I burst out laughing when I seen this. Happens after finishing a 3 course VS Race. There's also a new issue where cubemap reflections seem to be ignored in courses, at least on NVIDIA GTX 870M. (it was working after one course before I think)
I don't think he is giving away 1.6.0. The title of the video is just a bit misleading.There are contests for winning the Patreon version of Cemu 1.6.0?
@Exzap, you might wanna check that out and hold the people off:
View attachment 62811
Holy shit! Now that's a change log and a half# CEMU detailed changelog for 1.6.0
# Patreon release date: 2016-09-15
CPU: Added instructions ADDCO, DIVWUO DIVWO, CRAND and CRANDC to interpreter
CPU: Added instructions LFDU, STFDU, BLRL and SLW. to recompiler
CPU: Fixed rounding error in FCTIWZ and PSQ_ST recompiler instruction
CPU: Improved detection of function end address for recompiler. Added special handling for shared function bodies
CPU: Fixed recompiler generating invalid code for conditional branch instructions with link flag set
CPU: New option 'emulateSinglePrecision' for game profiles. If enabled, recompiler will round results to single-precision after single-precision instructions.
SAVE: Added API SAVEGetStatOtherNormalApplicationVariationAsync()
coreinit: New API FSSetPosFileAsync(), FSGetPosFileAsync(), FSIsEof(), FSIsEofAsync(), OSGetAvailPhysAddrRange(), OSAllocVirtAddr(), OSMapMemory(), OSUnmapMemory(), MEMAdjustExpHeap(), MEMFreeToBlockHeap()
coreinit: Implemented MPQueue API
coreinit: Improved implementation of OSGetMemBound()
coreinit: Fixed OSSleepTicks using wrong timer source
coreinit: Fixed return value of OSWaitSemaphore() when thread does not return immediately
coreinit: Improved handling of thread joining and detached state
VPAD: Improved implementation of VPADGetTPCalibratedPointEx()
AX: New API AXSetVoiceLoopOffset(), AXSetVoiceEndOffset(), AXSetVoiceSamplesAddr()
AX: Fixed handling of upsample stage when used before final mix callback
DMAE: New API DMAESemaphore()
GX2: New texture cache implementation
GX2: Improved coalescing of textures of different formats with overlapping memory ranges
GX2: Fixed a bug that caused the wrong texture to be used in a draw call right after a new texture was created
GX2: Fixed a bug where any stencil clear operation would be ignored
GX2: Added handling for SRGB when the surface is also accessed as non-SRGB
GX2: Fixed a special case in vertex/geometry shader where imports would be optimized away if the only way to access them was via indexed gpr access
GX2: Added support for tilemode 32 in GX2CalcSurfaceSizeAndAlignment()
GX2: Added support for compressed texture formats to tiling aperature
GX2: GX2CopySurface() can now properly handle mip levels
GX2: Implemented GX2CopySurfaceEx(), GX2ResolveAAColorBuffer() and GX2RDestroySurfaceEx()
GX2: Implemented MIN_INT and SETNE shader instructions
GX2: Fixed a bug in R16_UNORM texture format decoder
GX2: Added proper support for mip levels to tiling aperature
GX2: Corrected handling of 8 bit formats in tiling aperature
Test it and let us know.I know it's been asked a lot of times but does mario party 10 boot?
Not everyone has patreon you knowTest it and let us know.
Really? I thought everyone had it. Atleast in a week's time you can test it instead of asking hours after the patreon release.Not everyone has patreon you know
Might be the dump. If launching via .rpx make sure the /meta/ folder is present. Other things that can sometimes help:@Exzap Yoshi Woolly world doesn't seem to be booting for anyone that i know. Is there a specific method of doing it?
Yeah i got it. It's a bug where you need to switch controllers or disable and re-enable them once it boots similar to the latest version of smash 4. Seems to work best with gamepadMight be the dump. If launching via .rpx make sure the /meta/ folder is present. Other things that can sometimes help:
- Configure a GamePad controller and nothing else
- Manually set console region to the correct one
- Try both CPU timer options
- Delete settings.bin