Cemu for Android: Second Experimental Build Released with Numerous Improvements

It’s been four months since the release of the first experimental build of Cemu for Android , and the Wii U emulator continues to evolve under the guidance of developer SSimco , with a new update recently released.

Although still in its preliminary stage, the app has received numerous improvements that are progressively improving its stability, compatibility and usability on mobile devices.

The work done focuses largely on a deep refactoring of the code, aimed at making the entire structure of the emulator more modular and maintainable.

Among the most notable improvements are the addition of specific settings for emulation, the introduction of data files for a more organized management of contents, and a new system for detecting the orientation of the device through sensors.

On a technical level, crucial changes have been reapplied, such as the use of atomic pointers instead of mutexes in the GX2 graphics module and the fixing of recompiler-related crashes on ARM architectures.

Other improvements included GPU command buffer management, to bring rendering behavior into line with that of the original console, and the resolution of potentially critical race conditions on aarch64 systems.

On the backend, a new AArch64 compiler has been implemented, improved support for Skylander devices on Xbox 360, and optimized DMA memory management.

Several patches have focused on the graphics side, particularly in the Vulkan backend, where validation errors have been fixed and buffer robustness has been improved.

The user interface has also received significant updates: a title manager has been added, the code for the game list and emulation screen has been refactored, a custom driver system has been introduced, and settings saving has been improved.

Finally, macOS compatibility issues have been fixed, keyboard shortcuts have been optimized, and several internal components such as libraries, dependencies, and the build system have been updated.

Changelog

This changelog was compiled based on the latest commits recorded in the development repository

What’s new and improvements

  • Added new settings for custom emulation.
  • Introduced management of data files necessary for the correct functioning of games.
  • Improved device orientation detection via sensors.
  • Added a recompilation backend for AArch64 architectures.
  • Improved Vulkan buffer robustness for improved graphics stability.
  • Applied a GPU command buffering system consistent with the original console behavior.
  • Extensively refactored the native code, emulation interface, and input system for Android.
  • Optimized memory management and DMA support (16-bit endian swap).
  • Added a title manager and custom driver interface.
  • Introduced the ability to log errors not handled by Java code.
  • Introduced a CLI system to enable the multi-core interpreter in debug (useful for heavy games like Breath of the Wild ).

Corrections

  • Fixed crashes related to switching controller types.
  • Fixed compatibility issues with Xcode 16.3 on macOS.
  • Fixed a bug in paths containing spaces in desktop versions.
  • Fixed race conditions in module coreinit.
  • Fixed PPCInterpreter memory layout to maintain compatibility with external plugins.
  • Improved support for Skylander Xbox 360 devices and USB peripherals such as Kamen Rider.
  • Fixed graphics validations in ImGui with sRGB framebuffers enabled.

Optimizations and refactorings

  • Cleaning and reorganizing Android code and internal libraries.
  • Refactored the input overlay and GUI code.
  • Reimplemented support for atomic pointers in the GX2 graphics module.
  • Improved continuous compilation (CI) system with official Docker devkitPPC.
  • Disabled Ctrl+Q shortcut to avoid accidental exits during gameplay (on non-macOS platforms).
  • Updated several dependencies, including cubeband MoltenVK.

Download: Cemu v0.2 (experimental)

Download: Source code Cemu v0.2 (experimental)

Source: github.com

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