New systems
- MAME support (WIP, most games don't work yet): NeoGeo + 6 more drivers with dynamic layers (very buggy)
- CPS1/CPS2 with 5-layer depth
- Konami, Sega System 16B, Data East DECO, Taito GP9001 boards — 4-layer depth
- Sega Saturn emulator (super experimental)
- Depth for all PSX games (experimental)
- Light gun support: NES, SNES, and ~50 MAME lightgun drivers (1 layer only), plus experimental dual lightgun and "air actions"
Fixes & visual improvements
- PCE-CD fix
- Fixed a canvas glitch that broke individual layer positioning
- Fixed composite/ghosting artifacts on SNES, NES, GB, SMS, PCE layers from previous frames' objects (Genesis/GG/GBA were unaffected)
- 3D Shelf removed (was causing background caching/worker-thread issues)
- ROM fade in/out is smoother, less abrupt
- Depth rendering uses a darker color now
- Pixel filter is the new default (was Pixel FX)
New options & UI
- Almost a full redesign of the UI, moving off Kotlin to Dear ImGui
- Version number shown in the main menu
- Config/BIOS folders per emulator core
- Background music: on/off toggle + volume slider
- Per-core audio splitting
- Autoframeskip (experimental, capped at 10 frames for MAME; configurable per-core except MAME/NES)
- Wipe settings: option to auto-delete temp-extracted zip/7z files
- ROM loading split from save loading (ROM loads on APK load, saves load on ROM load)
- Table mode / ceiling mode (experimental mounting options)
Known issues / experimental
- MAME: most games don't work yet, occasional XY offset bugs, lightgun offscreen-reload issue
- PSX: Time Crisis tested, still rough
- Saturn emulator: super experimental
- Dual lightgun and air actions are experimental and may be unstable