N-EMUN-EMUN-EMU · Retro game emulatorRetro game emulatorv1.10.1
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New app features and stories from making N-EMU.
LatestClosed beta testingVersion date Changes: 8
v1.10.1 Foldable pictures and controls
Refined game pictures and controls on iPhone Duo and Android foldables. Enlarged the Duo DS touch screen and corrected library and dialog placement.
Highlights: Single-screen games on foldables / Game pictures on the Duo outer display / Larger DS touch screen on Duo / Duo library and navigation placement
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Integrated
Single-screen games on foldables
On vertical-hinge displays, controls for systems other than DS and 3DS sit at the sides. The game picture uses the largest space clear of the buttons. Connecting a controller hides touch controls and gives the picture more room.
Game pictures on the Duo outer display
iOS
On the folded iPhone Duo, the picture extends into the space below the camera. It keeps its original aspect ratio and stays clear of controls. Select, Pause and Start are grouped below it.
Larger DS touch screen on Duo
iOS
On the folded iPhone Duo, Pause moves down to make room for a larger DS touch screen. With a controller connected, both screens are centered as a pair below the camera.
Duo library and navigation placement
iOS
Fixed misplaced Library and Settings buttons after rotating or folding iPhone Duo. The library uses the space below the camera and keeps Play visible beneath the cartridge.
Duo menus and dialogs
iOS
Pause menus, cheat editors and confirmation dialogs are centered in the available iPhone Duo display. Controls stay clear of the camera even when opening another sheet from a sheet.
Android system bar clearance
Android
The import-result title and Close button stay below the status bar. In landscape, Library and Settings content also stays above the bottom navigation area.
Android picture and control spacing
Android
Single-screen landscape games are centered when space allows, even with a camera inset on one side. In portrait, the picture stays clear of Pause even at smaller touch-control sizes.
Library navigation on horizontal folds
Android
On Android foldables with a horizontal hinge, cartridge navigation is centered in the lower pane.
PlayStation adds CHD, disc sets and DualShock. 3DS states survive updates. Fixed Android 3DS stops and error messages. 3DS performance work continues.
Highlights: PlayStation and CUE/BIN / Import PS1 CHD files / Several discs, one game / Choose DualShock per game / 3DS resume survives app updates
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Integrated
PlayStation and CUE/BIN
PS1 games run through PCSX-ReARMed. Select your own dumped CUE and all referenced BIN files together to store them as one game. Single-BIN discs are also accepted.
Boot without a BIOS file
PS1 boots with the replacement BIOS implemented in the core. No separate BIOS file is needed or imported. Both platforms run it without JIT.
Import PS1 CHD files
PS1 CHD files are stored unchanged. Track metadata distinguishes PS1 discs from PSP images, so PSP CHDs continue to import as PSP games.
Several discs, one game
Select an M3U together with its disc files, or select all discs named with (Disc 1), (Disc 2) and so on. They become one game; switch discs from the disc row in the pause menu.
Choose DualShock per game
Choose the digital pad or DualShock in game information. DualShock uses both on-screen and controller sticks and game-triggered rumble. Press L1, R1 and SELECT together to toggle analog mode.
3DS resume survives app updates
3DS states and resume data from 1.9.0 remain loadable after updating the app. They still belong to the same installation. Save in game before a change to the 3DS engine itself.
Landscape pause and touch
iOS
Fixed the pause button and the outer edge of the 3DS touch screen being unresponsive on iOS in landscape with a controller connected.
Centre single-screen systems
iOS
With a controller connected on iOS in landscape, single-screen systems such as GBA are centred. Only NDS and 3DS, which use two screens, keep the layout that avoids the Dynamic Island.
Nintendo 3DS arrives through Azahar. A unified cartridge shelf, two sticks, text entry and updated pause and landscape layouts reshape the app.
Highlights: Nintendo 3DS and Azahar / 3DS sticks and text entry / 3DS states and recovery / One cartridge shelf / Layout and speed on the first menu
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Integrated
Nintendo 3DS and Azahar
Azahar runs Nintendo 3DS and New Nintendo 3DS games. Import your own decrypted .3ds, .cci, .cxi or .cia dumps, and install or remove updates and DLC as CIA files. Android uses JIT; iOS does not.
3DS sticks and text entry
Two sticks and ZL/ZR sit clear of the touch screen. A screen reader can hold or release stick directions. Game requests for names and passwords use the device keyboard, with passwords masked.
3DS states and recovery
3DS states open only in the installation that created them, not on another device or after reinstalling. In-game saves can move between devices. After an interruption or damaged save record, retain the remaining data before choosing a save or resetting the record.
One cartridge shelf
The library now uses one cartridge shelf. Hold the centre card to play, or tap it for its menu. Removing the More button gives cards and titles more room; title wrapping stays stable while browsing. In landscape, Play sits below the centred card.
Shelf haptics and 3DS covers
Cards give a light pulse as they pass and a firmer pulse when they settle, with feedback on insertion and ejection too. A missing 3DS cover is filled with the game’s own Home Menu icon.
Layout and speed on the first menu
Change button layout, picture size and position, and speed from the first game-menu page. The pause button is movable, the editor toolbar no longer covers shoulder buttons, and save-slot error alerts can be dismissed.
Gameplay follows controller changes
Landscape gameplay gains more room with a controller. Disconnecting returns directly to touch controls without opening a menu. The 3DS touch layout puts SELECT and START beside the sticks to enlarge the picture.
Scaling and touch areas
Scaling keeps alternating rows and columns even; fit-mode descriptions explain each mode and the colour-grid preview is removed. Fixed clipped portrait SELECT/START, SNES buttons under the tablet navigation area, and clipping or misaligned touch after cropping a detached DS screen.
Fix 3DS module-loading stalls
Fixed brief stalls when a 3DS game loads a new program module by avoiding a full instruction-cache scan for each small memory change.
Android controls and input fixes
Android
Controls now sit above a configured controller cover, and the PSP analog stick is visible and responds to touch. Opening a menu or text prompt releases lower-screen touch input.
Bind stick directions to keys
Analog-stick directions have their own keyboard bindings. Entering key settings no longer leaves input held in the game.
iOS launch and memory fixes
iOS
Games preload while the cartridge is inserted. Fixed excessive memory use when verifying large files before launch, and save or input tasks that failed to finish after a runtime error.
C++ runtime licence notice
Android
Added the licence notice for the C++ runtime bundled with the Android app.
v1.8.0 A library of cartridges to choose and insert
Browse cartridge cards and begin and end play with insertion and ejection transitions. Controller connection behaviour and Android GB, GBC and GBA launch errors are also fixed.
Highlights: A cartridge library you can browse sideways / Insert a cartridge and start playing / Save before ejecting / Android GB, GBC and GBA launch fix / Focus follows connected input devices
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Integrated
A cartridge library you can browse sideways
Browse cartridge cards, select a game, then press Play. Grid and list views remain available, and your saved view is preserved.
Cards and details across the fold
On an unfolded foldable, browsing sits on one side of the hinge and game details and Play on the other. Games without covers show the default app icon.
System colours and a separate menu
Cartridge shells and system tags use system-specific colours. More is separate from the launch area to prevent opening another game while using its menu.
Insert a cartridge and start playing
Press Play in card view to seat the cartridge and turn the console forward. Its screen lights up when the game is ready. iOS also shows insertion in grid view.
Save before ejecting
When closing through the transition, the screen turns off and waits for auto-save before ejecting. Insertion and removal use distinct DSi slot recordings. Sounds can be disabled in view settings; Reduce Motion skips turning and ejection.
Android GB, GBC and GBA launch fix
Android
Fixed games failing to start in 1.7.2 with a core-version mismatch error. Core revision verification remains enabled.
