Azahar
io.github.lime3ds.android
Zapstore _@zapstore.dev Republished from GitHub / F-Droid by the Zapstore main account.
Azahar is a free and open-source high level 3DS emulator. Our goal is to give 3DS owners a place to enjoy their library of titles with improvements to the original hardware, such as higher resolutions, modern controllers or save states. The emulator also serves as a research and preservation platform for the 3DS ecosystem. The project continues the legacy of Citra and is actively developed by a community of contributors. Azahar does not condone video game piracy and does not include pre-installed games. Please inform yourself about how to obtain legal private copies of your game library in accordance with local laws. Follow along the development in our GitHub page: https://github.com/azahar-emu/azahar You can visit our website here: https://azahar-emu.org/
First release: Sep 16, 2025, 10 total releases.
Most recent release: Sep 20, 2026.
Appears in 1 app stack.
0 sats / 0 zaps received in the past year.
Sats Received
Underlying data available via MCP: app_zaps, app_releases.
Zap Count
Underlying data available via MCP: app_zaps, app_releases.
Releases
- Sep 20, 2026 2126.1.2-googleplayThis an unscheduled fix release which addresses a commonly experienced issue in Azahar's libretro cores. For other versions of Azahar, this update is identical to 2126.1.1. --- # Azahar 2126.1.2 Changelog # libretro - Fixed an issue which could cause RetroArch to entirely freeze or crash when exiting a game. | @Razor221 #2572
- Sep 11, 2026 2126.1.1-googleplayThis an unscheduled fix release which addresses a few notable issues discovered post-launch in the 2126.1 update. All users are encouraged to update as soon as is convenient. --- # Azahar 2126.1.1 Changelog # All - Fixed an issue where Azahar could instantly crash when opened on certain systems with poor Vulkan support. | @Wunkolo #2528
More…
- The "Skip Presenting Duplicate Frames" setting has now been disabled by default due to minor observed regressions compared to the old behaviour. | @PabloMK7 #2530, @OpenSauce04 #2536 - Fixed an issue which could cause Azahar's Vulkan renderer to crash when handling certain shadow textures. | @Wunkolo #2533 - Fixes a crash in Monster Hunter 4 Ultimate after opening the equipment menu. # Windows - The About menu and Azahar's log file now indicate which build variant is currently being used (MXE, MSVC or MSYS2). | @OpenSauce04 #2538 - Sep 9, 2026 2126.1-googleplayThis minor release contains many improvements and fixes which didn't make it into the base 2126.0 release. Of particular focus in this release are stability improvements, eliminating potential crashes in many identified scenarios. All users are encouraged to update as soon as is convenient. --- # Azahar 2126.1 Changelog # All
More…
- Save states are now locked to the version of Azahar that they were created with. | @PabloMK7 #2394 - Attempting to load a save state from a different Azahar version will now display an error message explaining this restriction, and will also display the version of Azahar that the save state was originally created with, recommending temporarily downgrading to retrieve progress using the in-game save functionality if necessary. - This does not limit save state usage compared to previous behaviour. Before this change, loading a save state from a previous version of Azahar would just crash the emulator. This change now gracefully shows a message instead. - Fixed an issue where it was possible for texture surfaces to be deleted while in use, especially at larger internal resolution settings. | @Wunkolo #2407 - This change fixes Vulkan related crashes in many different games and situations. Most notably, when starting missions in Monster Hunter 4 Ultimate. - The highest available internal resolution scaling setting has been increased from 10x (4000x2400) to 18x (7200x4320), allowing 8K displays to take full advantage of upscaling functionality. | @72374 #1906 - Implemented a fix for a crash in Teenage Mutant Ninja Turtles: Danger of the Ooze when using the Vulkan renderer due to inaccurate handling of the rasterizer cull mode being set to an unusual value. | @PabloMK7 #2396 - Fixed an issue which caused excessive lag in the character select screen for Super Smash Bros 4. | @PabloMK7 #2412 - Fixed an issue which caused excessive lag in Mini Mario & Friends: Amiibo Challenge when walking on diagonal surfaces. | @PabloMK7 #2412 - Fixed a regression which caused the 3DS friends menu to crash when opened. | @PabloMK7 #2412 - Fixed a crash which could sometimes occur during multiplayer sessions due to thread-unsafe logic. | @PabloMK7 #2405 - Implemented optimizations to GPU command list processing which save 0.5-1ms of processing time per frame on