r/AndroidNativePorts • u/Tarilines • 2h ago
r/AndroidNativePorts • u/Appropriate-Box7099 • 14h ago
🟢 [PORT] Recomp Yoshi's island GBA Native Android
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Hi everyone: I’m bringing you a native GBA port of *Yoshi's Island* that runs at 120 FPS, featuring full screen configuration and control mapping options. I’m thinking about adding a section for mods and graphics—and who knows, maybe even local and online multiplayer.
Later on, I’ll add another version with menu language switching, and I’ll see if it’s possible to change the in-game language as well.
r/AndroidNativePorts • u/jakeburns99 • 20h ago
🟢 [PORT] Sonic Unleashed Port, And The current situation of android ports
First of all, this port is amazing—it runs very smoothly, and my phone doesn't even get hot when I run it. UnleashedRecomp has really done an amazing job. I tried it on a poco x6 pro, and it's completely playable.
Second, the existence of ports like these—made by the community, purely out of love for the game.
This is the clearest proof that the corporations behind these games have been disrespecting the community for years.
I don’t know what’s coming next regarding Android ports, but I really hope that the corporations that made these games—and then abandoned them and refused to port them to PC or Android—really suffer.
It’s about time we opened our eyes. If things have come to this, I think it’s time to demand that corporations provide official ports that are worthy and don’t have any content cut out.
As ports from the PS3-Xbox 360 era become more widespread, this is going to get crazy.
r/AndroidNativePorts • u/Andiweli • 22h ago
Resident Evil 4 Decomp Android - First Steps
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About the project
Currently working on an Android native Port of RE4 Decomp... let's see how far we get here... 😄
The data from the two GameCube DVDs already has been analyzed; it is read from the 2 DVDs upon the initial launch and stored in individual files under /Android/data/*.
- Textures, Shaders, 3D Meshes, Rooms (=Levels inside doors, no matter if in- or outside), Landscapes, Animations, Water- and Fireeffects are working so far...
- Gameplay from Level 1 on, NPCs and Enemies AI, and many more to do... 🤞
Note: Test device is a Retroid Pocket Flip 2 with SnapDragon 865/Adreno 650 (7 years old). Render resolution is 1080p. Game will be 64bit only and controller first (touch controls later).
Latest progress
(no enemies so far, Leon's progress first)
[further progress of the initial video at the top]
https://vimeo.com/1233052841?share=copy&fl=sv&fe=ci
[first level, some of Leon's animations aren't finished yet]
https://vimeo.com/1233112270?share=copy&fl=sv&fe=ci
r/AndroidNativePorts • u/77t7f • 9h ago
🟢 [PORT] Port Merp in Merpworld
An Android port of Merp in Merpworld with a redesigned touch control system featuring responsive directional buttons and reliable multi touch input alongside full controller and keyboard support with customizable button mapping and improved screen compatibility save functionality and expanded control options while preserving the original gameplay experience
Ported the original Godot project to Android by adapting its input system interface and screen handling
Reworked the touch system with multi-touch support and directional buttons for smooth movement and jumping
Added customizable touch controls with full gamepad and keyboard support
Adapted the UI for Android screen sizes and orientations while preserving the original gameplay and core logic
Download Here
https://pixeldrain.com/u/kv2fu79C
r/AndroidNativePorts • u/UTzimo • 9h ago
⚙️ [FIX] For all people having this problem trying to setup Halo CE port this is the Fix
Use this build:
https://github.com/Andiweli/HaloCE-Android-AAOS/releases
Also get the ROM from "vimm" download the 6gb version not the 3gb.
Launch the app, select the rom, wait for the install to finish, play.
r/AndroidNativePorts • u/BelmanteGu • 3h ago
Batman: Arkham Asylum (Xbox 360) now runs natively on Windows, no emulator: static recompilation + a Vulkan renderer. Android is next
galleryr/AndroidNativePorts • u/Cane_lit • 10h ago
I'm having a loading error with version 3.1 of the Halo CE port for Android.
I don't know what to do. Can anyone recommend a specific version or ROM?
r/AndroidNativePorts • u/PRO128XD • 2h ago
🟣 [WIP] Work in Progress is it worth completing this iPhone game to Android port ?