Focus follows connected input devices
Connecting a controller or keyboard shows the selection outline in the library and settings; disconnecting hides it. Reconnecting restores your place.
Headset and keyboard detection fixes
Android
Headsets no longer prevent touch controls returning after a controller disconnects. Keyboards with direction keys are no longer mistaken for controllers, and connections are rechecked when returning to the app.
Restore the screen when controllers change
iOS
The screen-occlusion question for a controller attached during play waits until the game closes. Delayed connection details and quick reconnections are handled. Detaching restores your chosen orientation; rumble and the pause menu follow current connections.
Fixed an issue that prevented importing raw NDS files larger than 256MB. Files up to 512MB can now be imported.
Highlights: Raw NDS files up to 512MB
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Integrated
Raw NDS files up to 512MB
Both file and folder imports now accept raw NDS files up to 512MB. iOS reads large files in chunks to reduce memory use, and Android can also launch imported 512MB files. ZIP import limits are unchanged.
Quick settings dropdowns now open next to the row you pressed and close when you rotate or leave the screen. Also fixed unresponsive library menu items on iOS.
Highlights: Dropdowns aligned with the pressed row / Closing menus and returning to the opening row / Choice lists stay within the screen / Fixed unresponsive library menu items
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Integrated
Dropdowns aligned with the pressed row
On Settings home, Quick settings dropdowns align with the right edge of the row you pressed. When there is not enough room below, the list opens just above the row.
Closing menus and returning to the opening row
Choice lists close when you rotate the device, move to another screen or leave the app. Cancelling with a controller returns focus to the row that opened the list.
Choice lists stay within the screen
Adjusted menu placement so choice lists are not hidden beyond the screen edges. On Android, they also avoid the status and navigation bars.
Fixed unresponsive library menu items
iOS
On iOS, fixed menu items not responding after long-pressing a game in the library. Game Info can now be opened again.
Settings and Korean guidance have been reorganised, with library sorting, folder imports and backups of library organisation. Android gains PSP graphics settings and SNES display fixes.
Highlights: Clearer settings pages / Clearer Korean guidance / Choose library order / Import a whole folder / Back up library organisation
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Integrated
Clearer Korean guidance
Korean labels now describe smooth scaling, run-ahead and speed/rewind in plain terms. Guidance explains inherited defaults and restore results, and uses actual button names and paths. Quoted names and N-EMU stay together across line breaks.
Import a whole folder
The + menu offers files or a whole folder. It checks up to five folder levels and 1,000 game files. Import results include each file’s relative folder path.
Drag files into the iPad library
iOS
On iPad, drag game files or folders from Files into the library to import them.
Back up library organisation
Include library organisation adds favorites, renamed titles, notes, covers, play history and groups to an offline backup. Choose what to merge per game before restoring. Game files are excluded. Backups with this option need 1.7.0 or later. Android also fixes the default selection briefly appearing empty when opening a backup.
PSP graphics presets on Android
Android
Android now offers Original, Frame rate and Sharpness. The default is Sharpness at 2× resolution, matching iOS. Changes apply when the next game starts.
SNES picture height on Android
Android
Choose 224 or 239 lines under Picture height in Game information. If the top or bottom is cropped, choose 239 and restart. The choice is saved per game; the default is 224.
SNES black-screen fix on Android
Android
Fixed SNES games showing no picture on Android.
Integrated
Clearer settings pages
The four categories now show the pages they contain. Sound starts with volume; touch controls are grouped into vibration, pad and tilt. Less common options sit under Advanced.
Direct controller mapping
Connected controllers, menu confirmation and system mappings share one page. Open a system to assign buttons, or test input at the top. Model overrides sit under Advanced in its editor; Keyboard opens key assignments directly.
Display settings together
Display effects now share the Display page, grouped with scaling, colour, trails and orientation. Scaling and Smooth scaling update the preview immediately. Summaries identify systems with their own display settings.
Game settings show their scope
Pause-menu settings are grouped by this game, every game on this system, all games and controllers. Rewind history can be set per game; sound defaults show the current on/off value. Summaries also show changed buttons and run-ahead settings.
Choose library order
Choose recently imported, title, recently played or longest play time in View settings. Sorting also applies to search and favorites. The View settings button changes colour when you leave the default order.
Settings return position and Korean wrapping
Android
Closing a settings page returns to the original category and scroll position. Korean text now wraps at spaces instead of splitting words.
Fewer switches and per-game PSP fonts
Five-minute autosave is always on. The global PSP Korean-font switch and legacy shared button layout were removed. PSP fonts are chosen per game, with the old choice migrated. Nintendo DS and PSP remain excluded from five-minute autosave.
Fixed Android Open with, settings search and guidance. Save overwrite undo has a clearer location, and the settings home no longer shifts.
Highlights: Open more systems from other apps / Guide and settings search paths / Save overwrite undo in its own section
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Integrated
Open more systems from other apps
Android
Open with in another app can now send SNES, Nintendo DS and PSP game files to N-EMU.
Guide and settings search paths
The guide points to Game Speed on the first pause page. Back from core search returns to App and help, and Android can search Open in Files. Nintendo DS screen sizing is labelled Both screen sizes. The inherited game-setting label was later simplified to Default in 1.7.0.
Save overwrite undo in its own section
Undo this overwrite now sits at the top of the earlier save states in slot details.
Settings home stays in place
Fixed the supporter card appearing late and pushing the settings list down after opening it.
iOS · Closed beta testingAndroid · Open betaVersion date Changes: 1
v1.6.2 Removing reconnected games
Fixed an iOS issue that prevented removing a game reconnected from a file with a different name. These games can now be removed and restored with Undo.
Highlights: Reconnected games can be removed
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Integrated
Reconnected games can be removed
iOS
On iOS, importing a game file again under a different name could reconnect the game but cause an error when removing it. Reconnected games can now be removed together with saves and other related data, and restored with Undo.
v1.6.1 A larger picture on the folded landscape screen
The folded iPhone Duo landscape picture is centred, with larger Nintendo DS screens. Nintendo DS pictures that sat off-centre in Android landscape have also been fixed.
Highlights: Folded Duo landscape layout / Nintendo DS landscape centring on Android
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Integrated
Folded Duo landscape layout
iOS
In landscape on the folded iPhone Duo, the picture uses the space below the camera and sits at the window centre. Smaller Nintendo DS buttons let both screens reach the top and bottom edges. Controls stay off the touch screen, and chosen screen arrangements are preserved.
Nintendo DS landscape centring on Android
Android
Nintendo DS pictures no longer sit off-centre in Android landscape, including a folded Fold outer display. The fitted picture keeps its size and moves toward the window centre without overlapping controls. Chosen left or right placement is preserved.
iOS · Closed beta testingAndroid · Open betaVersion date Changes: 8
v1.6.0 Settings and pause actions that are easier to find
Settings home and search have been redesigned. Choose Game Speed directly on the first pause screen. Repeated Quick Save and Quick Load inputs are limited, and iOS touch controls return after a controller disconnects.
Highlights: Settings home and search redesigned / Game Speed on the first pause screen / Choose the menu confirm button / Repeated quick saves and loads are limited / Touch buttons return after a controller disconnects
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Integrated
Settings home and search redesigned
Settings are grouped into Controls, Display & Sound, Saves & Backup, and App & Help. Tap the current value for menu confirmation, scaling, volume or touch haptics on the first screen to open its choices. Search goes directly to the setting, and guides point to the new locations.
Choose the menu confirm button
App menus use Nintendo A or PlayStation ○ to confirm by default. Xbox uses B. You can choose the other button in Settings. The app shows the actual button names reported by the connected controller and keeps game-button assignments separate.
