Wii U emulators

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Wii U
A Wii U (right) and Wii U GamePad
Developer Nintendo IRD, NTD
Manufacturer Nintendo, Foxconn, Mitsumi
Type Home video game console
Generation Eighth
Release date NA: November 18, 2012
PAL: November 30, 2012
JP: December 8, 2012
Discontinued WW: January 31, 2017
Predecessor Wii
Successor Nintendo Switch
Emulated
For emulators that run on the Wii U, see Emulators on Wii U.

The Wii U is an eighth-generation console released by Nintendo on November 18, 2012, at $349.99 ($491 in 2026). It has a 3-core IBM PowerPC CPU at 1.24 GHz with 2 GB of RAM and an AMD Radeon GPU at 550 MHz. It is the first console by Nintendo to output high-definition (HD) resolutions, such as 720p and 1080p. It includes a tablet-like controller, known as the Wii U GamePad, to provide certain additional gameplay. Notably, it can play all Wii games as well as support the Wii Remote controllers for native Wii U games.

Emulating Wii U disc games require converting the WUX files to WUD, and obtaining ROM keys.

Emulators

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Before editing, review the Getting involved and Recommended pages. See system requirements page for performance demand of the emulators.
See tables for enhancements, hardware features and peripherals.
For more details such as licensing, programming language, emulation method, visit each emulator’s dedicated page.
Name Platform(s) Latest version Compatibility License Active Recommended
PC
Cemu       Artifacts
2.6
Flathub
57.5%
456 out of 793 reported titles
MPL 2.0 (Copyleft)
Decaf     git GPLv3 (Copyleft)
Kinnay   git MIT (Permissive)
TailFin   ? ? ?
Mobile
Cemu   Beta v0.5
Dual-Screen fork
? MPL 2.0 (Copyleft) ~
MeloCafe     1.0 ? ?
TailFin     ? ? ?

Comparisons

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Cemu
An initially closed-source Wii U emulator created in October 2015, regularly updated every 2 to 5 weeks. It can run a sizable number of games. As of 2022, Cemu is no longer in the experimental stage, it is now fully open-source, and a macOS port has been released. Also, there is a PR which implements a Metal backend for macOS (It should bring better performance compared to Vulkan on macOS, as well as fix some issues that wouldn't be possible with Vulkan due to MoltenVK limitations)
Decaf
Can boot some commercial games. It is developed sporadically.
Kinnay
Emulates the Wii U processors and hardware at the lowest level. It is able to emulate all the way through boot1, IOSU, and Cafe OS up to the Wii U menu. Written by the leading Decaf developers, exjam and kinnay.

Enhancements

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Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
Name Cemu
Controls Disguise peripheral support through Passthrough
Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected 'nearly the same internally' controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.
?
Input lag mitigating
Mouse injector
Real peripheral support (Passthrough)
Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.
?*
Turbo button ?
Graphics Pre-rendering anti-aliasing
(MSAA, SSAA)
Ray tracing
(DXR, VRT and MRT)
Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be possible soon.
However, you can try "Screen-Space Ray Traced Global Illumination" shader using ReShade.
Resizable internal resolution
RTX Remix Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.
Besides, Cemu already supports some of RTX Remix features.
On top of that you can use ReShade for post-processing.
Super-resolution techniques
(DLSS, XeSS and FSR 2+)
Requires access to the depth buffer and temporal data like motion-vectors so it is quite challenging and unlikely to be possible soon.
Besides any GPU that can use DLSS can run Cemu at 4K native anyway.
Texture packs
Ultra-widescreen hack
Widescreen already supported on Wii U system.
But there is no support by system for render games in other ratios such as 16:9, 21:9, or 32:9.
Performance Frame generation technologies
(LSFG, DLSS-FG and SM, XeSS-FG, AFMF and FSR FG)
Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as motion interpolation is quite possible. Input latency will be a crucial factor, but its impact likely varies depending on the specific technique used, it is recommended to use after applying the "Internal Framerate Hack".
While   AFMF or   LSFG can be used with Cemu, please be aware some visual glitches and artifacts may occur at this time.
Internal frame rate hack
Overclock
Preload optical disc image to RAM
For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement might offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.
Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.
Rendering latency reduction technologies
(LatencyFleX, Reflex,   Xe-LL and Anti-Lag+)
While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is likely doesn't offer enough benefits to justify the development effort.
Post-processing AI-powered filter
(Freestyle)
?
Filters *
Inverse tone mapping compatible ?
Post-rendering anti-aliasing
(FXAA, TXAA and MLAA/SMAA)
~[lower-alpha 1]
Post-rendering scaling
(Sharp bilinear, Lanczos and FSR 1)
Shader chain
Quality of life Automatic emulated controller connect/disconnect
Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.
Automatic updater
Big Picture Mode
Built-in cheat manager ~[lower-alpha 2]
Built-in custom resolution/CRTSwitchRes
For using this on Windows, you need CRT Emudriver.
Another option is using EDID editor tool such as "Custom Resolution Utility".
N/A
Eighth gen home consoles and beyond only have digital video output anyway.
Built-in mod editor and manager
Built-in patch manager ?
Built-in save manager
Command-line options *
Pause/Resume emulation *
Per-game profiles *
Portable and stealth
Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary prerequisites and dependencies for your operating system if it is not statically linked.
Streamable compression format
Variable refresh rate compatible *
TAS features Fast forward/Turbo speed *
Macros/Scripts/Lua *
Movie recording/playback *
Rewind
Save states **
Misc. Ambient sounds simulation
Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched "coil whine" that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.
Debug features ~*
EmuVR support Exclusive to libretro cores. So there is no support.
File browser
Lets the user look at the ROM's internal files.
Free Look
Free Look is an enhancement feature that allows manipulation of the in-game camera.
~[lower-alpha 3]
RetroAchievements
Rich Presence (RPC)
Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you're playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.
?
Screen translator
Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.
You can use RetroArch's AI Service or the standalone offline bquenin's Interpreter.
  1. Possible if game has GraphicPacks for post-rendering AA.
  2. Use the graphics pack options to enable cheats in Cemu. Right-click on your game, select graphic packs, you will get many other options there.
  3. Have to be done on a per-game basis as the Cemu didn't have a "Camera" feature like the Dolphin emulator at the moment, so look for game mods like botw-freecam. Also, there is a feature request: free cam for Cemu.