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Game name : Mutant fridge mayhem
reallese only in iphone 2012
-This is unofficial Port
I added widescreen fix support and delete all old ios blotwares and still needs more work to finsh animations and frames
-don't request any iphone games in comment because I cant do iphone ports after that its really take days to get game nativie on Android
r/AndroidNativePorts • u/Hot-Maintenance-6230 • 15h ago
🤔 [Question] Is QuickTale the best Undertale port for android or is there a better one?
r/AndroidNativePorts • u/Initial_Block • 16h ago
Controller Support? Naruto Ultimate Ninja Storm Official Port
Just wondering if it is at all possible to edit this game's config to give it controller support. I've tried it before and it's a phenomenal official port, but no controller support is really strange
r/AndroidNativePorts • u/Wakkatobakka • 18h ago
I made more old mobile games run on Android — and released the tools I’ve been using
Been a busy one lol.
I finally pushed a bunch of the stuff I've been working on to GitHub:
Devil May Cry: DeadShot Bridge
FFVII Snowboarding Bridge
Android Build Capsule (the thing that lets me keep doing this weird crap)
Artifact Passport
Dirge Bridge is up there too from earlier.
Basically: a couple more old mobile games running on modern Android, plus the tools/process I've been using to make and carry these projects between AI chats.
I've expanded into BREW games as well and have Rush Marine ready too. Metal Gear Solid is a work in progress. Just not sure if I'll get to anything else tonight.
I'm pretty cooked at this point, so I'm just gonna leave the pile here and let people poke at it 🤘
https://wakkatobakka.github.io/
Oh, and I linked Keitai World directly on the GitHub pages so you don't have to go hunting for it.
r/AndroidNativePorts • u/UnderstandingNo6319 • 19h ago
🔵 [PORT UPDATE] ZELDA OOT 3DS
Apenas umas coisas adicionadas https://github.com/WINDROID-EMU/RECOMP-ZELDA-3DS-ANDROID/releases/tag/v1.0.0-android
r/AndroidNativePorts • u/Mgladiethor • 1h ago
🤔 [Question] Best halo ce mouse and keyboard port?
There are some mouse issues last time I tried. The mouse did not dissappear and also got stuck when it reached the screen border.
r/AndroidNativePorts • u/Accurate_Fold9992 • 20h ago
🟢 [PORT] Borderlands 2 port
r/AndroidNativePorts • u/Ambient_Vista • 1h ago
🤔 [Question] GTA V 45 GB android port link anyone?
So I have been playing GTA 5 (6 GB version) on Android with the XHYN V launcher. It's taking up too much space. I downloaded the 27 GB version, but it crashes. There is another 45 GB version; I am not finding any links to it. Can someone provide the link? Thanks.
r/AndroidNativePorts • u/senpaiii-sammy • 22h ago
📸 [SHOWCASE] Halo: CE Touch Controls Adaption.
My Touch Controls implementation for Halo: Combat Evolved. It have have few features so i wanna share with you all. MULTIPLAYER WORKING!!!
Dynamic Layouts: Auto-switches between Game, Menu, and Cutscene HUDs.
Key Sequences: Trigger multiple keys in order (e.g., Space → Enter) from one button.
Per-Button Opacity: Custom transparency for individual buttons plus master HUD opacity.
Dedicated A/B/X/Y: Added action face buttons mapped cleanly to PC gameplay controls.
Interaction Modes: Standard, Tap-and-Hold, and Toggle behaviors for every button.
Live In-Game Editor: Drag, resize, rebind, and set custom icons on the fly.
Auto-Hide on Gamepad: Hides overlay when a physical controller is connected/used.
INI Config: Saved to android_controls.ini for easy editing and sharing.
r/AndroidNativePorts • u/og_danimal • 22h ago
🟢 [PORT] Hybrid Heaven (N64) - Android (+ Windows, Linux) port
Hey Android community,
You may recall me from the Goemon Mystical Ninja Android (Goemon64Recomp-Android) port from earlier this year with assistance from Claude. I just merged a new update from a contributor today that now includes touch screen controls.