Game Speed on the first pause screen
The menu lists Resume, Quick Save, Quick Load, Game Speed, Manage Save Slots, Game Settings, Tools and Quit Game. Game Speed centers its title, multiplier and arrow and opens choices below its right edge: 0.25×, 0.5×, 1×, 2× and 3×. Quit Game remains last in the scrollable list, and holding a direction stops at the end.
Quick Save starts with an empty save slot
If no quick-save slot has been chosen, the app picks the first empty, unlocked slot starting at slot 1. Existing choices, including Disabled, are preserved. If no slot is free, the app asks you to choose one rather than overwriting an existing save.
Repeated quick saves and loads are limited
Quick Save and Quick Load run one operation at a time and ignore repeated input for 0.5 seconds after completion. Requests are not queued. Save-file work and automatic saving on iOS have also been reorganized to avoid freezing the screen or overlapping operations.
Play-session behavior applied automatically
The display stays awake while playing, and the game pauses when the controller you were using or your headphones disconnect. These three switches have been removed from Settings, so the behavior applies without enabling them first.
Consistent save terms in Korean
The Korean interface now uses Korean phonetic spellings of Quick Save, Quick Load and Save Slot consistently. These replace the previous translated terms in menus, settings, guides, alerts and accessibility descriptions.
Touch buttons return after a controller disconnects
iOS
On iOS, the app periodically rechecks controller connections even when a disconnection notification is missed. Touch buttons and the screen layout are restored when no other controller or external keyboard remains. Losing a controller you were using opens the pause menu. Reconnecting does not resume the game automatically.
v1.5.0 Reduced screen stutter and controller button settings
Reduced screen stutter from skipped frames on every system and fixed PSP stutter. Choose a function, then press a controller button to assign it. In landscape, the tab bar is shown vertically on the right.
Highlights: Fixed skipped frames on screen / PSP stutter fixed / Press a button to assign a controller function / A tab bar on the right in landscape
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Integrated
Fixed skipped frames on screen
Each frame now gets a time to be shown, so frames reach the screen one at a time and evenly even when their computation time varies widely. Nintendo DS 3D games alternate heavy and light frames, so while the game ran at full speed the screen skipped about a third of the frames it made. In return, a game whose frame times vary can reach the screen up to two frames later.
Frame-rate readout
Show frame rate, in the Display section of the pause menu, turns the readout on and off during a game. When it is on, small text at the top left of the screen shows frames per second and speed relative to the real hardware, then new frames shown on screen and the display refresh rate. The numbers change color when the game is not at full speed or the screen skips frames, so a slow game can be told apart from a screen that only stutters. When Low Power Mode or device heat slows the game, the reason is shown too.
Improved Nintendo DS 3D rendering on iOS
iOS
On iOS, Nintendo DS 3D graphics are drawn on a thread separate from the game, at the same priority as the game thread. That thread pauses briefly when a game starts or restarts and when a save state is made or loaded, so the 3D does not break and the app does not freeze. The Nintendo DS core is now also built with link-time optimization (LTO), as the original melonDS releases are.
Settings search shows the first letter
Fixed the blue outline covering the left edge of the first letter when the settings search field was tapped. The outline now has space inside it, so every typed letter shows.
Less stutter on every system
Fixed one late frame making another frame get skipped two seconds later. When a system's frame rate is within 1.2% of the display's, the game now runs at the display's rate, so the stutter that came every 3.7 seconds on GBA, every 5.8 seconds on Nintendo DS and every 10 seconds on NES and Super Famicom is gone. Sound is adjusted by the same ratio. ares systems such as NES and Mega Drive draw the picture directly on the thread that runs the game.
PAL Super Famicom speed on Android
Android
Fixed PAL Super Famicom games running fast at the NTSC rate on Android. ares systems such as NES, Mega Drive and PC Engine also run at the actual rate the machine reports.
PSP stutter fixed
The speed a game draws at is now read directly from the PSP's vblank count, so games that switch between 60 fps and 30 fps run at full speed right away. Before, the speed was guessed from the amount of sound, and a game could run at double or half speed for a second or two. On Android, PSP sound is now converted to the output rate, fixing a slightly high pitch and dropouts.
A cleaner PSP picture
On iOS the default graphics preset is now Sharpness (twice the resolution). On both platforms, linear filtering is turned on once for the PSP picture so it scales smoothly, and stays off if you turn it off. The 480×272 picture is drawn as it is, without the two black lines left at the bottom. On iOS the graphics preset can also be chosen in the per-system display settings and in a PSP game's pause menu.
Change orientation during a game
Screen orientation in the Display section of the pause menu switches between automatic, portrait and landscape. The screen turns right away without leaving the game, and it is the same setting as Screen orientation in Settings.
Fast-forward button removed
The fast-forward button beside the pause button on the game screen, and its option in Settings, are gone. Fast-forward is turned on and off from Speed in the pause menu, or during play with a controller button or keyboard shortcut set to fast-forward.
Press a button to assign a controller function
In the controller button settings, choosing a function opens a prompt to press a button, and the button pressed takes the function. Two buttons pressed together, such as R + B, or a button with a D-pad direction, such as the left trigger with down, work too. A button that another function was using moves to this one, and while a two-button function is held, neither button reaches the game. During play, Controller buttons in the pause menu changes the assignments for this game or for the whole system.
Move through the app with a controller or keyboard
iOS
On iPhone and iPad, the Library, Settings, game information and alerts can also be moved through with a controller's D-pad or a keyboard's arrow keys. A or Return presses, and B goes back.
A tab bar on the right in landscape
In landscape, the Library and Settings buttons are arranged vertically on the right of the screen. Each takes half the tab bar, leaving the full screen height for the library. On a half-folded Fold, the Library button sits above the fold and Settings below it. On an iPhone Duo opened like a book, they remain beside the camera as before.
Screen and orientation guide and pointing-hand improvements
A Screen and orientation guide shows where to change the screen orientation, screen effects and frame-rate readout during a game, and the PSP display settings. The controller guide gains steps for assigning a button by pressing it and for changing assignments during play. The hand that points at what to press is redrawn as an old computer pointer, with the thumb and folded fingers showing, and short lines flash at its fingertip as it presses.
Supporter thanks and home-screen icon fixes
Finishing a support purchase now shows a thank-you, and a note of thanks also appears under the completed support in Settings. Fixed the home-screen icon choices not appearing on iPad after supporting, and a chosen icon going back to the standard one after an app update.
Integrated
Guide improvements
Finishing or skipping a guide now shows where to replay it. The last step of the first guide explains the difference between in-game saves, save states and automatic saves, and the import step mentions that several files or a ZIP file can be imported at once. If the first guide was skipped because there were no games yet, the save-state guide is offered once more the first time a game is opened. Choosing a guide left halfway asks whether to continue or start over.
Hands-on feature guides
The rewind guide has you play for a few seconds and rewind yourself. The Find a value guide walks through changing a number in the game and narrowing the candidates down to a cheat. The first time a controller connects or the cheat screen opens, the guide for that feature is offered once.
Game information guide
Added a guide that opens a game’s information with a long press and walks through its per-game settings, save data, cover, controls and patches.
Korean text polish
Polished the Korean guide and settings text added in 1.3.0 and 1.4.0, along with the guides. The guides now use one Korean term for save states, and the descriptions of save history, controllers and Find a value are clearer.
On first launch, a guide shows how to import and run a game, then create and load a save state. Rewind, cheat, controller and backup guides can be replayed from Help. Fixed the Android pause menu staying open after a save.
On first launch, the guide walks through importing and opening a game, then saving and loading a state in the pause menu. Corner brackets and a hand point at each control, and the guide advances when the action finishes. Skip ends it early. No games come with the app, so it waits in the library and continues when you first open a game. If games are already present, it asks once after the update whether to show the guide.