average. | @PabloMK7 #2318 - Implement geometry shader output register banking, which fixes a lot of SEGA 3D Classics games without the need of per-game patches. | @PabloMK7 #2338 - The mentioned games still present other rendering issues that need to be fixed in future versions of the emulator. - Fix floating point denormal accuracy, which fixes various rendering issues in several games. | @Wunkolo #2350 - Fixed an issue where linear filtering was forcefully enabled with certain drivers, primarily on Android w/ Adreno. | @PabloMK7 #2445 - Fixed an issue where the 3DS Internet Browser would freeze due to incorrect core rescheduling behaviour. | @PabloMK7 #2370 - Implemented an improvement to emulated audio handling which fixes crackling sounds when an audio source's volume is changed. @Grayforz2468 #2409 - Most notable example is the Home Menu no longer having crackling music. - Fixed an issue which caused HLE audio emulation to produce crackling in games that update looping PCM16 buffers while they are being played. | @Angelico2102 #2454 - This is known to address audio issues in "Inazuma Eleven 3". - Fixed an issue in the Vulkan renderer related to the handling of disabled cubemap texture units. | @Wunkolo #2406 - This brings over a fix which was previously applied to the OpenGL renderer in a previous update. - Fixed an invalid memory access issue related to uds beacons. May fix undiscovered issues in certain multiplayer games. | @PabloMK7 #2403 - Implemented checks to ensure that Vulkan layers the system doesn't support are not enabled, avoiding crashes on certain setups. | @Wunkolo #2511 - Fixed a crash which could happen during gameplay under certain circumstances while using custom textures. | @demetriospantaleao-del #2481 # Windows (MXE) - Fixed crash which could occur when trying to launch any app with the Vulkan renderer while using the MXE build. | @OpenSauce04 #2392 - Fixed an issue where frame pacing could be inconsistent when using the MXE build. | @OpenSauce04 #2392 # Desktop - The minimum motion control sensitivity value has been reduced from 0.01 to 0.001. | @ParadiseOfMagic #2383 # Linux - The Wayland and non-Wayland AppImage have now been once again merged into a single binary which includes Wayland support. This is due to the original crash issue which caused the split now being fixed. | @OpenSauce04 #2458 - Implemented a measure to help avoid having a missing application icon with certain desktop environment setups. | @Kyuyrii #1727 # Android - Upgraded target Android SDK from Android 15 (35) to Android 17 (37). | @OpenSauce04 #2416 - Fixed various edge-case crashes related to surface handling which could occur at game boot, during screen rotation, during app suspension, or during save state loading. | @PabloMK7 #2425 - Fixed an issue where debug builds of Azahar on Android would instantly crash due to a logic error relating to configuration validation. | @PabloMK7 #2398 - Fixed an issue where, if a 3DS application closed itself or encountered a fatal error and the user selected "Abort", the emulator would crash instead of returning to the application menu. | @PabloMK7 #2399 - Fixed an issue which would cause Azahar to crash if a save state was loaded after being launched from a 3rd-party frontend. | @PabloMK7 #2452 - Fixed an issue where Azahar would crash if it had not yet performed initial setup and a 3rd-party launcher attempted to start it. | @PabloMK7 #2452 - Invalid ROMs are now displayed with an "Invalid ROM" card in the game list instead of being blank. | @OpenSauce04 #2509 - Fixed various issues/ inaccuracies related to string translation tagging. | @OpenSauce04 - UI strings which indicate which region a game is for/from (e.g. "Europe, Australia") are now translatable in the frontend for non-English languages. | @OpenSauce04 #2497 - As with all translations, this relies on translations being provided for each language by the community, and may not be translated immediately. - If you are proficient in a non-English language we support and would like to contribute, you can join our Transifex page and contribute translations here: https://app.transifex.com/azahar/azahar/dashboard/ # macOS - Enabled Liquid Glass interface elements on macOS 26. | @OpenSauce04 #2429 - Fixed an issue when using macOS 27 where connecting to local network devices such as a real 3DS would always fail (e.g. Artic Base, system files setup). | @OpenSauce04 #2428 # libretro - "Stereoscopic 3D Mode" and "Stereoscopic 3D Depth" settings are now available for the libretro core. | @XenuIsWatching #2339 - Updated NDK version used to build the Android libretro core to 29.x # Technical - The MXE build is now compiled using an LLVM+Clang based build environment, replacing the previous GCC-based stack. | @OpenSauce04 #2392 - Huge thanks