Zelda breath of the wild jouable émulé sur Cemu !

Le gros jeu encensé par la critique Zelda breath of the wild, vient d'être rendu compatible avec l'émulateur Wii U. Vous pouvez maintenant y jouer sur votre ordinateur !


Attention, il s'agit de la version Patreon, il faut donc faire un don pour l'avoir maintenant. Mais vous avez la possibilité d'attendre 1 semaine (le 17 mars), pour avoir la même version publiée gratuitement (les donateurs ont une semaine d'avance sur les autres).
Suivant la vidéo suivante, le jeu semble encore très lent, mais jouable. D'autres améliorations sont forcément attendues dans les prochaines versions.
Quote:
# Cemu detailed changelog for 1.7.3
# Patreon release date: 2017-03-10
# Public release date: 2017-03-17

JIT: LWARX instruction now consumes multiple virtual cycles. This speeds up busy wait loops.

general: Screensaver/Standby should no longer come up while a game is playing in Cemu

coreinit: Added API LCDisableDMA(), LCGetAllocatableSize(), MPResetTaskQ(), OSPeekMessage(), OSEnableHomeButtonMenu()
coreinit: Fixed bug in LCEnableDMA()
coreinit/FS: FSOpenFile() is no longer blocking CPU execution
coreinit/FS: Added internal support for priority-based path overloading
coreinit/FS: Cemu will load patched game files automatically from mlc01/usr/title/../../

ACP: Added ACP library. New API: ACPCheckApplicationDeviceEmulation()

AOC: Added proper support for AOC library. Addon content (DLC) is automatically loaded from mlc01/usr/title/../../aoc/ or mlc01/usr/title/../..//

AX: Fixed internal ADPCM playback offset calculation for addresses above 0x80000000

Input: Fixed bug that caused non-keyboard buttons to be detected as keyboard input

GX2: Improved implementation for GX2CalcTVSize() and GX2CalcDRCSize()
GX2: Shader code optimizations. Up to 40% faster compile time for float-only shaders (measured on NVIDIA)
GX2: Added support for shader OP3 CNDGT_INT instruction
GX2: Added support for vertex format FMT_16_16_16_16, nfa=0, signed=0
GX2: Fixed software streamout reading format 32_32_32_FLOAT incorrectly
GX2: Added support for vertex shader gl_PointSize export
GX2: Fixed a race condition in which the GPU7 command processor could run ahead of the current write pointer before GX2Init() was called
GX2: Fixed sampler min and mag filter value being read from wrong register bits
GX2: Added support for streamout binding the same buffer as input and output

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