Feature guides
How to use, at the top of About and help in Settings, replays five guides at any time. Besides Getting started there are guides for rewind and fast-forward, cheats and finding values, controller buttons, and backup. Guides that need a game start the next time you open one, and during a game the rewind and cheat guides start right away from How to use in the pause menu.
Pause menu closes after saving
Android
Fixed an Android issue where the pause menu stayed open after a save or load finished. It now closes as soon as it finishes.
In-game saves can be rolled back, with an automatic save every five minutes. Run-ahead speeds up responses and Find a value makes cheats. Controller features, Super Famicom rewind and xdelta patches arrive too. Performance and battery use are not yet measured.
Highlights: In-game save history / Automatic save every five minutes / Run-ahead / Make cheats with Find a value / Screens that fit controllers covering the display
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Integrated
Run-ahead
Under Gameplay in Settings, each system can run the game one or two frames ahead so a button press shows on screen sooner. It works only at 1× and uses more battery. Super Famicom and Mega Drive are limited to one frame, and it is not available for Nintendo DS or PSP.
Super Famicom rewind
Super Famicom games can use rewind too. Turn it on in Settings or the pause menu to go back roughly the last ten seconds.
Pause when headphones disconnect
Unplugging wired headphones or losing a Bluetooth audio connection pauses the game and opens the pause menu. It can be turned off under Sound in Settings.
Tilt cartridge games
GB and GBA games made for tilt cartridges are played by tilting or turning the device. The screen orientation stays fixed while they run, and with a controller you can switch to the right stick in the pause menu.
Sunlight for solar sensor games
GBA games made for solar sensor cartridges let you set sunlight from 0 to 10 in the pause menu, and each game remembers its last value.
Make cheats with Find a value
Find a value on the cheat screen locates where a number you can see, such as lives or money, is kept in the game’s memory and turns it into a cheat. Read the current values, change the number in the game, then choose how it changed to narrow the candidates. It works for all eleven systems.
PC Engine cheats
PC Engine games can use cheats too. Addresses are written with six digits that include the bank.
PSP cheats
PSP games can use cheats too. Enter only the lines of a CWCheat code that start with _L.
Screens that fit controllers covering the display
With a controller that covers the bottom of the screen, such as the 8BitDo FlipPad, the game, menus and library appear only above it. Line up a marker with the controller’s top edge once and it is remembered per model; while that controller is connected, the screen stays in portrait.
Pause when a controller disconnects
If the controller you are playing with turns off, is unplugged or runs out of battery, the game pauses and the pause menu opens. It can be turned off under Controls in Settings.
Home button opens the pause menu
Pressing a controller’s Home button during play opens the pause menu. On iOS it no longer leaves for the Games app.
PSP analog stick from the D-pad
Turn this on in a PSP game’s pause menu to play games that use the analog stick with a controller that has no sticks. The D-pad of a controller or keyboard moves the stick, and the choice is remembered per game.
Controller battery notices
When a controller’s battery falls to 20% and then 10% during play, a notice appears once at the top of the screen. The pause menu shows the charge of each connected controller.
Shortcuts on spare buttons
In the button mapping screen, one action puts fast-forward, rewind, quick save and quick load on the triggers and shoulder buttons the system does not use. Face buttons and shortcuts already assigned stay as they are.
Step system filters with L and R
A controller’s L and R buttons move the library’s system filter one step at a time. It wraps around at the ends, and with a screen reader on, the new system is announced.
Keyboard keys per game
Edit this game’s keys on the game information screen sets keyboard keys for each game separately. They come back too when a deleted game is restored or an offline backup is restored.
xdelta patches
Game information can apply xdelta patches without loading the whole game file into memory, including for Nintendo DS and PSP games. Progress and a stop button appear while applying. Patches with unsupported additional compression are reported as unavailable.
Choose which part of a cover shows
Adjust framing on the game information screen chooses which part of a cover photo shows in the library. The recent game widget and Android home screen shortcuts show the same part.
Fixed games advancing two frames at once
Fixed an issue where Famicom, Mega Drive, Master System, Game Gear, PC Engine and WonderSwan games occasionally advanced two frames at once.
Fixed the PSP analog stick direction
Android
Fixed an issue on Android where pushing the analog stick up in a PSP game moved down.
Integrated
Covers no longer spill outside cards
iOS
Portrait and landscape covers are cropped within their cards in the iOS library.
In-game save history
In-game save history on the game information screen rolls an in-game save back to an earlier state. When a game starts, and before a save from elsewhere is brought in, the save at that moment is kept on this device, up to the five most recent per game. The history is not included in Drive or offline backups.
Automatic save every five minutes
Every five minutes of play a new automatic save is made, so if the app closes suddenly you can continue from that point. It can be turned off under Gameplay in Settings, and Nintendo DS and PSP still save only when the app goes to the background.
Fixed resuming PSP games
Android
Fixed an issue on Android where Resume where you left off stopped working once a PSP game had an in-game save. A Super Famicom game whose clock file beside its save has changed now starts from the in-game save instead of the automatic save.
Save state files in other formats refused
On Super Famicom, Famicom, Mega Drive, Master System, Game Gear, PC Engine and WonderSwan, save state files in a format this app does not write are no longer loaded. This closes a way a crafted file could change how the emulator runs.
Fixed settings changing when previewing a backup
iOS
Fixed an issue on iOS where just choosing an offline backup to preview what it would restore made its settings hide the real ones until the app restarted.
Fixed backups recording settings reversed
iOS
Fixed an issue where iOS offline backups recorded LCD color correction and Resume where you left off, when never changed, as the opposite of their defaults. Restoring such a backup flipped both settings.
v1.2.0 In-game saves while playing, shortcuts and ROM patches
In-game saves are written to files after a second without changes. Version 1.2.0 adds shortcuts, hold-to-rewind, a fast-forward button, ROM patches and display settings by system. Real-device speed and battery changes remain unmeasured.
Highlights: In-game saves are written while you play / Keyboard and controller shortcuts / Hold to rewind / Apply IPS, UPS and BPS patches / Display settings by system, and effects from the pause menu
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Integrated
Keyboard and controller shortcuts
Fast-forward, quick save, quick load and screenshots now have shortcuts. The default keys are Space (fast-forward while held), F (toggle fast-forward), F2, F4 and F12; on a controller, choose them in button mapping. Holding a controller’s Menu button opens the pause menu.
Hold to rewind
Hold the rewind key (R by default) and the game runs backwards; let go and play continues from there. Rewind in the pause menu steps back about a second at a time, and rewind recording can be switched on or off during a game.
On-screen fast-forward button
A fast-forward button now sits next to the pause button on the game screen. In the Gameplay section of Settings, choose whether it toggles, works while held or stays hidden.
Apply IPS, UPS and BPS patches
Choose a patch file on a game’s information page to apply it. The patched game joins the library as a new version beside the original and takes the patch file’s name as its title. The original stays as it was.
Titles and icons from the game file
Imported Nintendo DS and PSP games now take their full title and icon from the game file. For games already in the library, reread the file from the game’s information page; titles and covers you set yourself are kept.
Import RetroArch cheat files
The cheat list also imports RetroArch .cht files. Codes joined with + are split one per line, and RetroArch-only entries the core cannot read are left out after telling you how many there were.
Open the recent game from widgets and shortcuts
Tapping the recent-game widget continues that game directly. On iOS, Continue Recent Game in Shortcuts and Siri opens it; on Android, Add to Home Screen on a game’s information page makes a shortcut that opens the game.
