Repository navigation
Android build of Cemu Plus, a fork of the Cemu Android port with Lossless Scaling frame generation.
What's new
Input settings, redone
- Each controller has all its settings on one page, the ones used most first: what it emulates, the controller in use with Set up all inputs, its buttons and sticks, motion, rumble, profiles, and the stick and trigger sensitivity at the end under Advanced. The Controller settings dialog and the separate Device settings screen are gone
- The controller in use is picked from the connected ones right on the page, and Set up all inputs binds that one directly
- Invert motion X axis and Invert motion Y axis are next to Use motion on each controller's page
- The touch screen, sensors and vibration of the device can be moved to a controller from its page, and the vibration strength of the device is set there too
- The inputs are shown as a grid of tiles that say Not set when nothing is bound
- The input settings list the controllers in use, with Add a controller for the next free one, then Hotkeys and On-screen controls
Controller profiles per game
- A controller can be saved as a named profile, and loaded or deleted again, from its page
- The game settings start with a new Controls section. Each controller uses your global controls until you tap Customize for this game, which gives the game its own copy of them and opens it to change. Edit controls opens it again later and Use global controls goes back. Profiles saved in the input settings can be picked there too. Changes made while that game runs are saved to its controls
- The game settings show the most used settings first: Controls, GamePad screen crop and Graphics, with Thread quantum last under Advanced
Wii U style settings
- Every settings screen has the white and silver look of the Wii U settings, with panels, round switches and a cyan highlight, like the game settings on the second screen
- The settings home has an icon for each section
- Overlay settings are now Toolbar settings, the name used everywhere else
Sliders with a gamepad
- Up and down on the D-pad move past a slider to the next setting instead of changing it
- Press A on a slider to change it with left and right, A again keeps the value and B puts the old one back. Left and right also change it right away
Game library with a controller
- A guide in the corner of the library shows what the buttons do once a controller is used: A starts the game, Y opens its game settings, X the settings of Cemu and Start its options. It works in the grid and in the list
- With the second screen on, Y moves the controller to the game settings shown there, so they can be changed without touching the screen. B goes back to the games
- In the list, the second screen shows the game the controller is on, not only the one that was tapped
Motion controls
- Invert motion X axis and Invert motion Y axis flip turning left and right, and tilting up and down. They work for the motion of the device and of controllers, and can be found in Input settings and in the quick menu under Controls
Quick menu
- A new Input section opens the input settings, or the settings of each controller in use, without leaving the game
Fixes
- Star Fox Zero no longer crashes when shots hit the ships in the tutorial. The game uses 64-bit values that the emulator handled with ARM64 instructions that need a stricter memory alignment than the Wii U does
Crash reports
- Share log file and Open Cemu folder use the data folder Cemu is using. With a custom data folder they showed the default folder, so the shared log could be from an old session
- When the emulator crashes, the crash details (signal, native backtrace, the game and the Wii U CPU state) are written to log.txt before the app closes, and to logcat. Before, the app could close before they were written
- Android also writes its own crash report (tombstone) for emulator crashes now
Frame generation setup
- Copy
Lossless.dllfrom your own copy of Lossless Scaling (its installation folder on Windows) to your device. - In Cemu Plus open Settings → Graphics settings → Frame generation (Lossless Scaling) and tap Select Lossless.dll.
- Enable frame generation there or from the in-game menu, where the multiplier, target frame rate and motion estimation resolution can be changed while playing.
Frame generation requires the Vulkan memory model, float16 and null descriptor support from the GPU driver.
The FPS overlay shows the displayed frame rate together with the base frame rate while frame generation is active.
Full changelog: v0.3.5...v0.3.6