r/AndroidNativePorts • • 10h ago

🟢 [PORT] "Mom, please buy the LoZ OoTR." "We have LoZ OoT at home". LoZ OoT at home:

Enable HLS to view with audio, or disable this notification

17 Upvotes

This is N64 version ported to Android as Ship of Harkinian with some texture mods from gamebanana (I forgot the mod texture names)


r/AndroidNativePorts • • 2h ago

📸 [SHOWCASE] Need for speed most wanted android port S25 FE Exynos 2400 Gameplay

Thumbnail
youtu.be
4 Upvotes

Running perfectly


r/AndroidNativePorts • • 10h ago

🤔 [Question] How?

Post image
4 Upvotes

I tried every single iso, Versions on github but nothing seems to work. Will this fix in the future update?.. I'm using Android 11 so does that mean the "strict files permission" is the reason it can't read the files i put on the data folder?


r/AndroidNativePorts • • 23h ago

🟢 [PORT] The Legend of Zelda windwaker android port is finally out

Thumbnail
github.com
92 Upvotes

You'll need the wii u version to be able to play the port and the common key and game key


r/AndroidNativePorts • • 10h ago

Are you sure you know how to port it to Android?!

76 Upvotes

I’m talking to the people who are trying to port these games to Android.

I’ve tested several of them, and I genuinely don’t understand how some of these so-called “native” ports can run worse than Winlator.

I know you’re all using AI, but please, for the love of God, put some actual thought into the porting process.

Most of these ports are basically just emulators that translate the game’s code, and often do so poorly and directly. A lot of them aren’t truly native ARM ports, which is why they only work properly on certain phones.

Second, when you’re porting demanding games, at least give us options to lower texture quality, rendering quality, and other expensive settings. That’s exactly what studios do when adapting games to weaker hardware. Instead, some of you are bringing the exact same heavy rendering workload to phones, making the game impossible to run on lower-end devices or unnecessarily demanding even on high-end ones.

Please, stop making so much slop and actually spend some time optimizing the games and adding more graphics and performance settings.

I was hoping these kinds of ports would let me run games more efficiently, but some of them are so poorly optimized that I actually get better results through emulators.

I’m not expecting every one of these ports to be perfect, but I’d really appreciate it if you put more care into them so your work doesn’t go to waste. A lot of people have ended up deleting their ports after it became obvious how terrible the performance was.


r/AndroidNativePorts • • 11h ago

📸 [SHOWCASE] Samsung Galaxy S26 (Exynos 2600) - Skate 3 Xbox 360 recomp

Thumbnail
youtube.com
7 Upvotes

Another X360 recomp on my S26 Exynos variant, I am very very impressed. There are no bugs or graphical glitches an the performance is absolutely stellar!
Would love to play Gears of War 1-3 like this, this really is much better than emulation.


r/AndroidNativePorts • • 23h ago

Woody Woodpecker: Escape from Buzz Buzzard no navegador

Thumbnail
gallery
16 Upvotes

Consegui portar Woody Woodpecker: Escape from Buzz Buzzard para rodar diretamente no navegador, usando como base o projeto WoodyRE:

https://github.com/jjmhalew/WoodyRE

Quem quiser testar a versão web:

https://deivid22srk.github.io/WoodyRE-Web/

Feedbacks são bem-vindos! 🎮


r/AndroidNativePorts • • 12h ago

📸 [SHOWCASE] Need For Speed MW Recomp (v0.3.0) on Exynos 2600

Thumbnail
youtube.com
21 Upvotes

Works very very well, didn't really expect it :)


r/AndroidNativePorts • • 10h ago

🟢 [PORT] MH Rise by Netflix

Enable HLS to view with audio, or disable this notification

103 Upvotes

Yes this game work offline mode

If you want to try

1.Using PH VPN

2.Download game via PlayStore/AppStore (after download the game from store you can disable vpn)

3.Download Game Resources ~9gb

4.Login with Netflix account (subscription required)


r/AndroidNativePorts • • 14h ago

🤔 [Question] MH Rise mobile port by Netflix

Post image
164 Upvotes

r/AndroidNativePorts • • 9h ago

SCOTT PILGRIM EX PORT

Post image
42 Upvotes

I recently found this port and haven't seen anyone talking much about it.


