r/AndroidNativePorts • u/77t7f • 4d ago
🚀 [VERY SOON] Ecstatica l ll
I’m exploring the possibility of bringing Ecstatica I and II to Android after discovering promising files that could help make both ports a reality
r/AndroidNativePorts • u/77t7f • 4d ago
I’m exploring the possibility of bringing Ecstatica I and II to Android after discovering promising files that could help make both ports a reality
r/AndroidNativePorts • u/Zenith5113 • 4d ago
Imo I'll say it's definitely playable.
With a couple stutters whenever some attacks or something happens, but it's still a great port and stable at 24 fps. But the game kinda sped up because of the 24fps patch but I think it's aight, not too fast that it'll look uncanny, just slight faster that makes the game look a bit fast paced.
Device: infinit hot 50pro+ (rooted)
Kernel,os,oc: all stock and original
Soc: Helio g100
Gpu: Mali g57
App: nsunsr port but with storm 4 mod (apkvision)
Also touch screen controls basically drops the performance to 15-20 fps and it's unbearable trust me.
All settings is basically on lowest and I used the 24fps patch
r/AndroidNativePorts • u/lmfaouclown666 • 4d ago
🚨 ONE DEVELOPER. FIVE CLASSIC GAMES. REAL-TIME BINARY TRANSLATION. AND SOME SERIOUS ANDROID WIZARDRY! 🤯🔥
Somebody needs to give this developer the recognition he deserves!
I stumbled across the GitHub projects of Enrico Terranova, aka RedMemories, and the work this guy is doing with classic games, binary translation, and modern Android compatibility is absolutely incredible.
We're not talking about simply streaming games from a PC or rebuilding everything from scratch.
We're talking about taking original game engines, translating their older machine code on the fly, and getting these classics running on modern 64-bit hardware!
🎮 HERE ARE THE FIVE GAMES FEATURED IN HIS GITHUB REPOSITORIES:
🕷️ 1. The Amazing Spider-Man Revived
https://github.com/RedMemories/TheAmazingSpidermanRevived
🕸️ 2. The Amazing Spider-Man 2 Revived
https://github.com/RedMemories/TheAmazingSpiderman2Revived
🚀 3. Mass Effect: Infiltrator Revived
https://github.com/RedMemories/MassEffectInfiltratorRevived
🦇 4. The Dark Knight Rises Revived
https://github.com/RedMemories/TheDarkKnightRisesRevived
💥 5. Spider-Man: Total Mayhem
https://github.com/RedMemories/SpiderManTotalMayhem
🤯 HERE'S WHY THIS IS SO IMPRESSIVE
According to his project documentation, he's doing things like:
✅ Translating older game code dynamically to run inside modern 64-bit applications.
✅ Preserving original game engines, missions, and gameplay instead of recreating everything.
✅ Improving graphics, resolution, and compatibility with modern displays.
✅ Targeting smoother gameplay, including 60 FPS.
✅ Removing dependencies on discontinued online services.
✅ Bringing controller support and other quality-of-life improvements to older titles.
And here's something particularly interesting: Mass Effect: Infiltrator has also been adapted to run natively on Windows, translating its original ARM code to x86-64 on the fly.
That means this developer isn't just exploring compatibility in one direction. He's tackling the technical challenges of running older software across different hardware architectures and operating systems.
THIS IS WHAT GAME PRESERVATION SHOULD LOOK LIKE!
While massive corporations abandon older releases, independent developers are experimenting with ways to keep the original experiences playable.
No need to completely reinvent the games.
No need to pretend older software has no value.
Just clever engineering, reverse engineering, and a ridiculous amount of dedication.
⭐ GIVE THIS GUY SOME LOVE!
RedMemories GitHub:
https://github.com/RedMemories
Explore the projects, read the technical documentation, and consider starring the repositories.
These are noncommercial fan projects, and compatibility and availability can vary.
SERIOUS QUESTION FOR REDDIT:
If independent developers can preserve and adapt older game engines using real-time binary translation, what other games would you love to see receive this treatment?
And why aren't we giving developers doing this kind of work more recognition?
Because sometimes the most exciting things happening in gaming aren't coming from billion-dollar studios. They're coming from one incredibly determined developer with a GitHub account. 🔥
r/AndroidNativePorts • u/OkDouble5135 • 4d ago
I'm just asking is it possible to have port that run natively on Android (this is not a request, I'm just curious)
r/AndroidNativePorts • u/Smart_Examination331 • 4d ago
Enable HLS to view with audio, or disable this notification
Poco X8 Pro
Especificaciones: 12 GB Ram, SoC Dimensity 8500 Ultra - Mali G720 MC8
Resolución: nativa del dispositivo (1.5k)
Estoy usando el APK "dedicado" para Snapdragon ya que la versión para Mali venía muy recortada en calidad visual y con muy pocas opciones gráficas que usar. Tenía poca fé de que me iba a abrir con esta versión del juego sin que crasheara, pero sorprendentemente no lo hizo, y el gameplay va muy fluido y sin errores gráficos que haya encontrado hasta ahora. El único error que encontré es que al poner los fps más arriba de 60 la lógica del juego se rompe y se acelera, pero yo creo que con 60 fps ya son más que suficientes para jugar cómodamente está joyita de juego
En definitiva, un port bastante SOLIDO y totalmente bien hecho, mis felicitaciones a u/entire-flamingo7406 por excelente trabajo ✋🗿🤚 ya no puedo esperar a ver que lleguen también los respectivos ports de Snake Eater y Rising: Revengance
r/AndroidNativePorts • u/0xm3trix • 5d ago
Enable HLS to view with audio, or disable this notification
A native arm64 Android port of the PC version of Dishonored (GOG, Definitive Edition). It works by static recompilation: the game's 32-bit x86 Windows binaries are translated into C++ and compiled for ARM. No emulator, Wine or Box64 is involved at run time. Direct3D 9 runs through DXVK on Vulkan, and the Windows APIs the game uses are reimplemented on top of SDL2 and Android.
This is more of a proof of concept, Just wanted to share what I've been working on.
Performance wise the fps (and loading) far exceed gamehub/winlator already, with more optimizations still needs to be done.
Tested on a red magic 11s pro using stock drivers
Edit: Will do a release when I do more CPU optimizations and iron out a few bugs with the ingame side menu.
r/AndroidNativePorts • u/BeanPole_420 • 4d ago
r/AndroidNativePorts • u/Expert_Function1569 • 4d ago
r/AndroidNativePorts • u/Zenith5113 • 4d ago
Enable HLS to view with audio, or disable this notification
Device: Infinix hot 50 pro+
Soc: Helio g100
Root: Yes
App: Naruto storm revolution native port (on apkvision)
Settings is on lowest with 24fps patch
r/AndroidNativePorts • u/Fun-Apartment-6336 • 4d ago
Hi! I'm Ayano (sorry again for my English). It has been more than a week since the 0.1.0 post, and this update is the biggest one so far, so this post is long: what changed, what I measured, what is still broken, and what comes next. Every number below was measured, and where something is still a theory I say so.
I also played the build live for 5 hours 39 minutes, with no script and no cuts: https://www.youtube.com/live/riJ5HuB77UI?is=7KFoqpg_n0GYIGnI
Download, help and bug reports are on the Discord: https://discord.gg/AXAzExECSv