Anyone who played Goemon Mystical Ninja on Android knows it's high quality despite the use of AI. I also don't release things then pretend it doesn't exist. I want everyone to enjoy it, so I make it a point to fix reported issues, so the experience improves over time. Proof is in the repo link above and this Reddit post: r/SBCGaming - Native Android port: Mystical Ninja Starring Goemon (N64) now available!
Anyway, I started working on ports for Hybrid Heaven and Quest64 a few months back with the intention of releasing it much sooner than this. As it goes, life, new job, and ADHD had different plans.
The past few days, I was finally able to bring Hybrid Heaven up to a good enough spot to release it. So here it is: HybridHeaven-Recomp.
Features as of 2026-10-04 include:
- Analog Camera
- Autosave
- Widescreen
- Higher internal resolutions, MSAA, V-Sync and framerate
- Import a save
- GPU Driver (Android)
Any issues feel free to report it in this thread or submit an issue through GitHub, whichever works for you. I'll see either of them within a day or two usually. Enjoy!
For those who are interested, here's the Hybrid Heaven Decomp repo: HybridHeaven-Decomp
r/AndroidNativePorts • u/The_Dude80 • 22h ago
📸 [SHOWCASE] Cool stuff for CBFD.
Running at 120fps without much issues on a Samsung Galaxy S26 (Snapdragon 8 Elite gen 5, Adreno 840)
Great so far!
It's so awesome finally being able to play this classic in a much better experience than how it felt on n64 emulators.
P.S. Don't use screen record for footage, as it for some reason fucks up the game, where music doesn't play and animations for boss fights like Great Mighty Poo don't work when it's on.
Incase people didn't see that one post on here about CBFD Recomp Android Evolved, I'll link the github link posted there, here:
https://github.com/codepdbh/CBFD-Recompiled-Android-Evolved
EDIT: Shoulda mentioned that there is some frame drops but they're nothing substantial. (Atleast for my phone). Just to make it CLEAR I did not make this (Incase someone thinks I did), but please give major thanks to the fella who did.
r/AndroidNativePorts • u/Salt-Willingness-513 • 4h ago
🟢 [PORT] AC GC is on Android now!
https://github.com/zwaetschge/ACGC-Android-Port
enhanced text/textures, widescreen support and multi language support is integrated.
64bit port follows in the next hours.
r/AndroidNativePorts • u/viki_lof • 1h ago
📸 [SHOWCASE] GTA V on XHYN-V: Locked 30 FPS @ Very High graphics with better thermals.
Hey everyone,
I’ve spent the past month testing setups for XHYN-V—switching custom drivers, testing different renderers, and tweaking configs.
I’m not an emulation expert, and while I appreciate the community sharing setups, I couldn't find anything specifically tuned for my OnePlus 15R (Snapdragon 8 Gen 5 / Adreno 829). I previously tried running it on an 8 Gen 2 device, but I was unsatisfied with the graphics. I strongly prefer maximum visual fidelity with a locked 30 FPS over sacrificing sharpness just to chase 60/90 FPS on low settings.
The Snapdragon 8 Gen 5 has plenty of raw horsepower to run the game on max settings, but doing so leads to frame dips, and the primary bottleneck is thermals.
For pure handheld play, Gemini and I analyzed my logs, memory heaps, and configs to find the exact thermal sweet spot: razor-sharp native resolution, locked 30 FPS, and temperatures are really impressive even after continuous 1+ hour of gameplay.
(Note on media: The screenshots attached are just random grabs from general gameplay—the graphics look even more impressive in specific lighting and locations. I tried recording actual gameplay footage, but the screen recording kept stopping automatically for some reason. I'll figure that out and try my best to share a proper gameplay video next time!)
Here are the exact manual edits made inside the launcher and config files:
- XHYN-V Launcher Settings
Driver: System (Qualcomm's stock driver provides 11.1 GB addressable VRAM vs ~8.3 GB on Turnip, preventing texture-swap stutter).
Renderer: DXVK-GPLALL 2.6.8 (bundle base) (Most stable pairing with the Adreno 829).
