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EmuCR: WiiUDecaf Git (2016/09/04) is compiled. Decaf (originally called WiiU-EMU) is a researching Wii U emulation. The Wii U is a home video game console created by Nintendo and the successor to the Wii.

Decaf Git Changelog:
* ax: Implement stub for AXVoiceIsProtected.
* ax: Update voice sampling to better match Dolphin.
Dolphin's implementation overall looks more accurate than
our old version. Especially since it was directly
converted from the Wii's UCodes.
* ax: Fix bug cause AXGetVoiceOffsets to return garbage.
* ax: Ensure voices are clean for each acquisition.
* ax: Fix FinalMixCallback to be invoked once for all devices.
* Merge pull request #377 from achurch/mii-name-endianness
nn_act: Fix endianness of GetMiiName[Ex]() return strings.
* nn_act: Fix endianness of GetMiiName[Ex]() return strings.
* padscore: Fix KPADReadEx to return "No Controller Connected" error code.
* padscore: Add more decaf_warn_stub messages.
* ax: Fix incorrect audio channel mixing.
This caused us to output only 1 channel audio.
* Properly initialise all thread state data.
This fixes the blockers on all first-party games as far
as I can tell. NSMBU gets to its menu now, and MK8 gets
far enough to initiate the state-change to the race track
(but does it then decides napping is fun and goes sleep).
* Added support for logging kernel call results.
* ax: Implement audio mixing for all device types.
Previously we only mixed for TV device 0 (which meant we
only invoked callbacks for a single one of the devices).
* Fix odd logic in removeOpenFile.
* ax: Fix bug with non-ADPCM sounds being header-skipped.
* gx2: Minor formatting.
* nn_act: Implement GetMiiName{Ex}.
* gx2: Implement GX2PatchDisplayList.
* coreinit: Add overlay arena functions.
This is an extra 448MB memory region which probably comes from system memory,
this is seen being used in Splatoon. We make it manual commit so we do not
waste memory on games which do not use it.
* Allow manual commit & uncommit of memory.
Additionally make Aperture memory a ManualCommit region, this means it does
not allocate 512mb for no reason on games which do not use tiling apertures.
* gx2: Implement GX2DrawEx2.
Haven't seen a game use it yet, but might aswell since I did GX2DrawIndexedEx2...
* gx2: Implement GX2DrawIndexedEx2.

Download: Decaf Git (2016/09/04)
Source: Here



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