to @kleisauke, who for about a year and a half has been thanklessly maintaining an unofficial LLVM MXE plugin in a GitHub repository with only a single star. Without their work, making this happen would have taken much longer than it did. - Added copyright years to all source code license headers. | @PabloMK7 #2415 - Implemented a workaround for a current compiler bug in MSVC. | @PabloMK7 #2410 - Added a new CMake option `CITRA_ADDRESS_SANITIZE`. | @PabloMK7 #2402 # FreeBSD - When building on FreeBSD, system libusb is now always used due to being bundled with the OS. | @sonphantrung #2281 - Aug 10, 2026 2126.0-googleplay### Known Issue Notice There is a minor known issue in the new MXE build for Windows where frame pacing may be slightly inconsistent. A potential fix for this issue has already been implemented, but requires additional testing. This fix will be included in the 2126.1 update. **Most users likely won't notice this issue**, so use of the MXE build is still encouraged. The MXE build will replace the MSYS2 build in 2127.0. Thank you for your understanding. ---
More…
# Azahar 2126.0 Changelog # All - Improved GPU interrupt queue & GPU timing emulation. This feature is highly experimental and is disabled by default, the toggle for it can be found in the graphics settings: "Simulate 3DS GPU timings". | @PabloMK7 #2095, #2145 - 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, 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 a big change behind the scenes, and may inadvertently introduce issues due to its large scope. Please report any issues which may have been introduced by the new behaviour. - Games that use dynamic FPS and don't reach 60 FPS on real hardware will also not reach 60 FPS on Azahar with this feature enabled. - The PR description contains an in-depth technical explanation of the changes. - 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. - Refactored how filesystem access is handled for special files (such as Z3DS files), in preparation for changes coming in Azahar 2127. | @PabloMK7 #2352 - Fixes compressed 3DSX files (`.z3dsx`) with an embedded RomFS failing to load properly. - Users should not expect any visible changes as this is only an internal restructuring of the code. If that is not the case please consider [filing a bug report](https://github.com/azahar-emu/azahar/issues). - **NOTE: Due to internal changes on how system files are stored, system files set up on Azahar 2126 or newer will become incompatible with older Azahar versions. On the other hand, system files set up on versions older than Azahar 2126 will remain backwards compatible for the foreseeable future**. - More details on why this change is neccessary can be found in the pull request. - Fixed an issue where screenshots produced by Azahar could have their colour channels swapped on certain platforms and system configurations. | @mal-cap #2170 - Added a setting to skip presenting duplicate frames, which is enabled by default. | @KojoZero #1867 - This makes frame generation software work properly with Azahar. - 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. - In multiplayer rooms, users' usernames are now pulled directly from the username set in the System tab in Azahar's settings instead of being a separate option. - Fixed a crash which could occur when an application submits a vertex array with an invalid base address. | @PabloMK7 #2299 - Known to fix a crash in the credits of Mario & Luigi: Superstar Saga. May fix other problems elsewhere. - Adjusted rom loading error messages 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 - Fixed an issue where certain older homebrew software would get stuck on a black screen at boot. | @Masamune3210 #2143 - Migrated many of our non-English language translations to simplified language codes, allowing correct system languages to be detected more consistently. | @OpenSauce04 #2152 - Fixed an issue related to disabled cubemap texture units; known fixes in Brain Age: Concentration Training. | @Wunkolo #2159 - Adjusted the unimplemented gas stub behaviour for the Vulkan renderer, fixing a known graphical issue in the Monster Hunter games. | @RedBlackAka #2165 - Fixed a typo in a settings log message. | @72374 #2076 - Fixed a possible integer overflow issue relating to custom Luma3DS mapping + optimized implementation. | @0x48kirenh #2202 - Implemented APT:MapProgramIdForDebug. | @PabloMK7 #2224 - Fixed handling of APT communication between applications. | @DaniElectra #2225 - This fixes an issue in the Miiverse posting applet. - Fixed behaviour of HTTPC:GetRequestState when the request still has pending post data. | @PabloMK7 #2234 - This fixes the miiverse applet not being able to upload posts due to incorrect behaviour. - Added an API to allow applications to