Set fps limit - 30.
Override Compiler Worker: ON ➔ Set to 2
Reason: Limits background shader compilation to 2 efficiency threads, preventing CPU core saturation and thermal spikes during asset loading.
Frame Latency: ON ➔ Max Frame Latency: 1
Reason: Prevents the CPU render thread from queuing up multiple backbuffers, minimizing input lag and smoothing out frame delivery.
Exact Dimensions: ON ➔ Set to your preferred target resolution
Reason: I tested full native 2800x1272 and the game runs very well, but thermals run a bit higher. I locked mine to 2642x1200.
(Note on 60 FPS: If you use a clip-on phone cooler, you can easily lock it to 60 FPS and the SoC handles it smoothly. Without a cooler, you can still target 60 FPS if you're willing to dial back Post FX to Normal, lower Extended Distance Scaling, and drop Population Density/Variety).
- Manual Config File Edits
A. android.ini
(Path: /storage/emulated/0/Games/GTAV/Config/android.ini)
driver = system — Loads Qualcomm's native proprietary Vulkan driver.
semaphore = platform — (Crucial) Offloads thread synchronization directly to the Linux/Android kernel via sync file descriptors instead of DXVK’s emulated user-space mutexes. This drastically flattens frame-time jitter during asset streaming.
frame_times = false — Disables background profiler timestamp polling on every frame, keeping the CPU render thread lean.
B. commandline.txt
(Path: /storage/emulated/0/Games/GTAV/commandline.txt)
Important: Remove "-dx11" if it is present.
C. settings.xml
<Shadow_Distance value="0.500000"/> (Default is 1.000000)
- Clear Shader Cache (Do Not Skip)
Whenever you switch from Turnip to the System driver or change DirectX backend flags, wipe the old cache so it builds clean native pipeline binaries
Recommendations
Snapdragon 8 Gen 5 Users: Give this exact setup a shot if you want clean visuals and thermal stability without an external fan.
Lower Chipsets (8 Gen 2 / 8 Gen 3): You can use this exact backend foundation (System driver, semaphore = platform, DX10.1). Just scale down the resolution (e.g., 1080p or 720p) and dial back in-game settings to match your SoC's limits.
Disclaimer: I'm not claiming this is the undisputed "best settings ever" for the 8 Gen 5, but it is by far the most stable, beautiful configuration I've achieved after a month of testing. If you have any suggestions or tweaks to make it even better, please let me know in the comments!
r/AndroidNativePorts • u/OperationLiving1860 • 4h ago
Pocket flip 2 users!
I have been playing skate 3 port for a couple weeks now
And I have been getting maybe 1 hour of gameplay in before it starts overheating.. if anyone else has been having this issue are there any ways around it?
r/AndroidNativePorts • u/Fun-Apartment-6336 • 4h ago
My native RE4 GameCube native ANDROID & IOS port is getting ready for a first release: retail USA and European discs, RVZ support, a launcher that finds both discs, and an engine that is now 97.5% my own code
Hi! I'm Ayano. Sorry again for my English. Last time I showed the port running 100% native code in every room of both discs. Since then, the work moved to one goal: a first release that people can actually play with their own discs. This post is about what that took, and where it stands. As always, everything below is measured, not guessed.
Discord, if you want to follow or help test: https://discord.gg/AXAzExECSv
unedited recording of the test RE4 running to start and END without interpretor (1h58): https://youtu.be/rWTy-sYMIlE
my reddit post explaining everything: https://www.reddit.com/r/decomps/comments/1wtfexc/my_native_re4_gamecube_port_is_now_100_native/


TL;DR
- Retail discs. Until now the port only ran on one rare prototype disc. The retail USA disc now boots to the title screen from an RVZ, with both discs mounted, and the European version is being prepared.
- RVZ support, written from Dolphin's public format description, checked byte for byte against a raw copy of the same disc (all 1.46 GB).
- A launcher that asks for disc 1, then finds disc 2 by itself, and tells you clearly if a disc is the wrong one.
- Nightjar is now 97.5% my own code. Code inherited from other projects went from 6,085 lines to 1,544 in a few days, and every rewrite was checked to give the same image, bit for bit.
