⚠️Important Alpha Information⚠️
As an alpha release, this build is not yet considered stable.
This prerelease is intended for users to test upcoming features, allowing the community to provide feedback before they are distributed in a stable release.
Users interested in testing bleeding-edge software are encouraged to test out this build to help us catch any issues we may have missed during development.
If you are unwilling to tolerate potential issues, it may be better to wait for the next stable release.
Azahar 2126.0-alpha1 Changelog
Windows
- Introduced the new "MXE" build variant previously discussed in an announcement on our Discord server. | @OpenSauce04 #2044
- This new variant will serve as the replacement for the now-deprecated MSYS2 variant, which, as also previously discussed in the above post, will be removed in the 2127.0 update.
- Users will be able to migrate from MSYS2 to MXE seamlessly, so existing MSYS2 users have no cause for concern.
- For more information about this build, please read the aforementioned announcement post.
Desktop
- Implemented a CLI (command line interface) for Azahar's compression functionality via the new
-cand-xoptions. | @OpenSauce04 #2084- See
azahar --helpfor more info.
- See
All
- Completely revamped the implementation of GDB functionality, with numerous debugging improvements and new debugging features. | @PabloMK7 #2086
- The PR description for this change goes into extensive detail about the changes, so read there for more information if curious.
- Implemented GPU interrupt queue & GPU timing emulation. | @PabloMK7 #2095
- This change improves emulation accuracy by more closely mirroring the behaviour of real hardware.
- This PR is known to fix GPU timing issues in Luigi's Mansion 2/Dark Moon, which is now made playable without use of the "delay render thread" option with this change, but likely impacts many other games as well.
- This PR also introduces a fix for an issue in Super Mario 3D Land which would prevent users from loading a save file after completing the game.
- This is big change behind the scenes, and may inadvertently introduce issues due to its large scope. If an issue appears in a game where it didn't exist before, the new behaviour can be toggled off by disabling the newly added "Simulate 3DS GPU timings" setting to see if this is the cause. Please report any issues which may have been introduced by the new behaviour accordingly.
- The PR description contains an in-depth technical explanation of the changes.
- This change improves emulation accuracy by more closely mirroring the behaviour of real hardware.
- Added a new option which allows users to toggle whether the emulated 3DS system thinks headphones are plugged in. | @PabloMK7 #2099
- A very small number of games have altered behaviour when using wired headphones. For example, when headphones are plugged in while playing Super Mario 3D Land, the audio playback is slightly altered.
- Adjusted how emulator error messages are displayed to users to be more easily understandable and user-friendly. | @PabloMK7 #2097
- LG2/EX2 subroutine functions are now only emitted for shaders when necessary, instead of for every shader, reducing memory usage. | @Wunkolo #2046
macOS
- Fixed an issue where SDMC filenames which contain unicode characters could appear and behave partially corrupted within emulated 3DS applications. | @RigleGit #2079
Technical
- Fixed building with OpenAL enabled on OpenBSD. | @OpenSauce04 #2058
- Fixed an inability to generate translation source files in modern build environments due to an outdated
qt_add_lupdatecall. | @OpenSauce04 #2071 - Updated NDK and AGP to more recent versions. | @OpenSauce04 #2068