Hardware features and peripherals

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Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
Name Cemu
Hardware features Connectivity 3DS connectivity
Bluetooth ?
Ethernet
LAN tunneling
?
Nintendo Network
SpotPass ?
Wi-Fi ?
GamePad Camera *
Dual-screen mode Fullscreen multi-monitor ?
Peer-to-peer
Used to connect two separate systems to each other. (Example: Steam Deck as the GamePad).
Separate windows
Infrared
Microphone
Motion sensor ~
NFC ~[lower-alpha 1]
Speakers
Touchscreen [lower-alpha 2]
SD card ?
Virtual Console *
Wii Mode / vWii
Wii U Menu ~*
Wii U Optical Disc
Peripherals Fit Meter connectivity
Pro Controller
Toys-to-life Amiibo ~
Disney Infinity Base
LEGO Dimensions Toy Pad
Rider Gate Portal (Kamen Rider Summonride)
Skylanders Portal of Power
USB GameCube controller adapter
Through the use of a USB hub and two adapters, up to 8 GameCube controllers can be used.
*
Keyboard
Mass storage device
Microphone (wired & wireless)
Taiko no Tatsujin Drum Controller ?
Wii peripherals Wii Balance Board
Wii Remote Accelerometer
Basic support ~[lower-alpha 3]
Battery ?
Classic Controller (Pro)
IR sensor
Mono speaker
Nunchuk
Rumble ?
Wii MotionPlus
Misc. System lights
  1. Cemu allows loading NFC tag from a file, but it is impossible to scan NFC tag in real-time via NFC reader.
  2. See 'How can I see the GamePad screen?' for more information.
  3. Only works when facing vertical, but not horizontal.

DS mode

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Currently, SSimco's Cemu Android port doesn't do any optimization for DS mode, and certainly doesn't support sensors. Cemu's Dual Screen is just two separate windows with no more advanced settings.

What is DS mode, exactly? TV is the top screen, and Gamepad is the bottom screen. So they're basically dual-screen. (example: 28.png)

  • Swap Screen
  • Screen Layout: Left Right or Up Down (Default)
  • Rotate Screen: Screen 1: 0 (Default), 90°, 180°, -90° or Screen 2: -360°, -270°, -180°, -90°, 0, 90°, 180°, 270°, 360°, Custom, Sensor (Default)

NOTE: Sensor degrees from -360° to 0 to 360°, your device must support gyroscope, accelerometer, touch screen, second screen (optional) and Stylus for drawing games (optional). Mesen's developer once said that screen rotation is for homebrew games. But in fact, there are a few game developers like Treasure who've thought of this. Ikaruga is a NAOMI arcade game. To give players an experience close to the arcade version, its Dreamcast port actually allows players to rotate the screen, and its Switch port also allows players to rotate the screen.