Display settings by system, and effects from the pause menu
In the Display section of Settings, each system can have its own scaling, linear filtering and display effect. A value set for a single game still comes first. The pause menu can also change the running system’s display effect, and a Nintendo DS game can change its screen arrangement and swap its screens there.
Button layouts for a single game
Turn on Separate layout for this game on the button layout presets screen, and buttons moved in that game no longer change other games on the same system. If choosing a preset or resetting replaces a layout you edited, you can restore it from the same screen.
Rumble cartridges
GB and GBA games made for rumble cartridges now vibrate the controller, or the phone when no controller is connected. Turn it off in the Controls section of Settings. On Android, this feature uses the vibration permission.
Remove only the game file
When deleting a game, you can remove just the game file and keep its saves and cheats. Import the same file again to continue from those saves. The Android library now also marks games whose file is missing, and in both apps tapping one offers to import it again. On iOS, importing a new game with the same name as a game whose file is missing or has been reconnected under another name no longer mixes their saves.
Favorites and recently played
On the library’s game groups screen, show only favorites or recently played games. Recently played lists the game you started last first.
Games copied into the Files app join the library
iOS
On iOS, games copied straight into the N-EMU or ROMs folder in the Files app now join the library. The app moves each game into its system’s folder and lists the new games as an import result. On iPad, the instructions now say On My iPad.
Speed remembered for each game
Remember speed now keeps a separate speed for each game. A speed-up in one game no longer starts another game fast, and a game opened for the first time starts at 1×.
Use the file name as the title
A game’s information page can set the title to the file name, fixing a cut-off title in one step, such as a GBA game whose header holds only 12 characters. The iOS library grid no longer shows ---- for games without a game code.
Settings and icons that are easier to find
Settings search now finds tools in the pause menu, such as cheats, save slot management and screenshots. Accessibility moved to General. The library’s Display and Game groups buttons, and the tag and Google Drive backup buttons shown after selecting games, now have icons used nowhere else.
Library search that matches Android
iOS
Library search on iOS now finds the same games as on Android. It also matches while a Hangul syllable is still being typed, when kana dakuten are left out, and when half-width katakana are typed.
Microphone and screen sleep in the Android pause menu
Android
On Android, a Nintendo DS game’s pause menu can now switch the microphone on or off. Keeping the screen on during play is released while the pause menu is open, so a menu left open can let the screen turn off, as on iOS.
Lighter game sessions on Android
Android
Touch input and screen copies no longer wait while a save state is written or rewind is recorded. The file check made when a game opens uses the phone CPU’s SHA-256 instructions where it has them, and a large game such as a Nintendo DS cartridge is kept in memory only once. The difference in speed and memory on a phone has not been measured yet.
Integrated
Save settings after trying the preview
Try scaling and filtering in the display preview, or horizontal and vertical correction in the Nintendo DS touch test. Changes apply only when you save; canceling or going back discards them. No game file is needed.
Separate library search work
Prepared title, tag, and other search text is reused. Searching and sorting run separately from UI work, and an older request cannot overwrite the result of a newer query.
Paused rendering and frame delivery
Paused screens redraw when a new picture or display setting arrives. iOS protects pictures still in use by the GPU, and ares frame delivery no longer races shared data. Android removes an intermediate frame copy for Nintendo DS and PSP and avoids unnecessary rewind notifications when rewind is off.
Retry library startup and release cached images
If the library cannot open, retry without deleting games or saves. Storage calculations stop when you leave the screen. Cover caches are released when the app enters the background or receives memory pressure.
Separate save-sync responsibilities and prepare local measurements
Save-sync file handling and restoration code now have separate responsibilities. Sync still requires an explicit action and never resolves conflicts on its own. Optimized local development builds can collect on-device performance counters; no measured speedup is claimed yet.
In-game saves are written while you play
In-game save data is written to its file after a second without further changes. Before, saves were written only when the app went to the background or you left the game, so a sudden shutdown in between could lose recent saves. Opening the pause menu also writes any save still waiting.
Photo library permission for screenshots
iOS
The first time you choose Save Image on the screenshot share sheet, the app asks for permission to add to your photo library. Before, the missing permission text could stop the app.
v1.1.2 Open imported games directly and preview settings
Open new or reconnected games from import results. Settings search shows current values, and Storage lists large game files. Test controls and preview the display without starting a game. Korean guidance has been revised.
Highlights: Open games after importing multiple files / Current settings and storage details / Test controls and display without opening a game / Clearer Korean guidance
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Integrated
Open games after importing multiple files
The results of a multi-file import let you open each newly added or reconnected game directly. A file that could not be imported shows the reason and what to try next. A screen reader also announces how many imports completed.
Current settings and storage details
Settings search results now show the current value. Storage lists up to five of the largest games, and you can open each game’s information page from the list.
Test controls and display without opening a game
In Settings, you can check Nintendo DS touch positions without opening a game. You can also test a connected controller's input and button mapping. The display test previews scaling and filter effects.
Integrated
Clearer Korean guidance
Revised Korean guidance, error messages, and settings text on iOS and Android. Explanations for save data, Drive, and control settings now give more information before you choose an option.
v1.1.1 Layouts for the folded iPhone Duo and a display held like a book
Folded, the iPhone Duo uses the column beside the camera and puts the tab bar back at the bottom. Held like a book, the Nintendo DS stacks both screens large in the middle. Rotation no longer closes the game, and an Android sound error is fixed.
Highlights: The Nintendo DS on a display held like a book / The Library on the folded iPhone Duo / Wider game and buttons on the folded display / The Nintendo DS on the folded display / Rotating the unfolded iPhone Duo keeps the game
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Integrated
The Nintendo DS on a display held like a book
Turn the unfolded iPhone Duo on its side and hold it like a book, and the Nintendo DS stacks its two screens large in the middle, one above the other, with the D-pad and buttons on either side. The touch screen is about twice as wide and as tall as in the previous layout, which split the display into upper and lower halves. L and R, Select and Start, and the microphone and Pause buttons stack directly above the D-pad and buttons, within reach of the thumbs. Android foldables change the same way in the same posture. We checked the layout in an iOS simulator and an Android emulator.
Pause button position in Android portrait
Android
Fixed an issue on Android where the Pause button was drawn slightly lower than L and R when playing a game with L and R in portrait. It now sits between them at the same height.
Sound error when resuming on Android fixed
Android
Fixed an issue on Android where opening a game to resume from its automatic save occasionally showed a sound error and stopped the game.
Integrated
The Library on the folded iPhone Duo
iOS
Folded, the iPhone Duo puts the Library and Settings buttons back in the bottom tab bar. The app uses the right column except for the clock and the camera, and the Library list widens into it.
Wider game and buttons on the folded display
iOS
Playing on the folded iPhone Duo, the controls use the full width of the display. A wide game such as the Game Boy Advance moves below the camera and grows, while a squarer game such as the Game Boy keeps its current size.
The Nintendo DS on the folded display
iOS
On the folded iPhone Duo the Nintendo DS is laid out as on the unfolded display: the top screen alone, large and centered below the camera, with the touch screen moved down between the D-pad and buttons. This layout draws the D-pad and buttons slightly smaller to give the touch screen more room. If the portrait arrangement is set to Stacked or Side by side, or a controller is connected, both screens are shown together as before.
Rotating the unfolded iPhone Duo keeps the game
iOS
Fixed an issue where rotating the unfolded iPhone Duo closed the running game and returned to the Library. The game now keeps running when the orientation changes, and only the layout follows the new orientation.
Unfold an iPhone Duo or a Galaxy Z Fold and the game fills the upper half while the controls take the lower half. The Nintendo DS puts its touch screen in the middle of the lower half, and the unfolded joypad keeps its own arrangement.