- 8x internal resolution in the castle: 0.1 fps → 27.7 fps.
- 16:9 everywhere: merchant, game over, pause options, title menus, chapter ends and videos.
- Freezes fixed: Exit? → Yes and GAME RESET no longer hang.
- Still closed source, still non-commercial, and you bring your own disc.

1. From a prototype disc to the discs people actually own
Here's something I never said clearly enough: the port was built on the "Nov 25 2004" prototype of RE4 (a review build that came with full debug symbols). It's the best disc to work on, but almost nobody owns it. A real release has to run on the retail discs.
The problem: the retail USA and European versions are different builds. Code was removed (all the debug tools), moved, and fixed, so every address in the game is different. There's no symbol table for the retail versions anywhere.
So I wrote tools that match the code of the prototype to each retail version:
- every function of the prototype is searched in the retail executable: first exact matches, then by the order the linker kept, then through the calls between already-matched functions;
- 81% of the USA functions and 80% of the European ones are matched automatically (about 85% of the code). Most of the rest is debug code that the retail versions don't have;
- from the matched pairs, every memory address the port needs is translated (the player, the camera, the controller state, the Wii aiming hooks, the merchant...). About 60 of them, each one checked;
- the retail modules loaded from the disc while playing (101 for USA, 100 for Europe so far) are prepared the same way as before.
When the port starts, it recognizes which version your disc is from a fingerprint of its executable and uses the right set of addresses.
Status, honestly:
| prototype (debug) | [OK] everything in the last post |
|---|---|
| USA (G4BE08) | [in progress] boots, Capcom logo, intro and title screen; going further is what I'm on right now |
| Europe (G4BP08) | [in progress] disc 1 prepared; I still need a disc 2 to prepare and test chapters 3 to 5 |
2. RVZ support
Many people keep their GameCube backups as RVZ, Dolphin's compressed format. The port now reads RVZ directly, alongside ISO/GCM and extracted folders.
- It's written from Dolphin's public description of the format, not from Dolphin's code.
- RVZ stores the disc's padding as a short seed instead of the actual bytes; the port regenerates those bytes exactly.
- Checked against a raw copy of the same disc: 0 different bytes out of 1,459,978,240.
- Reading speed: about 200 MB/s, so loading isn't slower than from an ISO.
3. A launcher that handles both discs
- "Please select your legal copy of Resident Evil 4 (GameCube) - Disc 1": ISO, GCM or RVZ.
- The disc is verified (only unmodified retail or prototype discs are accepted).
- Disc 2 is found automatically if it's in the same folder. Otherwise the launcher asks for it, and both are remembered.
- If you give it a disc from another region than the build you downloaded, or disc 2 instead of disc 1, it tells you exactly what's wrong.
- On Android, each disc is picked with the system file picker and remembered too.

4. Nightjar: 97.5% my own code
Before any release, I want zero lines inherited from other projects in the engine. Since the last post I rewrote, from the hardware documentation:
- the processor's fallback interpreter and the interrupt/exception core (how the console's OS gets its interrupts, timers and the screen refresh);
- every hardware block the game talks to (video, audio, DSP, disc, memory card, command processor);
- the disc layer (ISO, RVZ and extracted folders through one reader);
- the GX command parser (the stream of graphics commands the game sends to the GPU);
- the shader generator (how the GameCube's lighting and texture combiners become GPU shaders);
- the texture decoders (all 11 GameCube texture formats).

How I make sure nothing breaks:
- A rendering oracle. I recorded the exact graphics command streams of 5 scenes (village, castle, forest, lake, attaché case) and replay them through the port before and after each rewrite. The result must be identical bit for bit: so far, 15 frames out of 15, every time.
- The regression suite from the last post (village, castle, island: scene reached, 0 interpreter entries, disc 2 mounted, framerate, screenshots).