register and unregister URL replacements. [Pretendo Network Nimbus now uses this to submit rules for URL replacement](https://github.com/PretendoNetwork/nimbus/pull/88). | @PabloMK7 #2234 - Fixed a crash on color fill when using the Vulkan Renderer. | @capito27 #2241 - Disabled PICA debug functionality on all platforms, with it now being a configurable option. | @PabloMK7 #2254 - Fixed an issue related to fill surface downloading, which could cause graphical bugs in some edge cases. | @PabloMK7 #2270 - Implemented APT::GetAppletProgramInfo. | @PabloMK7 #2272 - Known to be used by Miiverse, but is also likely used elsewhere. - Improved the accuracy of emulated CPU timings, fixing potential timing-related bugs. | @ApfelTeeSaft #2262 - Known to fix a softlock issue in Lego City Undercover: The Chase Begins, possibly fixes other issues elsewhere. - Fixed an issue which would corrupt the suspended application framembuffer in some cases. - This prevented users from posting images to Miiverse, which is now fixed. | @PabloMK7 #2272 - Improvements to the accuracy of the GSP service, fixing issues relating to suspending applications, posting to Miiverse, and Donkey Kong Country Returns. | @PabloMK7 #2273 - Likely addresses other unknown issues elsewhere. - Replaced various URLs which previously linked to archived Citra website pages to instead point to the Azahar wiki. | @RedBlackAka #1881 - When using multiplayer rooms, it is now possible to set "No Preference" as the preferred game. | @PabloMK7 #2296 - Fixed an issue where auto-mapping could behave incorrectly with some controllers. | @DavidRGriswold #2317 - Assorted minor fixes relating to analog input. | @DavidRGriswold #2348 # Android - Added multiplayer room functionality. | Kleidis, @rtiangha, @Gamer64ytb, @weihuoya, @PabloMK7 #830 - This change includes most of the multiplayer functionality found in the desktop version of Azahar. - Public room browsing, private room creation, private room joining and chat are implemented. - Public room creation and some minor UI features, such as room descriptions or currently playing applications, are not yet implemented. - This feature does NOT implement communication with real consoles nor direct connect between Android devices in near proximity. - Android devices need to be connected to the same Wifi network to be able to play together (or use the Android built-in hotspot or wifi sharing functionality). - Public room browsing is possible as long as the user provides an unofficial web API URL in the new network settings. Official public rooms are still not provided by Azahar. - On devices where ANGLE is used for OpenGL rendering, the Vulkan renderer is forcefully enabled due to extremely apparent visual defects when using the OpenGL renderer with ANGLE. | @OpenSauce04 #2197 - You can tell if your device is affected by checking the renderer selection option in Azahar's settings. It will be greyed out and will display a message related to ANGLE when selected if you are using an ANGLE-enabled device. - Most devices will not yet be affected, however on and after Android 17's release, ANGLE will become enabled by default and mandatory for all _newly released devices_ (not necessarily devices updating to Android 17 from an earlier version). - Fixed an issue where attempting to access files in the Download directory (e.g. CIA files) could sometimes fail after performing certain actions. | @OpenSauce04 #2385 - Added a new "Combo Button" to the on-screen controller overlay which presses multiple buttons at the same time when pressed. @ADAS2024 #1244 #2266 - The buttons activated when the Combo Button is selected can be configured from the settings. - This button is hidden by default, and must be toggled on in the overlay options. - Assorted improvements and new options relating to secondary screen functionality. | @DavidRGriswold #1385 - Fixed several issues related to the "Adjust Scale" menu. | @OpenSauce04 #2256 # Android (vanilla) - Added an in-app toggleable update checker which runs when Azahar starts, functioning the same way as the desktop version. | @OpenSauce04 #2265 # Desktop - Implemented a CLI (command line interface) for Azahar's compression functionality via the new `-c` and `-x` options. | @OpenSauce04 #2084 - See `azahar --help` for more info. - Various improvements to controller integration with Azahar's desktop frontend, including controller hotkeys. | @DavidRGriswold #1717 - Fixed some hotkeys not working correctly when using the Separate Windows screen layout. | @DavidRGriswold #1967 - After uninstalling an app, update or DLC, the game list is now refreshed. | @andrey545454 #2237 - Adjusted "Open Azahar Folder" menubar option to now include variants "NAND Folder" and "SDMC Folder". | @PabloMK7 #2279 - Fixed the Outer Right Camera