Skip to content

Experimental: latest - Everything combined (all/next @ ce739c3)

Pre-release
Pre-release

Choose a tag to compare

@github-actions github-actions released this 01 Oct 04:19
· 2182 commits to 12f632a50d67980cb7125b73dab112efbdeb675c since this release

The most recently published experimental build. This tag moves: every experimental build replaces it. For a build you can come back to, use the per-experiment release it names below.

Latest: Experimental: Everything combined (all/next @ ce739c3)

Experimental build. Unfinished test software, published by hand from a branch to be tried and discussed. It is not a release. For normal play use the latest numbered release.

  • Experiment: Everything combined
  • Branch: all/next at ce739c3
  • App version: 2026.10.17.1534
  • Based on: main adc5673 (v10.3), plus 187 commit(s) on the branch
  • Installing it replaces an installed MuffinEMU: it has the same bundle identifier, so your games, saves and settings carry over.
  • Where it is listed: only in the Experimental install source, for testers. It is in neither the Stable nor the Nightly source.

What changed

  • Settings: open on five groups with search, each group on its own page
  • Settings is reorganised into eight pages (Emulation, Controls, Screen and sound, Games and library, Account and online, Appearance, Storage and backup, Help and about), and search jumps straight to the setting you type.
  • The game page has Game settings and Favourite right under Play, and the in-game HOME menu's sub pages have a back arrow at the top.
  • Settings sections have clearer names: Figure portals, Library layout, Online service and Move to another device, and Premium now sits with Appearance.
  • Settings: consistent, plainer wording on every page
  • Settings: rewrite explanations in plain, short English
  • Metal: shaders that read a shadow map in more than one way now compile, so the shadows and objects they draw are no longer skipped.
  • Shaders that compare against cube shadow maps (point-light shadows) now compile instead of being skipped.
  • Fixed a shader translation error with cube maps in shaders that index their registers.
  • Fixed rare wrong shader math when a result is reused within the same instruction group.
  • Fixed a possible crash while compiling geometry shaders.
  • Fixed a rare case where the JIT could keep running old game code after the game replaced it.
  • Fixed a CPU instruction that copied carry/overflow flags into the wrong place, which could send some games down the wrong code path.
  • Switching between games no longer leaks memory from the CPU code cache, which made later launches more likely to run out of memory.
  • GDB debugging breakpoints now trigger in code the interpreter has already run.
  • Changing the emulated timer speed during a game no longer makes the game's clock jump.
  • Fixed a possible crash when quitting a game with the Vulkan renderer.
  • Vulkan renderer: fixed a possible crash or wrong picture after a game changes its screen buffers.
  • Fixes textures that could stay corrupted on every launch after the app was closed while it was saving converted textures.
  • Fixes a possible crash and wrong pixels when a game reads rendered images back from the GPU.
  • Fixes a possible crash when a game replaces a depth buffer, and keeps fewer duplicate copies of textures in memory.
  • Slightly less work on the GPU thread when games write large amounts of data.
  • Metal: the bicubic and hermite upscaling filters now line up with the game's pixels and look sharper.
  • Internal Vulkan correctness fix, no visible change.
  • On iOS 26 devices that need StikDebug's JIT script, the second game you start in a session now keeps using JIT instead of the slower interpreter.
  • If JIT can't be set up when a game starts, the game now starts with the interpreter instead of failing to launch.
  • Fixed a system library lock that could let two game threads in at once, or stay stuck locked.
  • Fixed out-of-bounds thread data in games that load extra code modules while running.
  • Fixed an occasional extra frame of delay in games that wait for the screen to flip.
  • Fixed a rare case where a draw could use the wrong depth or stencil settings, which could show as missing or see-through geometry.
  • Shadows and other depth-compared effects use the right sampler settings more reliably.
  • Fixed a possible GPU crash when a game clears or converts part of a 3D texture.
  • Fewer crashes when a game runs the device short of graphics memory.
  • No change for players (removes an unused source file).
  • Fixed online and LAN features that could close the app or freeze a game when a connection dropped
  • Fixed games freezing when an in-game video had a frame that couldn't be decoded
  • Fixed a possible crash when starting a game that uses the GamePad camera after playing another one
  • Less crackling when a game starts or stutters, and game sound no longer drifts behind the picture after a hitch.
  • Fixed noisy GamePad audio with GamePad channels set to Mono or Surround, and Surround TV audio now plays as a proper stereo mix.
  • Fixed a possible crash with the emulated Skylanders, Disney Infinity and LEGO Dimensions portals
  • Game sound comes back by itself if switching headphones, Bluetooth or AirPlay stops it.
  • Fixed a possible crash when a game passes arguments while switching to another app
  • Fixed a small resource leak when a game accepts more network connections than it can hold
  • Fixed a possible crash when the game library refreshes while the emulator is starting.
  • Fixed a crash when a game lists a save folder that changes or becomes unreadable while it is being read.
  • Fixed memory corruption when a game lists a folder that contains a file with a very long name.
  • Fixed a crash after a game fails to mount part of its files.
  • Fixed a small memory leak and stale game details when starting several games in one session.
  • Fixed a possible hang or failed read with some damaged or unusually sized encrypted game files.
  • Fixed a crash when the graphic packs folder contains a folder that cannot be read.
  • Fixed a crash at start-up when the account folder cannot be read.
  • Sticks respond as soon as they leave the deadzone you set, instead of only after about a third of their travel
  • Fixes a rare wrong touch position on the GamePad screen while the screen layout is changing
  • Slightly lower battery use and heat while playing
  • The Blow button responds to quick taps, and scrolling the top bar no longer switches it on or off
  • No change for players
