Cemu 1.26.0 released! (WIP5)
Added 2021-10-31 00:59:08 +0000 UTC** scroll down for WIP 5 changelog **
Hey Patrons,
sorry for keeping you waiting. But this release took a lot more effort and time than expected.
As Cemu's input system is one of the oldest parts of the project, countless additions were made over the years to it, making it difficult to maintain, extend and generally inflexible to work with. With this experimental release, the whole code base for the input handling has been reworked, including the input settings UI. You're now able to configure multiple controllers for a single emulated controller. We also added default controller layouts for XInput and SDL mappings to simplify first time setup. The native wiimote support has not been re-added yet, as there have been a lot of issues with it and we want to fix at least some of them before this update releases to the public.
While we changed pretty much everything input related under the hood, we also tried to make the upgrading experience as seamless as possible. The UI has been reworked to allow for the new multi-mapping feature, but it still largely resembles the UI from previous Cemu releases. Controller profiles are now stored as XML files but we kept backward compatibility with legacy (.txt) profiles so you dont have to reconfigure your inputs.
Due to the highly experimental nature of this release, we decided to have a beta test phase (we call these WIP releases, WIP for work-in-progress). What this means is that we will continue to provide smaller updates over the next couple days (maybe weeks?) until we are satisfied with the quality of this update. After that it will be released as a public version with no extra one week delay.
Changelog:
- Input system rework
- Graphics fixes
- Audio fixes
- Crash & compatibility fixes
- Detailed changelog
Changes in WIP5:
- Added support for native Wiimote extensions: Nunchuck and Wii Classic Controller
- Added Wiimote controller settings
- Fixed an issue where the configured deadzone would not be handled correctly
- Added a default button layout for Wiimote controller when choosing native Wiimote as API
- When using a native Wiimote, the LEDs will be set to match the controller index
- Added a low battery warning for wiimotes
- Various other smaller input improvements
- More crash fixes for Mario Party 10
- More audio fixes, including a fix for the broken BGM music in Color Splash
You may have to recreate some of your controller profiles when updating to this version from a previous WIP build.
Changes in WIP4:
- First part of native Wiimote support (fully reworked). For now we only support base wiimotes, extension support will come in WIP5
- Wiimote home button is now emulated more correctly (internally it simulates a disconnect&reconnect which some games rely on)
- In cases where an axis is read as a button (like analog triggers) the threshold is now 10% instead of 0.1%
- When mapping buttons (i.e. clicking any button field) there was an issue where the focus could get stuck forever on the last button field. There was also an issue where clicking outside of any button field would not quit button mapping mode. Both of these should be resolved
- Various smaller UI tweaks and input fixes
- Fixed an out-of-resources crash in the RPL loader. This is usually seen in Mario Party 10 when playing long enough but should fix a similar issue in other games that have many RPL files in their /code/ folder (like Wii Party U)
Changes in WIP3:
- SDL controllers are now detected correctly if they are connected after Cemu has been launched
- Improved reliability when using multiple controllers with SDL. Previously the exact controller assignment would sometimes get lost
- Fixed dpad handling of DirectInput controllers
- Fixed issues where default controller layouts would be applied incorrectly in some cases
- Input settings window will show a warning when editing a controller that is set as a game profile option for the currently running game
- Fixed several issues related to file replacements via graphic packs
- Tweaks to the thread scheduler to prevent rare but repeatable softlocks
(for example, Mario Party 10 would often get stuck on boot) - Fixed RPL loader regression from 1.25.3 that caused Mario Party 10 to crash on boot
- Audio changes to fix some regressions from 1.25.3
- Logging: Reworked the way paths are printed. Fixes mixed slashes as well as problems with printing non-ANSI characters
- Debugger: Data directives like .int, .byte or .float now also work in the assembly view
Changes in WIP2:
- Added a default controller layout for SDL with Joycons
- Default controller mappings will only be applied to unassigned keys
- Fixed several issues with the input UI, like buttons being grayed out when they shouldn't be
- Added support for Stadia, Steam and Amazon Luna controller via SDL
- Fixed an issue where the controller 'Use motion' setting was ignored
- Added a controller connection state icon/button in the input settings
- Individual button bindings can now be erased by right clicking them (previously this could only be done by pressing Escape)
- Fixed an issue when migrating keyboard-only profiles
How to get Cemu 1.26.0 WIP5:
Download via Patreon login here.
How to upgrade from any previous Cemu version:
Extract all files from the zip into your existing Cemu folder. Any existing files can safely be replaced without overwriting save or config data.
List of known problems:
- Input not properly working in Super Mario Maker
Comments
Can't wait to try this! Thanks so much!
Thomas Pickett
2021-11-18 21:30:00 +0000 UTCOk so im the only with that prob ?
Protoman X
2021-11-06 22:24:34 +0000 UTCCemu crash after decompilig cache ( BOTW and Bayonetta )
Protoman X
2021-11-05 22:08:19 +0000 UTC