setting incorrectly reading its value from the Inner Camera Flip setting. | @PabloMK7 #2303 - Fixed an issue related to clearing bindings for hotkeys bound to controllers. | @DavidRGriswold #2325 - Slightly adjusted tooltip for "Disable Right Eye Rendering" setting for increased clarity. | @72374 #2284 # Windows - Introduced the new "MXE" build variant previously discussed in [an announcement on our Discord server](https://discord.com/channels/1222589950365794477/1222591002145984675/1501920882069602315). | @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. - Fixed a long-standing issue where Azahar's detection of the system language could be incorrect, resulting in an unexpected language being used in the UI. | @exertustfm #1558 - Many default messages in the user interface provided by upstream Qt (OK, Cancel, etc) are now translated for most languages. | @OpenSauce04 #2153 - For the following languages, these UI strings currently remain untranslated as before due to no translation being available for use in upstream Qt: - Greek, Indonesian, Norwegian Bokmål, Lithuanian, Romania, Vietnamese # macOS - Fixed an issue where SDMC filenames which contain unicode characters could appear and behave partially corrupted within emulated applications. | @RigleGit #2079 - Fixed several minor issues relating to MoltenVK/Metal. | @sergeymild #2149 # Linux - Fixed an issue where analog inputs for certain controllers could be incorrectly centered. | @DavidRGriswold #2328 - This fixes an issue on the Steam Deck where the L and R triggers were stuck pressed down. May also fix issues with other controllers. # Docker - Distribute an ARM64 Docker image binary. | @OpenSauce04 #2151 # Technical - The `USE_DISCORD_PRESENCE` CMake option has been renamed to `ENABLE_DISCORD_RPC`. Downstream users/maintainers should compensate for this accordingly. | @OpenSauce04 #2216 - The `ENABLE_QT_TRANSLATION` CMake option is now enabled by default, adding `qt6-tools-dev` or your package manager's equivalent as a new default build dependency for the Qt frontend if you weren't already manually enabling this flag. | @OpenSauce04 #2206 - Fixed linker warning spam related to the minimum macOS version when Discord RPC was enabled. | @OpenSauce04 #2216 - This issue has existed for a very long time, and doesn't seem to have ever caused any actual issues. This is just a technical correctness thing. - Fixed a compilation failure which could manifest when a system MoltenVK install was present, even if it wasn't being used. | @crueter #2183 - Fixed a compilation error when building in debug mode. | @Wunkolo #2132 - Fixed an issue which prevented the azahar-room Dockerfile from building with Podman. | @OpenSauce04 #2151 - Added debug scopes to OpenGL renderer rasterizer and texture runtime. | @Wunkolo #2133 - Extensive Kotlin codebase formatting cleanup + new formatting/style enforcement in CI via ktlint. | @OpenSauce04 #2204 - 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_lupdate` call. | @OpenSauce04 #2071 - Updated NDK and AGP to more recent versions. | @OpenSauce04 #2068 - Fixed a compilation issue when building with MSYS2 due to upstream package changes. | @PabloMK7 #2236 - Fixed a potential build failure due to a missing include. | @asyync1024 #2232 - Fixed a build failure when attempting to build the libretro core with MSVC due to a malformed switch case. | @XenuIsWatching #2267 - Updated NDK used to build Android libretro core to r27d. | @cscd98 #2298 - Changed all internal references to `azahar_libretro` to instead refer to `citra_libretro` to follow pre-existing project convention. | @OpenSauce04 #2304 - The compiled library filename remains unchanged: `azahar_libretro.*`. - Azahar's build process now recognizes the new environment variable `CITRA_USE_TAG_AS_VERSION`, which, when defined, sets the Azahar version string to the output of: `git describe --tags --dirty`. | @OpenSauce04 #2302 - May 16, 2026 2126.0-alpha1-googleplay<h3>⚠️Important Alpha Information⚠️</h3> 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. ---
More…
# Azahar 2126.0-alpha1 Changelog # Windows - Introduced the new "MXE" build variant previously discussed in [an announcement on our Discord server](https://discord.com/channels/1222589950365794477/1222591002145984675/1501920882069602315). | @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 `-c` and `-x` options. | @OpenSauce04 #2084 - See `azahar --help` for more info. # 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. - 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_lupdate` call. | @OpenSauce04 #2071 - Updated NDK and AGP to more recent versions. | @OpenSauce04 #2068 - Feb 21, 2026 2125.0-alpha2-googleplay<h3>⚠️Important Alpha Information⚠️</h3> 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. ---
More…
