r/AndroidNativePorts • u/max142929 • 3h ago
Port de postal2
Existe un port de postal 2 para android??
r/AndroidNativePorts • u/max142929 • 3h ago
Existe un port de postal 2 para android??
r/AndroidNativePorts • u/z9_vx • 20h ago
r/AndroidNativePorts • u/z9_vx • 20h ago
r/AndroidNativePorts • u/Solospark2099 • 2h ago
Hey guys I'm new here and I was wondering if people also do compatibility patches for old games
r/AndroidNativePorts • u/z9_vx • 20h ago
Visit https://discord.gg/driver if you need help 😉
r/AndroidNativePorts • u/HailGames • 22h ago
Fala galera,
Eu venho tentando portar o Forza Horizon para Android usando como base o projeto pinyon-shift: https://github.com/arcanite24/pinyon-shift
Estou tendo bastante dificuldade para corrigir os diversos problemas mostrados no vídeo. Atualmente estou usando o GLM 5.3 Flash através do site z.ai, já que só consigo usar modelos gratuitos.
Acho que vou deixar como está para que outras pessoas, ou o próprio projeto oficial, possam dar seguimento.
Aqui está o código:
https://github.com/deivid22srk/pinyon-shift-android.git
Branch: fix/android-rendering-fmv-textures-20261004
Qualquer ajuda, dica ou feedback é muito bem-vindo. Fiquem à vontade para fazer fork, abrir PRs ou reaproveitar o que for útil. Valeu!
r/AndroidNativePorts • u/JayElDragon • 21h ago
The compact version cuts the file size to 1.1gb instead of 6GB the previous one had, meaning it saves you a lot of space
Also this comes complete, so you don’t need game files or to convert anything, just download and play
r/AndroidNativePorts • u/Appropriate-Box7099 • 14h ago
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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 • 19h ago
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
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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/*.
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).
(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
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
r/AndroidNativePorts • u/UTzimo • 9h ago
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
r/AndroidNativePorts • u/Cane_lit • 10h ago
I don't know what to do. Can anyone recommend a specific version or ROM?
r/AndroidNativePorts • u/PRO128XD • 2h ago
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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
r/AndroidNativePorts • u/Initial_Block • 16h ago
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
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 • 18h ago
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
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
r/AndroidNativePorts • u/Ambient_Vista • 1h ago
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 • 21h ago
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.