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License: Mozilla Public License 2.0
Budford: Cemu configuration, settings and auto update tool. Per game settings and more...
License: Mozilla Public License 2.0
In the Cemu 1.12.0 + cemuhook 0.5.6.4 there is an option in gamepad motion source - "Also use for buttons/axes". Setting for this option is missing in Budford V92. This option when not set, seems to default to true motionSourceIsBtnSource = true
which causes issues in various games. Could you please add setting for this option?
BOTW is 488181bf but after update it becomes dcac9927 Budford keeps creating the 488181bf shader file instead of the dcac9927
Cemu window should be visible in the taskbar and on the screen.
I use Budford to launch different games via steam Big Picture. However it looks like i've found a bug when Budford is launched via command line - Path/to/Budford.exe -f -g /path/to/rdx
. Sometimes the cemu window doesn't appear at all and there is no window available in the Windows taskbar. I can find Cemu.exe process in task manager and hear game sounds, so it looks like the cemu has properly started, but the game is not visible on any desktop and any screen. The only way to fix this issue is to reboot PC.
I haven't been able to reproduce this problem. It happens randomly, and is fixed by restarting the PC. I've tested this behaviour on 1 display configuration and launched Budford via command line directly from CMD and from Steam BP shortcut.
Hey, love the new portable options, however , config file (Model.xml) is still in my documents, can that be made so its in same folder as app instead?
Title
Future Request option to run cemu borderless?
i am using another app which is not very handy for automated process, because it requires aditional clicks after cemu is started.
Could u add option to run maximized and borderless?
Thanks
it is suppose to download stuff to defined folder, but instead it downloads to its own root.
Maybe just ditch that config altogether and force tool to create its own temp folders within root
Can u make app to store graphic packs and stuff localy where app is? Right now its storing them to different folder c:\program data
graphic packs ,cemu hook all is in there. and i had to manually copy cemu hook to where app installed cemu, because it didnt copy it
What about mlc01 folder?it contains game updates,dlc's and its massive, cant copy that every time new cemu is installed?
Import shader ->transferable->choose shader-> chose game that shader matches to from new popup window. But nothing happens.
Budford reads cache i pointed but thats it, its not being copied
Same as previous, only zelda cache is being copied, others are not
https://i.imgur.com/UZw3NILl.jpg
The only common thing i can think of is that zelda is comming from diferent rom folder? maybe thats causing issues?
https://i.imgur.com/o3LP4WKl.jpg
(zelda is structured differently because i have aimbo there as well, so i had to point to rpx because Bradford cant find zelda otherwise
Hello, I looked through the code but haven't figured out which data are separated into user profiles other than name and avatar. For me, I've got players who want to switch graphics packs, mods, etc. based upon who is using it. From what I can tell that level of setting is only at the game level currently; not at the user level. Am I correct? Cheers
Using an xbox one controller with Budford and Cemu 1.12.2d I can configure input as expected using the input dialog but the game itself actually ignores the controller.
I deleted the Budford cemu_1.12.2 to manually install a fresh cemu 1.12.2d + latest cemuhook. Upon booting it up, configuring input exactly the same way, and loading the same game... everything worked as expected.
I next tried launching the now confirmed working cemu installation via budford and the problem came back... The problem now persists for this installation whether or not cemu is launched via budford or manually.
This problem does not exist for the cemu installed via the "Download Old Releases -> 1.8.2" so maybe it's related to the most recent 1.12.2d which came out shortly after your last update?
Do you have any idea what might be happening?
When you right click on a game and select properties, in the graphics packs tab it usually shows a list of all the available packs for the game, it is not doing that
Although the packs are downloaded when Budford starts up, selecting the properties for a game and clicking on the graphics packs tab, nothing appears in there,
the gamepad first controller works correct but second player pro controller all ways sets the thumb stick and dpad wrong but works if a load the Pro profile from the menu.
opening CEMU i get correct controller button assignment
https://i.gyazo.com/3f33d9fa36926e402c3b31c2e3ca8790.png
launching CEMU from budford i get this
https://i.gyazo.com/36006e0dddcb6daf1c655dae5dbf2dcd.png
i even deleted all the controller profiles and started from scratch and all ways end up with this exact same configuration of the controller with Budford.
58a8456
tested 73 and it works as before but v80 has this issue i think its from the changes in that commit
Budford.exe "e:\Igre\RetroPie\EmulationMix\Roms\Nintendo Wii U\Roms\The Legend of Zelda Breath of the Wild [ALZP0101]\code\U-King.rpx"
using command line--
budford now disappears, thats ok i guess. But borderless screen is no longer working,it was being sent to cemu after it finishes loading shaders, but since bud is gone command is no longer being sent
If launched manually throu bud ,app stays visible and borderless is working ,but via command bud disappears
I tested on v80 all until v71 this is where it works correct, i think it has something to do with the screen selection tv/gamepad feature, this also somehow causes lots of graphical issues
Standard cemu behavior:
When using gamepad, right mouse click and hold can be used as giro in some games to position stuff (zelda ,project zero etc)
When using Budford Right mouse has no effect at all.
https://i.imgur.com/h12Gfd0l.jpg
Game is right there, it doesnt wish to import any cache except for zelda.Keep saying game doesnt exist
And please make that portable as well, dont copy shaders to my documents..
Cemuhook provides a way to use Android Phone as a motion source. However it requires user to add a new line to cemuhook.ini https://sshnuke.net/cemuhook/padudpserver.html . Could you please add support for this feature in Budford? Right now this line is removed by Budford if added manually.
To actually use this in Cemu, you will have to add serverIP = PHONE.IP.ADDRESS.HERE (and serverPort = XXXXX if you've changed it from the default 26760 value on the phone) under the [Input] section of cemuhook.ini
Ok i figured out (import graphic packs option under cemu managment.) What about cemu hook? add option to import that too ? :)
I'm trying to put together a PR for supporting .wud game files in addition to loadiine, but I'm stuck trying to calculate the hash for the SaveDir.
Does anyone know how Cemu calculates the hash for the .wud games? Running the hash algorithm from GenerateHashFromRpxRawData
over the .wud file doesn't produce the expected hash (never mind that it takes forever, even when optimized).
Regarding the below diffs...
https://i.imgur.com/Kr0Q1Pe.png and https://i.imgur.com/0TVNd5W.png
The common use case for DisableShaderCache is to fix the shader stutter still introduced by having both the precompiled cache from CEMU and the opengl cache from video card.
The only way this works is by keeping the transferable files, turn on DisableShaderCache, and copying and renaming the resulting shader.bin into the proper glcache folder from your driver.
This results in all of the performance of precompiled shaders without any of the stutter introduced by both caches being utilized.
Emptying the transferable folder removes this ability.
So... I guess that's a long winded way of asking are you sure what you're doing is correct and if so can you possibly offer an option to only clear one folder and not the other?
Thanks for your help so far. :)
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