  • A game that was closed while still loading no longer makes the next game you open run in slow motion.
  • MuffinEMU gives memory back when iOS asks for it, which makes it less likely to be closed by iOS in big games.
  • Background bookkeeping inside MuffinEMU no longer competes with the game for the fastest CPU cores.
  • The launch log keeps scrolling to the newest line during long boots.
  • Picking a damaged move file shows an error instead of closing MuffinEMU.
  • Installing art packs and graphic packs uses less memory.
  • Typing in "Wrong game?" search is quicker.
  • Swiping down during a decrypt no longer cancels it by accident; use Cancel to stop it.
  • No change for players.
  • Fixes textures that could stay corrupted after a damaged converted-texture cache was detected.
  • No visible change; avoids an out-of-bounds scissor when a game runs short of graphics memory.
  • Game sound no longer tries to come back during a phone call when the audio route changes.
  • Fixed select() reading the wrong sockets when a game passes a large descriptor count
  • Writing zero bytes to a file at a position still moves the file position.
  • Fixed rare wrong behaviour or crashes after loading a save state, or when a game swaps code modules
  • Textures: sampler LOD bias on Metal, a Texture filtering setting, and sampler fixes
  • Settings text: say what the shader modes and the JIT prompt do
  • Metal: sample the per-draw timers instead of reading the clock twenty times a draw
  • Shader decompiler: a shader that gets a LOD bias uniform also gets the support buffer
  • Shader decompiler: declare the LOD bias term where the gradient path can see it
  • Fixed draws being skipped when a game reads a texture from its vertex shader (terrain heightmaps, for example).
  • Fixed shaders that compare against a shadow map with a fixed coordinate failing to compile on Metal.
  • Fixed texture detail selection for effects that pick their own mip level on layered or 3D textures on Metal.
  • Fixes missing or flickering geometry when a game leaves the stencil test on while drawing into a depth buffer that has no stencil (shadow-map passes).
  • A game that had to switch from Vulkan to Metal while starting no longer keeps Vulkan's memory for the whole session.
  • Changing Texture filtering while a game runs now applies to everything on screen on the Vulkan renderer.
  • Fixes depth textures that sampled as black when a game read them through a differently typed texture.
  • A little less CPU time per draw call on the graphics thread.
  • Slightly less memory held by the renderer, which matters most on phones.
  • Fixed a rare freeze in games that hand work between threads with fast mutexes and condition variables, in two-core and triple-core CPU modes
  • Fixed missing left-channel audio in games that use Dolby Pro Logic II surround.
  • Game sound keeps up better on devices where it kept cutting out, and comes back by itself if iOS restarts its audio system.
  • Help: a one-tap bug report, and the launch log's last lines on the failure screen
  • Settings text: sentence case for pickers and headings, plain lines
  • Stopping a game during a video no longer keeps the video decoder and its memory around.
  • Online features work again in a second game started in the same session.
  • Games that download several things at once over HTTP get each result for the right request.
  • Removing an amiibo at the wrong moment can no longer freeze the game.
  • Sticks no longer snap to straight up, down, left or right when pushed slightly off those directions
  • Pressing Back while a game is still starting no longer risks a crash, and starting another game right after works. Each game you start and quit frees its screen memory again.
  • A device that is already hot when you open a game now gets the cool-down from the start.
  • Quitting while the Wii U Menu is opening a game no longer leaves that game running out of sight.
  • Help: a JIT line in the library, keys before Play, and what to try first
  • Games that stream from a disc image or encrypted folder spend less time per file read.
  • Fixed a rare crash when two parts of a game open system services at the same time.
  • Fixed a crash when a game's meta.xml has an empty field.
  • About: links to the documentation and to bug reports
  • Less CPU work per draw in scenes that re-set the same render state or textures between draws.
  • Textures the game updates while they are being loaded no longer stay torn until the next update.
  • Importing keys.txt, an update or DLC from MuffinEMU's own Documents folder works instead of saying the file couldn't be accessed.
  • Opening the app icon picker no longer keeps a large amount of memory for the rest of the session.
  • Memory used by cover art in the library is freed when a game starts.
  • The list layout of the library scrolls more smoothly.
  • Games that use quantised paired-single math (most 3D titles) run more of their code in the recompiler instead of the interpreter.
  • Starting several games in one session no longer keeps memory from the earlier ones.
  • Fixes negative values written by paired-single quantized stores, which could corrupt vertex and animation data in some games.
  • Float-to-integer conversions now match the console for NaN and exact .5 values.
  • The HOME menu has a Copy bug report row, so a problem can be reported with the game still running.
  • The HOME menu can show or hide the FPS readout while a game runs, without a restart.
  • Settings: the report texts point at the HOME menu's row too
  • Library: the empty-library hint names On My iPhone on an iPhone
  • After MuffinEMU is closed by iOS with a game running, the library says so at the next launch, with the usual cause and the log from that run.
  • Library: the row's date formatter at file scope (a generic type can't hold a static)
  • Settings search: texture filtering and performance readout terms
  • The welcome guide shows where the HOME menu is during a game.
  • When a game won't start, the screen now says why and what to do, not just to try again.
  • Bug report: include the texture filtering setting
  • HOME menu: the readout comes back in the corner it was in, per-game corners included
  • Favour accuracy also keeps paired-single float loads on the interpreter, a fallback if a game misbehaves with the faster JIT path.
  • Settings: say what Favour accuracy changes
  • Settings has clearer names, flags what needs attention (JIT off, no keys.txt) on its main list, and long pages have a row to jump to each section.
  • Settings: the account page's summary names what's on it