Highlights: Game above, controls below on an unfolded display / The Nintendo DS laid out like the handheld / A separate joypad arrangement for the unfolded display / Color correction off and Resume on by default / The hinge as iOS 27.1 reports it / Tab buttons in the iPhone Duo's side column
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Integrated
Game above, controls below on an unfolded display
Unfold a foldable and the upper half shows only the game while the lower half shows only the controls. L and R sit just below the fold, the D-pad and face buttons at the middle of the lower half, and Select and Start at the bottom. The split works the same whether the hinge runs across or down the display, and a half-open device places the split on the hinge. Folding returns the phone layout. Available on the iPhone Duo and the Galaxy Z Fold. Physical-device operation has not yet been verified.
The Nintendo DS laid out like the handheld
On an unfolded display the Nintendo DS's top screen fills the upper half, and the lower half puts a 4:3 touch screen in the middle with the D-pad and buttons around it. If the portrait arrangement is set to Stacked or Side by side, both screens are drawn in the upper half instead. Buttons are smaller in the unfolded layout to leave more room for the touch screen.
A separate joypad arrangement for the unfolded display
Controls moved on the unfolded display are saved separately from the portrait and landscape arrangements. Changing them unfolded leaves the folded layout untouched. Folding or unfolding does not stop the game, and any button being held is released.
Color correction off and Resume on by default
LCD color correction under Display and sound now starts off. Game Boy Color and Game Boy Advance games show the colors the core produces, and turning it on applies from the next game. Resume where you left off under Gameplay and controls now starts on. Opening a game continues from its automatic save, and a game without one starts from the beginning.
The hinge as iOS 27.1 reports it
iOS
On the iPhone Duo the app reads the fold line and the hinge state that iOS 27.1 reports. Half open, the split sits on the hinge, and the folded outer display keeps the phone layout.
Tab buttons in the iPhone Duo's side column
iOS
The iPhone Duo's outer display, and its inner display held like a book, keep a column down one side for the camera and the status glyphs. The Library and Settings buttons stand in that column, the bottom tab bar goes away, and the shelf grows by that much. The upright game picture stays inside the column's edge too, clear of the camera.
v1.0.8 A bigger picture with a controller connected
When a controller or keyboard connection hides the touch buttons, the game uses more screen space. With the Nintendo DS landscape layout set to Automatic, the two screens also rearrange according to whether touch buttons are visible.
Highlights: A larger game view when touch buttons are hidden / Automatic as the default Nintendo DS landscape arrangement / Bottom spacing for the Nintendo DS portrait view
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Integrated
A larger game view when touch buttons are hidden
When a controller or keyboard connection hides the touch buttons, the game can use the space they occupied. It gains room at the sides in landscape and below in portrait, excluding the notch and home-indicator areas. When disconnecting restores the buttons, the game returns to its previous size. Available on Android and iOS.
Bottom spacing for the Nintendo DS portrait view
In portrait with a controller connected and touch buttons hidden, choose whether the Nintendo DS view fills the space down to the bottom or leaves a margin. Try leaving a margin if you hold the device low. This option is under Nintendo DS in Settings on Android and iOS.
Automatic as the default Nintendo DS landscape arrangement
In Automatic landscape layout, the Nintendo DS screens are stacked while touch buttons are visible and placed side by side when they are hidden. Layout measurements on phones and tablets guided the choice of the larger game view for each control method. Explicit stacked or side-by-side choices are preserved. Available on Android and iOS.
You can import in-game saves from other emulators, including Delta’s Nintendo DS .dsv files, without converting them first. Super Famicom and PSP are not supported by this import feature.
Highlights: Importing a save from another emulator / Clearer Google Drive connection failure messages
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Integrated
Importing a save from another emulator
On the game information screen, choose Import save file and select an in-game save from another emulator. Delta’s Nintendo DS .dsv files need no advance conversion: the app reads the save payload. Super Famicom and PSP use multiple save files and are not supported by this import feature. Available on Android and iOS.
Integrated
Clearer Google Drive connection failure messages
Android
Previously, if the app received no access grant after approval on the Google account screen, it returned without a message. It now distinguishes cancellation from connection failure and shows an error when the connection fails. This fix applies to Android.
Back up in-game saves and save states to your Google Drive, then download them on another device. Game files are not uploaded, and connecting Drive is optional.
Highlights: Back up saves to your Google Drive
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Integrated
Back up saves to your Google Drive
Connect a Google account in Settings to back up in-game saves and save states to your Drive and download them on another device. Game files are not uploaded. The app can access only Drive files it created, and transfers saves when you start a backup or download. Without Drive, you can still play and save locally. Available on Android and iOS.
Correct handling of leftover temporary save files
iOS
A save state is written to a temporary file and renamed when writing finishes. If the app stops during that process, the temporary file may remain. The library check previously classified it as unknown and asked the user to judge it. It now recognizes the app’s own temporary files. This fix applies to iOS.
A one-time supporter purchase lets you choose a purple, pink or yellow home-screen icon. In-app support is now also available on Android.
Highlights: Supporter icons and in-app support on Android
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Integrated
Supporter icons and in-app support on Android
A one-time supporter purchase in Settings lets you choose a purple, pink or yellow home-screen icon. Without it, the default icon is used. The icon does not change game compatibility or emulator features. Android support uses a one-time Google Play purchase, not a subscription. Supporter icons are available on Android and iOS.
You can turn sound on or off from the pause menu without closing the game.
Highlights: Game sound in the pause menu
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Integrated
Game sound in the pause menu
Added a sound section to the pause menu. Sound on/off settings are saved for each game; selecting the app setting uses the app-wide sound setting. Volume and muting during fast-forward can still be changed in Settings. Available on both Android and iOS.
Fixed PSP games running at double speed, broken audio, and incorrectly rendered characters. Landscape controls now overlay the game picture. Nintendo DS keeps its existing layout.
Highlights: PSP speed and audio / PSP characters no longer appear as shadows / Larger landscape picture and smaller controls / Changing the speed no longer stalls / A connected keyboard hides the touch controls / The loading notice names the game
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Integrated
PSP speed and audio
PSP games ran at double speed: 1x felt like 2x and 0.5x like 1x, and the audio broke up for the same reason. It was most obvious in games that run at 30 frames per second, such as Ys Seven. Android and iOS both.
PSP characters no longer appear as shadows
Fixed characters appearing only as shadows or rendering incorrectly in Jeanne d'Arc. PSP graphics now use OpenGL ES 3 to support depth-buffer copying and other operations needed for 3D scenes. This applies to Android and iOS.
Larger landscape picture and smaller controls
In landscape, the game has more room and the touch controls overlay the picture. The D-pad and buttons are about 25% smaller. Nintendo DS keeps its existing button size and layout beside the picture so the screen can be used for touch input. This applies to Android and iOS.
Changing the speed no longer stalls
Changing the speed sometimes showed a progress notice and froze the picture. A speed change no longer waits behind saving or frame work. Android and iOS both.
A connected keyboard hides the touch controls
Touch controls now hide when a keyboard is connected, as they already did with controllers. They remain visible while editing the button layout. To keep them visible at all times, turn off the setting for hiding touch controls when a controller or keyboard is connected. This applies to Android and iOS.
The loading notice names the game
Starting any game said "Starting mGBA". It now names the game being started. Android and iOS both.
Settings with many choices now scroll so every option is reachable. The library system filter is back to its horizontal buttons.
Highlights: Scrollable settings lists / Library system filter restored / iOS settings row touch areas
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Integrated
Scrollable settings lists
Settings lists now scroll when they exceed the screen height. All choices remain reachable in settings such as screen-edge cropping, including in landscape or with larger text. This applies to Android and iOS.
