## 1.4.2b publicgeneral: Name of save directory and shader cache file for current .rpx is now displayed in titlebar## 1.4.2bax: Adjusted sample count for AUX callbacks. Previously this could lead to crashes if the sample data was used inside the AUX callback.ax: Fixed a bug that caused DeviceFinalMix callbacks to be skipped.## 1.4.2general: FPS counter now updates more frequentlyCPU: Improved recompiler code generated for DCBZ instruction.h264: Simulate successful video decoding rather than returning errors (proper video decoding is still WIP. The new workaround fixes freezes when a game was waiting for video playback to happen)coreinit: Fixed a bug in OSReadRegister16() and OSReadRegister32Ex() where 0 was returned instead of the actual register valuecoreinit: Added weak-symbol __gh_FOPEN_MAXcoreinit: Added API OSWakeupThread()ax: Added support for AUX bus callbacks (New API: AXRegisterAuxCallback)ax: Added support for voice protection (New API: AXVoiceBegin, AXVoiceEnd, AXVoiceIsProtected)GX2: Added permanent shader cacheEverytime a previously unknown shader is loaded, the shader and all related renderstate information is cached in a file.When CEMU boots a game, it will use the cached information to reconstruct all known shaders right away.This significantly can decrease stuttering during emulation but it will also increase boot times.GX2: Added support for GX2WaitTimeStamp()GX2: Added support for swap interval configuration via GX2SetSwapInterval()GX2: Added support for binding depth textures as color targetsGX2: Fixed a bug where color or depth buffers were not correctly cleared.GX2: Support for texture depth compare modes 'never' and 'always'.GX2: Reworked texture loader codeFS: Added API FSGetMountSource()vpad: Added VPADGetTPCalibratedPointEx()vpad: VPADGetTPCalibratedPoint() now correctly copies the touch flags


hello,
j'ai test pour voir un peu, mais a chaque lancement j'ai un écran noir
et plus rien...
j'ai une carte Graphique : GTX960
8 Go de RAM
i5-4670K
si quelqu'un a une idée?
Testé avec les .wud de Mario Party 10 et Game Party Champion


Faut il obligatoirement un wud pour lancer un jeu ? J'ai Fire Emblem en version Loadline, cependant mm avec les clés j'ai un écran noir.

hello,
j'ai test pour voir un peu, mais a chaque lancement j'ai un écran noiret plus rien...
j'ai une carte Graphique : GTX960
8 Go de RAM
i5-4670K
si quelqu'un a une idée?
Testé avec les .wud de Mario Party 10 et Game Party Champion
Et le taff fourni pour cette emu