This changelog is relative to the prior 2125.0-alpha1 changelog. You can view that changelog [here](https://github.com/azahar-emu/azahar/releases/tag/2125.0-alpha1). --- # Azahar 2125.0-alpha2 Changelog # All - Re-added texture filtering functionality while using the Vulkan renderer. | @jbm11208 #1675 - This feature was previously added in version 2124, but was subsequently removed in 2124.2 due to stability issues. - This iteration should address the issues present in the previous implementation. # Desktop - Fixed an issue which could cause Azahar to crash when resetting all settings to their default value. | @ChaseParate #1751 - Removed all code relating to the old SDL2 frontend. | @OpenSauce04 #1756 - This is not to be confused with the SDL2 functionality present in the Qt frontend.<br>This exclusively refers to the SDL2 emulation frontend, which has been disabled at build time by default for ages. # Technical - Remove redundant code relating to SSE4.2 CPU detection. | @RedBlackAka #1753 - Removed unused SSE/SSE2 CPU detection code. | @RedBlackAka #1754 - Feb 17, 2026 2125.0-alpha1-googleplay<h3>⚠️Important Alpha Information⚠️</h3> 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. ---
More…
This changelog doesn't reflect the final intended featureset of the 2125.0 update. Many features are still in development, and for this reason, several planned changes are not yet present in this pre-release. You can view our roadmap at https://github.com/azahar-emu/azahar/milestones. --- # Azahar 2125.0-alpha1 Changelog # All - Implemented disk shader cache for the Vulkan renderer. | @PabloMK7 #1725 #1748 - Fixed an issue where, if a game with no cheats had its cheat list viewed or the game was launched, the cheats list for the previously loaded game would be erroneously used. | @Fs00 #1640 - Minor fixes to local play for Luigi's Mansion 1 and Download Play applications. | @lannoene #1690 - Minor optimization applied to the Vulkan renderer which slightly reduces its memory usage. | @PabloMK7 #1710 # Desktop - Fixed a rare issue where the emulator could attempt to pre-load custom textures even when they were disabled, resulting in a crash. | @coolguy1842 #1629 - Fixed an issue where a small subset of setting tooltips wouldn't have any automatic line breaks as intended. | @OpenSauce04 #1718 - Added new "Enable display refresh rate detection" debug setting. | @OpenSauce04 #1726 - This setting is enabled by default, and disabling it prevents Azahar from attempting to detect the display's refresh rate when choosing its preferred Vulkan presentation mode. Disabling this setting can result in emulation slowdowns with certain displays, so it's recommended to leave it enabled unless you know what you're doing. # Windows - Fixed an issue where certain characters in an application name could become corrupted when creating a desktop shortcut. | @RedBlackAka # Technical - If certain features are disabled at compile-time in the desktop build, code related to those features is now more aggressively excluded. | @RedBlackAka #1630 - Detection of CPUs using the FMA4 extension has been disabled, as this extension is not used by Azahar. | @RedBlackAka #1746 - Added NATVIS to BitField class, allowing for better debugging in Visual Studio. | @PabloMK7 #1731 - Jan 29, 2026 2124.3-vanillaThis update re-enables support for the .3ds extension, which was previously removed in Azahar's initial release. We previously made this change as a clear motion to distance ourselves from the mass piracy that lead to the closure of Yuzu and Citra, however, we have now determined that this change is causing more harm than good. We've noticed that the removal of the .3ds extension has caused unnecessary fragmentation in the 3DS emulation community. This led to the creation of dubiously safe forks, to which a portion of the Azahar userbase migrated. These forks used unsafe deployment practices, presented licensing concerns, and confused users as to whether the forks were part of the upstream Azahar project. These circumstances created an unhealthy open-source development environment, and we don't believe that this is in the best interest of the 3DS emulation scene. Given that the removal of the .3ds extension was originally an act of project philosophy rather than a technical change, we don't want this decision to overshadow the very real leaps which have been made in Azahar over the last year. Because of this, we have decided that it's for the best of everyone that we revert the change. It is important to note that support for encrypted ROMs is still disabled; This will not change for the foreseeable future. Unlike the .3ds extension, which is a matter of project philosophy, encrypted ROMs still present actual legal challenges that we do not want to take on.