Library system filter restored
The library system filter uses horizontal buttons again. Switching settings choices to lists had also changed this filter into a list. When there are many systems, scroll horizontally to choose one. This applies to Android and iOS.
iOS settings row touch areas
iOS
On iPhone and iPad, tapping empty space between labels in a settings or choice row could do nothing. The whole row now responds to taps.
Fixed the Nintendo DS lower-screen touch issue that persisted on Android. Settings choices now open in a list. On iOS, this update fixes game volume control and interruptions to audio from other apps.
Highlights: Nintendo DS lower-screen touch fix / iOS game volume control fix / Keep other apps’ audio playing on iOS / Settings choices shown in a list
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Integrated
Nintendo DS lower-screen touch fix
Android
Although 1.0.0 announced a fix, the Nintendo DS lower screen still did not respond to touch on Android. Touch input now reaches the game. The directional pad and other controls remain available.
Settings choices shown in a list
Tap a setting with three or more choices to open a vertical list. Its presentation no longer varies by device or language. Settings with two choices remain side by side on both Android and iOS.
Expand indicator for settings lists
A downward arrow now appears beside the selected value, making it easier to see that tapping the setting reveals more choices. This applies to Android and iOS.
iOS game volume control fix
iOS
On iPhone and iPad, game audio now uses media volume. Game sound also plays in silent mode.
Keep other apps’ audio playing on iOS
iOS
Starting a game on iPhone or iPad no longer stops video or music playing in another app. You can keep listening while you play.
Fixed the Nintendo DS lower screen not responding to touch on Android, and choice names in Settings being cut off so they could not be told apart.
Highlights: The DS lower screen responds again / Settings choices are readable / Settings screen titles are whole
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Integrated
The DS lower screen responds again
Android
Tapping the lower screen of a Nintendo DS game on Android did nothing. The on-screen controls cover the whole display and took the press first, so it never reached the game. The pad and buttons work as before, and a press where no control sits goes to the game.
Settings choices are readable
A long choice name in Settings was cut off, so options that begin with the same words looked identical and could not be told apart. A name that no longer fits its row now opens as a list showing each one in full. Short choices such as "1x 2x 3x" stay side by side. This applies to both Android and iOS.
Settings screen titles are whole
Android
Settings screen titles on Android were being cut off. A title that does not fit its row now steps down one size at a time until it does.
v0.9.14 The library in Files, and automatic backup
Android file browsers can now open games and saves. With system backup enabled, in-game saves, the library list and settings are eligible for backup.
Highlights: The library, opened in Files / Automatic backup on Android
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Integrated
The library, opened in Files
Android
Open the N-EMU library in an Android file browser to copy games and saves or open them in another app. Games appear by title rather than hash, and renaming updates the library. New files cannot be added here. Use the existing import feature so games pass format checks and are registered in the library.
Automatic backup on Android
Android
With system backup enabled, in-game saves, the library list and app settings are eligible for Google account backup. Game files, save states and PSP memory-stick data are excluded from cloud backup and use supported direct device transfers. Actual backup and restoration depend on the operating system and device backup settings.
Opening a Mega Drive game on Android showed an error instead of a picture. The screen size had been written down smaller than it really is.
Highlights: Mega Drive video output fix
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Integrated
Mega Drive video output fix
Android
Fixed Mega Drive games showing “Native engine error 7” instead of a picture on Android. The frame memory allocation was 16 lines shorter than the actual output. The output size is corrected, and the display ratio is set to 4:3.
On a wide upright display, changing the Nintendo DS screen arrangement left the buttons out of step with the game picture. That is fixed.
Highlights: Button positions for DS layouts
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Integrated
Button positions for DS layouts
On a wide upright display, choosing Stacked or Side by side for the Nintendo DS left the pad and buttons out of step with the game picture. Their positions are now worked out from the arrangement you chose, and the pause button no longer sits over the picture.
Automatic DS layout separates the screens on sufficiently wide portrait displays. The upper screen is larger, with the touch screen between the D-pad and buttons.
Highlights: Separate DS screens in wide portrait layouts
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Integrated
Separate DS screens in wide portrait layouts
Automatic portrait layout separates the DS screens when there is enough space between the controls. The upper screen uses the available width, with the touch screen between the D-pad and buttons. Narrow phones keep the existing layout. Choose Stacked in Settings to keep the screens together on wide displays too.
Android now limits the delay before retrying a Drive request. Stop also takes effect immediately during that delay.
Highlights: Limit the wait before a Drive retry
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Integrated
Limit the wait before a Drive retry
Android
Android limits the delay before retrying a Drive request to 30 seconds. Pressing Stop during the delay stops it immediately. Requests rejected for permission or quota errors are reported without retrying.
Settings search now stays in the header. This update also fixes iOS library cards and settings search behavior, and unifies the developer name.
Highlights: Settings search in the header / Keep the iOS game menu inside its card / Go directly to the found iOS setting
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Integrated
Keep the iOS game menu inside its card
iOS
The game and its more button now share one card in the iOS library, matching the Android card layout.
Reduce repeated work in iOS settings search
iOS
Searchable strings are prepared once per entry and results are calculated when the query changes. Typing-effect data is prepared only while the effect is playing.
Go directly to the found iOS setting
iOS
Opening a settings search result scrolls the found item into the center and highlights it. This also works for settings that are not switches.
Consistent developer name
The developer name and copyright in About now use Thor's Workshop.
Settings search in the header
The large title on the iOS and Android Settings home screen is replaced by search. Search stays visible while scrolling; detail screens keep their title and back button.
Fixed the back gesture on iOS settings and detail screens. Updated audio handling when starting games over another app’s playback, and refreshed the official site and contact links.
Highlights: Swipe back in iOS settings and details / Play alongside other audio on iOS / Keep other playback going on Android
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Integrated
Swipe back in iOS settings and details
iOS
Swiping from the left edge in a settings category or detail screen performs the same action as its back arrow. Releasing a short drag keeps the current screen open.
Play alongside other audio on iOS
iOS
While another app is playing audio, N-EMU leaves the audio device’s sample rate and buffer size unchanged to avoid interrupting that playback when a game starts.
Keep other playback going on Android
Android
Starting a game now requests a temporary volume reduction from other apps instead of ending their playback. Their response depends on their audio handling. N-EMU releases audio focus when the game closes.
Official site and contact links
The app’s homepage and privacy links now open n-emu.app. Contact is thor128.workshop@gmail.com. Checks keep both clients and the store submission material in agreement.
Include the Android NDS licence text
Android
Builds with NDS enabled and SNES and PSP disabled now include the LGPL text required by melonDS. Package validation also rejects a missing text.
Open the privacy policy directly from Settings. This update explains data remaining after uninstall and support-email retention, and improves licence notices and release-artifact checks.
Highlights: Privacy policy in Settings / Uninstall and support-email retention / Android helper-library notices
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Integrated
Privacy policy in Settings
Added a privacy policy button to iOS and Android Settings. You can also find it with settings search and read it without connecting Drive.
Uninstall and support-email retention
The policy explains backups and connection details that remain after uninstalling or disconnecting Drive. The operator deletes support emails and attachments 90 days after the request is resolved.
Android helper-library notices
Android
Added the BSD copyright and disclaimer notices for the PPSSPP graphics-driver helper libraries packaged on Android. The PPSSPP notice now also distinguishes how iOS and Android run the core.
Verify build versions and provenance
Validation now fails when a built package differs from the source version. New tools record hashes and signature status for distribution review and package the matching source and submodules together. This does not mean store availability or licence clearance.
Fixed swipe back on iOS detail screens. Swipe right from the left edge to return to the previous screen.
