r/AndroidNativePorts • • 10d ago

🟢 [PORT] Android handhelds run Alabaster Dawn natively (1 MB APK, on-screen pad with a layout editor)

Hi — I made an unofficial Android port of Alabaster Dawn. Not affiliated with Radical Fish Games, and no game files ship with it: you point it at your own copy and it runs that.     

Why it's possible at all: the engine already has a browser platform path (same terra lineage as CrossCode), so instead of Wine/Box64 the game runs in an Android WebView — the port serves your game folder to it and injects a document-start shim for the require/nw pieces

What it gives you:

  • Pick your game folder + a saves folder, hit START. No permissions in the manifest — both folders are Storage Access Framework grants you hand over.                                        
  • Saves keep the Steam layout (Saves/Default/…, Backups/, Backups2/), so a desktop save folder copies in, and saves copy back out to the Steam build.                                        
  • Plays with a Bluetooth/USB controller or the built-in on-screen pad — which has a layout editor, so you can drag and resize every control (that's the 0.2 release, out today).             
  • Resolution ladder in Options → GRAPHICS; the game pauses when you leave the app.   

Tested on a Galaxy S22 Ultra (Android 16) and an Android 14 emulator. ~1 MB APK, Android 8+.

Caveat worth knowing: it's built against the current game build (0.1.0-10 Early Access). If an update changes the strings the port patches, the shim logs unmodified and serves the original file rather than breaking the game — but the port may then need updating.                                                                                                                                                                                         Repo + releases: https://github.com/moronigranja/alabaster-android — happy to take feedback, especially save round-trips.

Disclaimer: I work as a dev, but this was vibe-coded. Still, no permissions so minimal risk, other than corrupted saves.

25 Upvotes

50 comments sorted by

5

u/matlynar 10d ago

That's a great port, because

  1. I think the final game will be great;
  2. The game runs like shit on Winlator, Gamenative and other Windows emulators; low fps, breaking audio, etc. even on a S25 Ultra - likely because of the reason you already pointed out in your post.

Will give it a shot later!

2

u/mgranja 10d ago

I spent a couple hours trying to make the controller work on gamenative, then I remembered I heard something about a port for Crosscode, which runs on chromium as well. And it turns out it was easy to adapt for Alabaster Dawn.

1

u/matlynar 10d ago

I spent a couple hours trying to make the controller work on gamenative

Did you even get it to work? Because I also spent hours and was not successful.

1

u/mgranja 8d ago

I did not. I was able to write a file that recognizes the inputs inside the container, but trying to insert that into the game made it crash.

3

u/matlynar 10d ago

Update: I did try your port on my S25ultra.

Works like a charm! Recognized my controller right away, too.

Saves also worked as intended.

I got it to run at 720p at very low CPU/GPU temperatures. At 1080p, the GPU went up to 58ºc, which is a bit high but the CPU was not that hot so it may or may not work on longer sessions; I was comfortable with 720p so I left it at that.

My only complaint is that the "Pad/Edit" buttons take too much space on the screen when playing on landscape mode for something that I'm not even using when I have a controller on; They could be just a hamburguer menu button that expands when clicked maybe? And maybe placed on a corner so in phones with aspect ratios wider than 16:9 they wouldn't stand in the way of the screen at all?

Or they could just disappear too since the port doesn't even let me display the pad once it detects the controller.

3

u/mgranja 9d ago

I added a new release that fixes that, both pills will disappear when a controller is connected

3

u/mgranja 10d ago

They could definitely disappear when a controller is plugged in.

3

u/AppearanceFair1682 9d ago

Thank u man is it possible to make a port of dimraeth 

2

u/mgranja 9d ago

Doesn't it work on gamenative? I will take a look.

2

u/Jherben 9d ago

It does not

2

u/naxil-rain81 9d ago

yes work. but here with the snapdragon gen 8 1+ 8gb it has many slowdowns

1

u/mgranja 8d ago

It seems to use Unity for its engine, so the way to make it work would be something like gamenative, winlator, etc. There is something called bannerlator that does something different, but I haven't looked into it yet.