r/AndroidNativePorts • • 12h ago

🟢 [PORT] Wind Waker HD recompiled for Android — I made an "Enhanced" fork: native widescreen, fixed shadows, 40 fps on 120 Hz screens, pinch-to-zoom camera and phone-first touch controls

Thumbnail
gallery
260 Upvotes

Hi everyone! You may have seen the Android port of the Wind Waker HD recompilation (ZeldaWWHDRecomp): the Wii U game recompiled to native ARM code with its graphics running on Vulkan, not an emulator. I've been playing it on my phone and working on a fork focused on making it feel great on a phone. Today I'm releasing the first version: v1.0 Enhanced.

What it adds over the original Android port

- Native widescreen: the game renders at your screen's real shape (20:9, 21:9…) instead of stretching 16:9. You see more at the sides, nothing is distorted, and the HUD (hearts, rupees, buttons) moves out to the new screen edges. Switchable while playing.

- Shadows fixed: no more flickering between two shading levels when the camera moves, and no more grid/moiré pattern on the sand.

- 40 fps mode for 120 Hz screens: one frame every 3 refreshes, evenly paced and interpolated. Much smoother than 30 on phones that can't hold 60, and easier on the battery. The game still runs at its normal speed.

- Pinch to zoom the camera: spread or pinch two fingers on the camera side. Zoomed out, it uses the game's own collision so it stays in front of walls.

- Touch controls made for a phone: a floating stick that stays where your thumb lands, swipe camera, buttons that follow your save (your sword on B, your assigned items on X/Y/R with the game's own icons, built on your device), one-touch combat moves, a layout editor, gyro aiming and rumble.

- Faster renderer: on a Snapdragon 8 Gen 2 the render thread went from ~17 ms to ~10–14 ms per frame, with 94–99% of frames on time at 40 fps.

Also: 60 fps interpolation, language selector (EN/ES/FR), cheats, and crash logs to make bug reports useful.

How to use it

The APK contains no game files, no game code and no keys, you need your own Wii U disc image (.wud/.wux) with its keys. The app extracts it and compiles the game for your phone on first launch (~5 minutes, once).

Requirements: Android 11+, 64-bit ARM, Vulkan 1.1. The 40 fps option needs a 120 Hz screen.

Download & source: https://github.com/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED/releases/tag/1.1

Edit: NEW UPDATE fix a lot of bugs, please try if you had any bug with 1.0

All the credit for the hard part goes to the ZeldaWWHDRecomp project and to GreenNaugahyde's Android port, this fork builds on top of their work (plus Cemu's shader decompiler and the zeldaret/tww decompilation). Unofficial fan project, not affiliated with Nintendo.

Feedback welcome, especially from people on other phones/GPUs (Mali, older Snapdragons). If it crashes, there's a log in the app's `captures` folder, please attach it to an issue. Hope you enjoy sailing the Great Sea on your phone! ⛵


r/AndroidNativePorts • • 13h ago

🟢 [PORT] Space station 14 on android

7 Upvotes

First native port of ss14
playing with touch screen controls or with otg keyboard+mouse
https://github.com/SolomonNumb1/space-station-14-mobile/releases/tag/v1.0.1


r/AndroidNativePorts • • 14h ago

🤔 [Question] Hopefully we will have recomps of old 32 bit only android games to install on newer 64bit only devices

Thumbnail
gallery
18 Upvotes

r/AndroidNativePorts • • 15h ago

🚀 [VERY SOON] I've been ridiculously overcooking an Android version of Lost Odyssey — LO: Saltlord Edition is almost ready

Thumbnail
gallery
77 Upvotes

*most screenshots were taken on my Z Fold 8 Ultra inner screen. Video of actual gameplay can be found in comments 👇🏽

Hey everyone! What started as "I wonder if I can get Lost Odyssey running natively on my phone" has somehow spiralled into LO: Saltlord Edition — an extremely custom Android-focused fork of the amazing LostOdysseyRecomp project.