Highlights: Swipe back restored on iOS
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Timeline date
Swipe back restored on iOS
iOS
On iOS, swipe right from the left edge to return from screens such as subpages in Settings. This restores the back gesture that stopped working after the pixel-style top bar was introduced. The gesture is not enabled on top-level screens or during gameplay, and no forward gesture has been added. We still need to check on a real device that swiping from the edge during play does not take you out of the game screen.
Move saves and settings for multiple games in one file. This update adds settings search and Android DS layouts, improves save transfer and revises iOS haptics.
Highlights: Saves and settings in one file / Find settings by name and description / DS screen layouts on Android
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Timeline date
Saves and settings in one file
Export every save profile for up to 256 games to a .nemubackup file. Optionally include app/game settings and imported skins and PSP fonts. Review games, profiles and save items before choosing replacements.
DS screen layouts on Android
Android
Android now offers DS arrangement, ratio, single-screen focus, screen swap and touch calibration. It uses the same stored settings as iOS and maps touch input to the actual bottom screen.
Find settings by name and description
Search app and system-specific settings from Settings. Select a result to open its category and item. Options unavailable in this build stay out of results.
A clearer save-data integrity label
The local save-data check is now named Save Data Integrity Check. Its previous name remains a search alias. Check Drive Data keeps its existing name.
More complete SNES and PSP save transfer
Android per-game save files now carry SNES SRAM and clock data and PSP SAVEDATA. Both clients check save compatibility against cores actually included in the app.
Revised iOS haptics for rapid presses
iOS
iOS now reuses short haptic patterns to address feedback dropping out during rapid button presses. Physical-device continuity and interaction with game audio still need verification.
Fewer allocations when importing states
Android
Android reads state files without loading the entire file into a memory array. A host JVM comparison using a 32 MiB file showed fewer allocations; it did not measure phone memory use or frame performance.
View manual and automatic saves together on the pause screen. The quit button now stays at the bottom.
Highlights: Manual and automatic saves at a glance / A quit button fixed at the bottom
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Timeline date
Manual and automatic saves at a glance
When paused, see screenshots and times for the selected manual slot and latest autosave together. The manual slot has Save and Load buttons; the autosave has Load. Save slots and history has been renamed Manage Save Slots.
A quit button fixed at the bottom
The quit button stays at the bottom as you scroll the pause screen. It returns you to the library, asking for confirmation if you have made progress since the last save.
Text and buttons now appear with a short effect when a screen opens. The cursor follows the text size.
Highlights: Text and buttons appear as screens open / A cursor sized to the text
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Timeline date
Text and buttons appear as screens open
In settings, the library and other screens, text appears character by character as buttons and covers are drawn. The effect ends within 0.6 seconds; interacting reveals everything immediately. Reduced motion disables it. It does not replay on rotation, returning to the app or scrolling lists.
A cursor sized to the text
The cursor keeps blinking after the text appears. It now matches the text size and has room beside it so it does not cover content. Reduced motion also stops the blinking.
Undo loading the wrong save state. The pause menu, game import and settings have also been refined.
Highlights: Undo loading a save state / Start an imported game right away / Settings organized into six groups
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Timeline date
Undo loading a save state
Undo load in the pause menu returns you to just before the state was loaded. Only one undo copy is kept, and it disappears when you restart or quit the game.
Quick saves in the pause menu
Save to or load from the selected slot in the pause menu. Open Manage Save Slots to choose a different slot.
Start an imported game right away
After adding or reconnecting one game, start it directly from the results screen.
Choose PSP fonts per game
Choose a PSP font for each game. Games without their own choice follow the app-wide setting. Changes apply after restarting the game.
More buttons in the library
Game cards and list rows now have a More button. Open game management without a long press.
Reorder game information
Game settings and save-data management come first, with detailed technical information moved lower.
Settings organized into six groups
The settings menu now has six groups. Related features, such as storage and backup, are kept together.
Import guidance for an empty library
A short guide explains how to import games, while the long list of file types is collapsed.
Shorter, clearer Korean guidance
Save terminology was made consistent and feature descriptions revised. Menus now use short, plain Korean to explain what actions do.
A brief entrance effect for settings
The first time settings opens after app launch, the title appears character by character and button borders are drawn. Interacting or enabling reduced motion completes it immediately.
v0.9.0 The first version to bring the early work together
We documented the work so far and moved the version number to 0.9.0. Earlier development is organized into records numbered 0.1.0–0.8.3.
Highlights: Starting a versioned changelog
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Timeline date
Starting a versioned changelog
Both apps moved from version 0.1.0 to 0.9.0, with a changelog documenting the work. Support for 11 systems, saves and sync had already been built during early development; they were not new additions at this point.
Save on-screen button positions separately for each system, and change their artwork with skins. Several controllers can play together in supported systems and games.
Highlights: On-screen layouts by system / On-screen button skins / Play together with multiple controllers
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Timeline date
Save-slot details
Manage a slot's name, notes, lock and earlier records together.
On-screen layouts by system
Save different on-screen button positions for each system.
Play together with multiple controllers
Play together with multiple controllers on supported systems and games. Check game information for each system's player count.
On-screen button skins
Change button artwork with skin files you provide. Button positions, sizes and behavior stay the same.
A terminal-style loading screen
Task messages and a 12-cell gauge show progress. When the amount is unknown, moving cells indicate that work is ongoing.
DS microphone and Blow button
iOS
Enable the microphone to send audio into DS games. Permission is requested only when enabled; Blow works without microphone permission.
Check backup status by game and move saves as files. Earlier saves are kept, and missing game files can be reconnected.
Highlights: Backup status by game / Transfer saves as files / Keep earlier saves
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Timeline date
Backup status by game
Compare a game's save data on your device with its backups on Drive.
Compare different save states
When the same slot holds different saves, compare their times, sizes and source devices to choose which one to keep.
Keep earlier saves
Overwriting a slot keeps a limited number of earlier saves. Choose one from the list to go back to it.
Transfer saves as files
Export a selected game's save data as a file and import it on another device. Game files are excluded; save states require matching games and core versions.
Give backup devices a name
Give devices in the backup list recognizable names. Aliases are kept only on the current device.
Autosaves from other devices
Check each device's autosave and save time, then choose where to resume.
Backup progress and cancellation
See which game's saves are being transferred and cancel during the transfer.
Retry only failed backups
Leave completed items alone and retry just the failed transfers.
Check transfer size before backup
See the item count and total size before starting a transfer.
Backup operation history
Review the results of backups and restores run on this device.
A warning when device times differ
A notice appears if a save time is unknown or far in the future. Check the date and time on both devices.
Clean up old Drive saves
Manually load the list of app-created saves on the cleanup screen. Select items and confirm again to move them to Drive's trash.
Compress saves for transfer
Save data is compressed to reduce the size of files sent to Drive.
Use a game screenshot as a cover
Capture the current game screen and use it as its library cover.
Reconnect a missing game file
If a game file is missing, import the same file again and reconnect it to the existing game.
Check library files
Find and report missing or changed game files.
Import progress
Track progress and cancel while multiple files are being imported.
Import results for each file
See which games were added and which files had problems.
Game information and notes
Check game and save-data sizes and backup status. Add notes for each game.
Import games from ZIP files
Android
Import a ZIP containing a single game file directly. PSP games must be extracted before import.
Import through Android's share menu
Android
Send game files to N-EMU from another app's Open or Share menu.
Rewind gameplay
Enable rewind on a supported system to return to a recent moment.
Settings for each game
Set display and controls per game. Options you do not override follow the defaults.
Remap controller buttons
Choose which game input each controller button triggers. Assignments can differ by system or game.
Control menus with a controller
Select and activate menu items with a controller, without touching the screen.