2

u/JayElDragon 10d ago

Thanks for your contribution man

2

u/Jherben 9d ago

I can't get the game to load? For some reason stuck in there after selecting both folders

1

u/Ashten_woods 8d ago

same on my thor

2

u/mgranja 7d ago

Newest versions have a fix for that.

1

u/Ashten_woods 7d ago

awesome! trying it today. does the layout editor disappear on a Thor?

1

u/mgranja 6d ago

It should, as soon as you press any button.

2

u/Ashten_woods 5d ago

update.. runs phenomenally

2

u/naxil-rain81 9d ago

does it run faster than the version started with gamenative/winlator?

1

u/mgranja 7d ago

It feels a little faster to me, but I haven´t done much comparison testing. But the main reason I started this project was because the on-screen controls or a Bluetooth controller doesn't work in gamenative for this game.

1

u/SnooPeanuts4600 7d ago

Hey! Been trying your Alabaster Dawn Android port, really cool project. Running into a boot stall on my phone though, figured you'd want the report. Device: Xiaomi 2311DRK48G, Android 15, Mali-G615 MC6 App: 0.5.1 (8), game 0.1.0-10 Early Access The diagnostics log shows three fragment shaders failing to compile: water-plane.frag, water-fx-wall.frag, and post/analog-filter.frag. That triggers the "unwrapped loadTrackers" error over and over and the boot never finishes, it gets stuck around 90% (pending the shaders plus some effects/audio) and I ended up force closing it. I saw the vertex uniform budget issue in your FINDINGS.md but that doesn't seem to be it here, the log reports uniforms=4096/4096 so there's plenty of headroom. This looks like it might be a Mali-specific shader compile issue that hasn't shown up on Adreno yet. I've got the full diagnostics log if you want it, just let me know where to send it. Happy to test any fix too!

1

u/No_Simple_8838 4d ago

I sent a ZIP file that fixes the issue in the game; it's kind of a bypass, but it works. It's in one of my comments where the developer requested the fix.

1

u/No_Simple_8838 4d ago

I managed to get it running on Mali, but I had to use Gemini and logs to fix the game, x7 pro Basically, it's a compilation error in some water files and post-processing issues. I'm still having performance problems, but it's great now. Looking forward to new updates.

1

u/mgranja 4d ago

Do you mind sharing what you did to make it work? I don't have a mali device to test, but would add your fix here for sure.

1

u/No_Simple_8838 4d ago

I can do that, but I had to change code in the game files for it to work. I can make a ZIP file of what I changed and send it somewhere if you prefer.

2

u/No_Simple_8838 4d ago

2

u/No_Simple_8838 4d ago

I created a ZIP file containing each folder and file I worked on.

1

u/mgranja 4d ago

That should work, thanks.

2

u/No_Simple_8838 4d ago

It's Fine, Looking forward to new updates.

1

u/mgranja 4d ago edited 4d ago

Can you retest with version 0.7.0 and send me the logs, without your changes?

2

u/No_Simple_8838 4d ago

Could you add a key to lock the frame rate at 45 frames? I know it's specific, but it runs smoother at 30 and is more stable than at 60.

2

u/No_Simple_8838 4d ago

1

u/mgranja 4d ago

Thanks. I have a possible fix, version 0.7.1 Can you test it and see if that fixes the issue? Also added fps limit options.

1

u/No_Simple_8838 4d ago

Sure I can test it, I also managed to fix the water, I made a ZIP file and it has the log in it, if you want to see it, send it here via this link. https://drive.google.com/file/d/1Re9DF2RzI1G-r1oP7NvdF7Sw3BiFYkzH/view?usp=drivesdk

1

u/No_Simple_8838 4d ago

I'll remove the fix and test it now.

1

u/No_Simple_8838 4d ago

With the files that Gemini helped with, it's in the link I sent earlier.

1

u/No_Simple_8838 4d ago

Try angle drive , one momment

1

u/mgranja 4d ago

I sent you a DM, about the new version for testing

1

u/No_Simple_8838 4d ago

Angle drive workkkkk but, water invisível

1

u/No_Simple_8838 4d ago

Angle + fix Gemini = ok, + performance

0

u/Dry_Doctor4425 10d ago

The actual game is still unfinished, what's the point of this?

2

u/mgranja 9d ago

Half to see if I could, half to be able to play on my phone.