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Researching Wii U emulation in Virtual Reality

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decaf-emu

Researching Wii U emulation. Licensed under the terms of the GNU General Public License, version 2 or later (GPLv2+).

You can find us for developer discussion at #wiiu-emu on freenode.

Requirements

  • Windows with Visual Studio 2015 Update 3
  • Linux with a modern C++14 friendly compiler
  • 64 bit
  • OpenGL 4.5
  • CMake v3.2+
  • Oculus SDK 1.9.0

Compatibility

  • None

Support

  • None, this is an in-development project and user support is not provided.

Binaries

The latest Windows AppVeyor build is available from:

Building from Source

This project makes use of submodules, please ensure you have cloned them properly using:

  • git submodule update --init

Go to https://developer.oculus.com/downloads/pc/1.9.0/Oculus_SDK_for_Windows/ then download and extract it somewhere. Copy the LibOVR folder to decaf-emu/libraries

There are two decaf targets:

  • decaf-sdl - Default emulator target using SDL for window creation and input.
  • decaf-cli - Command line only which will run games with no graphics or inputs, useful for test .rpx files.

Windows with VS2015 Update 3

  • Use CMake to generate a solution

Linux

  • cmake ../decaf-emu && make
  • It is suggested (but optional) to use your system's zlib, sdl2 and glbinding
  • You can enable building with valgrind with -DDECAF_VALGRIND=ON, this requires valgrind to be installed on your system
  • Requires a modern gcc or clang which supports C++11/14 features

Running

./decaf-sdl play <path to game>

If the game is in loadiine format, use the path to the .rpx file in the code folder.

It is recommend to run the emulator from the root git directory so that it is able to access resources/fonts/*

Configuration files can be found at:

  • Windows - %APPDATA%\decaf
  • Linux - ~/.config/decaf

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