  • Hide Screen: Screen 1 or Screen 2 or Off (Default)
  • Disable Screen: Screen 1 or Screen 2 or Off (Default)
  • Screen Spacing: 0 (Default), Auto, Custom

NOTE: Auto is maximum value from Top to Bottom calculated based on aspect ratio and resolution, including rotating monitors

Cemu's Android port and DS / 3DS emulators require these;

  • Orientation (Android): Portrait (Default) or Landscape or Auto
  • Screen Position (Android): Left, Right, Center, Top (Default), Bottom
  • Status Bar or Notch and Navigation Bar (Android): Top Bar: On (Default for Notch), Off or Bottom Bar: On, Off (Default)
  • Hide Gamepad Virtual Controller (Android): Left Side, Right Side, Bottom Side, Both Sides, All Sides, Off (Default)

NOTE: Checkbox required. If you think of the Microphone as a button, it's at the bottom

  • Rotate Gamepad Virtual Controller (Android): -360°, -270°, -180°, -90°, 0, 90°, 180°, 270°, 360°, Custom, Sensor (Default)

Unlike the DS and 3DS, the Wii U's two screens aren't one piece, so two rotations are necessary.

Wii Mode

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Wii Mode
WiiBrew: vWii

The Wii U is compatible with all Wii games and Wii accessories such as the Wii Remote (Plus), Wii Nunchuk, and the Wii Balance Board. It is possible to migrate most downloaded software and save files from a Wii to a Wii U.

Also, it supports Wii games that allow you to connect to the DS if you're going to play them on the Wii U.[1]

The Wii U is not compatible with GameCube discs or accessories, although a homebrew application for Wii Mode exists that enables GameCube hardware and GameCube controller support. A USB GameCube controller adapter with four ports was released exclusively for use with Super Smash Bros. for Wii U and doesn't support any other Wii or Wii U games.[2]

LAN Tunneling

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Xlink Kai - Nintendo Wii U Tutorial

Offline multiplayer gaming on the Wii U home console over a LAN (local area network) multiplayer games, just like System Link for XBOX systems. To see if the game you want to play is supported see this page.

Cemu placeholder text

Cemu: PC to Mobile and Mobile to PC

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Just like the real Wii U, you need two screens. The Android version of Cemu should also be able to transfer saves, DLC and other files to and from the PC version. Root/data/data/info.cemu.Cemu is inaccessible. Google has added restrictions to Android/data/info.cemu.Cemu, so files from the Cemu PC version to Cemu Android or files from Cemu Android to Cemu Android can only be built into Cemu Android.

Nitrome once developed an application for smartphones called Touchy, which allows four players to control four characters in a Flash game. It also allows players to play Flash games using sensors. One keyboard isn't enough for four players, and many people aren't satisfied with the sensor emulation. They usually need to use third-party software, other devices, or change the mouse input method.

The Wii U Gamepad is basically available on some Android phones, except for the physical keyboard. Touch screen (Multitouch), stylus (Samsung and Motorola), Microphone, Camera (Front and Back), IR, NFC, gyroscope and accelerometer

Therefore, in addition to transferring files between the Android version and the PC version of Cemu, it should also be used as a Gamepad. The game runs on the PC or mobile phone, and the game screens on the mobile phone and PC can be exchanged during the game. You may need to turn on Screen Cast. It would be better to have a rotating monitor. PC TV, Android Gamepad or Android TV, PC Gamepad

The current Cemu Android version of Microphone is just a button, and its developer has not added Android Microphone support. Unlike the Famicom, the Wii U Gamepad has many buttons, and Android Microphone permission is necessary. Camera (front and back) also require Camera permission just like the Android version of GBCC.

The current Cemu Android version has these device requirements. Version: 11 to 14, CPU: 64-bit ARM also known as arm64-v8a, preferably Qualcomm's Snapdragon. Sensor: Refer to Wii U Gamepad, which is currently not supported by the emulator. Touchscreen: Like the DS and 3DS, Multitouch is optional for Stylus, Multitouch is necessary for on-screen controller. Wi-Fi, USB Type-C and Bluetooth: transfer files, screencast, third-party controllers may use these. Vulkan and GPU driver: not supported yet.

Dolphin support for Wii U

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You might have read about an unofficial branch of Dolphin with Wii U support — but don't get your hopes up. While the PowerPC architecture in the Wii U is the same as the Wii and GameCube (this fact alone was the reason Wii emulation was added to Dolphin. It was originally GameCube-only), this support is nothing more than the file viewer features (region, internal name, various info, list of files and folders inside ISO and a way to extract them) being expanded to Wii U disc images. Nothing has been done on the actual emulation front as far as Dolphin is concerned, and the Dolphin developers have said that they aren't interested in adding Wii U support to Dolphin.