More…
We have decided to publish this change in its own Azahar release to avoid the change overshadowing additions made in the future 2125 update. We hope that this change will help to bring the 3DS emulation community closer together. --- # Azahar 2124.3 Changelog # All - Re-added support for the .3ds file extension. | @PabloMK7 #1701 - Azahar 2123.3 primarily addresses issues experienced by users while using dual-screen Android devices. Additionally, minor changes were made to improve platform support. --- # Azahar 2123.3 Changelog # Android - Various improvements to secondary display handling on Android. | @SapphireRhodonite @DavidRGriswold #1341 - Fixed an issue where, if a secondary screen was disconnected during emulation while using the Vulkan renderer, the emulator would still attempt to use the disconnected screen, causing various issues. | @DavidRGriswold #1371
More…
# Technical - Our pre-built macOS binaries are now built using macOS 15 Sequoia + Xcode 16 for both x86_64 and ARM64. | @OpenSauce04 #1410 - Updated bundled fmt version to 12.0.0. | @OpenSauce04 #1411 - This fixes a compilation failure when attempting to build Azahar with Clang 21. - Azahar 2123.2 is a minor release for the 2123.x branch which primarily introduces changes to our build process to improve modern platform support. It also addresses some minor issues which could be experienced while using the emulator. --- ## Azahar 2123.2 Changelog # Android
More…
- Fixed an issue where games may not close properly, and upon attempting to open a different game, the emulator would become stuck. | @DavidRGriswold #1357 - Fixed an issue where, upon attempting to edit a slider option with an out-of-bounds value, the emulator would crash. | @DavidRGriswold #1340 - Added native support for Android devices with 16kb memory pages. | @OpenSauce04 #1351 - Fixed an issue where the Logcat output would be spammed by log messages related to an abandoned BufferQueue. | @OpenSauce04 #1355 # MacOS - Fixed an issue where compilation would fail when using Xcode 26. | @OpenSauce04 #1338 - Fixed an issue where Qt widgets could appear corrupted when building using Xcode 26. | @OpenSauce04 #1352 - Updated to Qt 6.9.2. | @OpenSauce04 #1338 # All - Fixed an issue where, if the `shaders/vulkan/` directory was manually deleted, the emulator would fail to recreate it properly, resulting in the emulator crashing due to failure to write cache data. | @OpenSauce04 #1373 - Users who encountered this issue will stop experiencing crashes after updating. # Windows - Updated to Qt 6.9.2. | @OpenSauce04 #1338 # Technical - Fixed an issue where CMake configuration could fail if a bundled dependency was attempted to be used while the system also had a version of that dependency installed. | @OpenSauce04 #1342 #1377 - This was only ever observed on MacOS, but if it did exist on other platforms, this change will also fix those. - Added a check for the required minimum Xcode version when building on MacOS. | @OpenSauce04 #1346 - Notably, this minimum doesn't align with our minimum MacOS version for *running* Azahar: When running Azahar, MacOS 13 Ventura is required, but when *building* Azahar, MacOS 14 Sonoma's Xcode 15 is required.