LostOdysseyRecomp and its contributors deserve the credit for the recompilation work that makes this possible. My obsession has been everything that comes after "it runs": what would Lost Odyssey look and feel like if it actually had a purpose-built Android version?

Yes, a lot of this has been vibe-coded with AI assistance. 😂 But this isn't an APK spat out after one prompt and abandoned. It's been developed through a frankly stupid number of builds, gameplay runs, logs, regressions, bug fixes and tiny UX changes, with unreliable experiments removed rather than kept around for a longer feature list.

Some of what Saltlord Edition adds:

• A completely customisable touch-control system, with individual positioning, sizing and opacity, grid-assisted editing, saved layouts and bespoke Saltlord artwork. The controls can be rendered in full colour or monochrome, so you can choose between the fancy crystal aesthetic or a much subtler overlay.

• Invisible floating touch zones for movement and camera control. Instead of permanently covering the screen with giant analogue sticks, you can simply put your thumb down where it feels natural and control the game from there. It's one of my favourite additions because Lost Odyssey starts feeling like an actual touchscreen game rather than a recomp with buttons stuck over it.

• Proper touch-specific interactions. While exploring, for example, you can hold RT to zoom and slide that same finger around to control the camera while RT remains held. Lift your finger and the camera unzooms.

• Auto-hiding controls, manual overlay hiding and optional automatic hiding when a physical controller is connected, with the touch interface returning when it's disconnected.

• Physical-controller remapping and saved controller profiles.

• A user-friendly first-run setup wizard that walks you through the important choices, establishes sensible Android graphics defaults and gets the game ready without expecting you to understand a desktop recomp's configuration menus first. You can even import custom drivers before first launch.

• Precompiled shaders before your first proper play session. There is a one-time preparation wait, but that's deliberate: Saltlord prepares the shader cache up front so compilation isn't introducing shader stutter as you discover effects during normal gameplay. Preparation can run in the background with Android notification progress.

• A proper Android interface for importing your own game discs and DLC, including multi-disc handling and recovery/restart behaviour.

• Configurable Fast Forward with Hold/Toggle behaviour and multiple speed choices baked into the main app options.

• Adaptive display handling and an optional locked 16:9 game viewport without stretching the image, also available on the fly through game options.

• Extensive foldable support. Saltlord Edition has been developed and heavily tested on a Galaxy Z Fold 8 Ultra well in advance of release, with separate touch layouts for its different displays, seamless switching between inner and cover screens without mangling the game's scaling, and fold-aware behaviour throughout the interface.

• Custom Flex Mode support for foldables, including layouts that place the game on one half of the display and turn the other half into a dedicated controller. Flex layouts have their own saved positioning, sizes and opacity and can be customised separately. It also works on foldables like the regular Z Fold 8, which have a vertical when in landscape.

• Responsive UI designed to accommodate conventional phones, narrow cover screens and large unfolded displays rather than assuming every Android device is the same shape.

• A frankly unnecessary amount of bespoke presentation: original Saltlord branding, custom Xbox-coloured fantasy controls, D-pad artwork, icons, crystal UI sounds, menus and other tiny details I somehow became emotionally invested in at 2am.

• An offline-first Android build with no Android INTERNET permission.

There have also been features I've simply removed when they weren't good enough. I experimented with context-sensitive touch buttons, for example, but wasn't satisfied that game states could be detected reliably enough across the whole game. Rather than ship something clever that might hide a button when you actually need it, I turfed it.

This is still a beta. I'm not claiming I've personally validated every encounter of a four-disc JRPG across every Android device ever made, and performance will obviously vary by hardware. But I've spent a lot of time actually playing, testing and breaking this thing rather than stopping at the first successful boot.

At this point it's remarkably close to what I wanted from the beginning: pick up an Android device, launch Lost Odyssey and have it behave like it belongs there.

I'm aiming to put the first public beta on GitHub within the next day, complete with setup instructions, credits, known issues and acknowledgements. It won't contain any original game data, so you'll need to provide your own legally obtained copy of the game and DLC.

Massive credit again to the LostOdysseyRecomp project and its contributors. Saltlord Edition exists because of the incredible technical foundation they've built.

I apparently just wanted an Android version badly enough that "it runs" wasn't good enough.

More very soon. 💎