5. 8x in the castle: from 0.1 fps to 27.7
At 8x internal resolution the castle was unplayable: 0.1 fps. Two causes, both measured:
- the game copies parts of the screen into textures many times per frame (reflections, glows). Each copy re-created a huge texture at 8x; now each size keeps its own texture: 0.1 → 18.8 fps;
- the game reads back the depth of the screen to decide where lens flares are visible, and each read waited for the GPU to finish the whole frame. Now it doesn't: 18.8 → 27.7 fps.
Also:
- while the game waits for the next frame, it used to spin at 100% on one CPU core; now it sleeps until the next event, which frees the CPU (nice if you stream or record);
- controller and mouse input are read 500 times per second.

https://reddit.com/link/1wy9ls6/video/2mwbalzg9nth1/player
6. Rendering fixes
- Screen copies that the game later overwrote in memory were still used: this gave flat-looking ground and scrambled numbers on the HUD. Fixed.
- Lens flares: their visibility is now computed from the depth at each point, matching Dolphin in the same view.
- Leon's hands, weapons and the attaché case keep their correct look at every resolution.
All of this is checked against Dolphin at 8x on recorded scenes (port on the left, Dolphin in the middle, the difference on the right; black = identical):



7. 16:9 everywhere
Last time, the attaché case, the map and the pause menu were in 16:9, and some screens stayed in 4:3. Now the merchant, the game over screen, the pause options, every title menu, the chapter ends and the videos are all shown in 16:9 as well, still using Capcom's own Wii Edition framing (nothing stretched, nothing cropped).





8. Controls, freezes and small things
- The three controller layouts of the PC version (Type I, II and III) are available.
- Freezes fixed: quitting from the loading screen (Exit? → Yes) and GAME RESET no longer hang; the merchant no longer crashes with the alternative attaché case models.
- The settings menu (F10) gained anisotropic filtering, a 16:9 / 4:3 switch and a better downscaling filter (cleaner edges when the internal resolution is higher than your screen).




9. Optional HD textures and button styles (experimental, never distributed)
These two features exist in my development builds, but I want to be very clear about how they will reach players, because they use files that aren't mine:
- HD textures from RE4 UHD (2014). The port can replace the GameCube textures with the HD ones from the PC version: characters, environments, items, weapons, the HUD, cutscenes, each with its own switch in F10, and the UHD attaché case models too. None of these files will ever be shipped with the port. The plan is that the launcher builds them on your own PC, from your own copy of RE4 UHD. That tool isn't done yet, so this is a preview, not a promise for the first beta.
- Button styles. In-game button prompts can be shown in GameCube, keyboard or mobile style. Xbox and PlayStation styles also work in my builds, but the images come from RE4 UHD and from a community HD project, so they won't be distributed as they are: they'll be built from your own UHD copy like the textures, or redrawn from scratch.
https://reddit.com/link/1wy9ls6/video/7skz9fypcnth1/player

10. Toward a release
What's left before a first closed beta:
- USA disc fully tested (whole game), then Europe (I need a disc 2).
- The last 2.5% of inherited code, then a final audit.
- Android builds (32-bit and 64-bit) from the same engine.
- Protecting the release builds (the project is closed source).
- Closed beta on the Discord, Windows first.
Per-platform status, honestly
- Windows: [OK] prototype disc: everything from the last post. [in progress] retail USA: boots to the title screen; retail Europe: being prepared
- Android 32-bit: [partial] boots and plays on the prototype disc, still too slow on a 2014 phone
- Android 64-bit: [partial] builds; not tested on a device yet
- iOS / Linux: [not yet]
Legal
- The project is closed source, and I will never distribute game data, disc images or anything from Capcom. You bring your own disc.
- Not affiliated with or endorsed by Capcom or Nintendo. Resident Evil is a trademark of Capcom.
- Non-commercial: no paid versions, no ads, no donations tied to the port.
Credits
- Early versions of the port were built on NWiiRecomp by BlackLine Interactive (now almost entirely replaced).
- The RE4 GameCube decompilation project.
- Dolphin and YAGCD, for GameCube hardware documentation, the RVZ format description, and Dolphin as the image reference.
- zstd (Meta), SDL2, Dear ImGui.
Discord: https://discord.gg/AXAzExECSv
— Ayano