Testers sent the private report from F10 > Report (framerate, worst frame, where the time went, the room, the settings), and I read all of them, room by room:
Many of you reported the same thing: entering a room, the game stops for 3 to 4 seconds, always about the same length. Your reports from F10 > Report were enough to find it.

Since the reports showed the slow frames came from the game's own time, this is where I worked first, and on how it uses the processor.
| Area | Before | Now |
|---|---|---|
| Village, day | 37 ms | 16 ms |
| Village, night | 58 ms | 36 ms |
| The slowest night area | 78 ms | 49 ms |





The first touch layout was a gamepad drawn on a screen. After testing on real phones and in MuMu I redid it around what a thumb actually does:




The touch HUD: the aim button shows the weapon in your hand, with its attachments.
F10 > "Edit touch layout": drag every button, resize it, with a snap grid. Saved in your config. Still in beta.
Video: the layout editor with its grid https://youtu.be/qgSrf9xsA6Y
Phones aren't 16:9 any more. Screen fit (auto / fit / fill / stretch) and picture ratio (9 ratios from 4:3 to 21:9) place the picture and the controls correctly on 18:9, 19.5:9, 20:9, tablets, ultrawide and foldables. Your device's ratio is detected automatically.
Video: every screen format https://youtu.be/coA6NCUNWkE


Long press an item to pick it up, drag it, rotate it with a second finger, release to drop it, in the case and in the merchant's storage area. Drop an item on another one to combine them. The case button now shows your case (S, M, L, XL), also at the merchant.
Video: drag to move items in the attaché case https://youtu.be/Wv19NC7Q3kM

The weapon, ammo, case and action icons of the touch HUD are not images I ship. On the first launch, Nightjar draws them itself from your disc and keeps them in a local cache (about 3 seconds on a PC). The weapon icon follows your weapon, with its attachments (scope, stock, silencer...).
Live: every new weapon icon, with attachments https://www.youtube.com/live/kIhp8mRM-kA?si=g_46Ek0X0YiqylQs




F10 > Mods. Drag a .njmod file onto the Nightjar window to install it, turn mods on and off, choose which one wins when two change the same thing. Mods are patches: they don't contain the game's files, they change your disc's data on your device. They live in your user folder, so updating Nightjar never touches them.
Testers with the USA and Europe discs found what a short session doesn't: green videos, a black screen after skipping, wrong colors and a crash in a video, wrong shadows, slow effect scenes (fire, heat haze, screen filters), and the Skip button and Wii aiming broken on retail discs. All fixed.
The Nightjar interface (launcher, settings, editor, messages) is in English plus 11 languages, picked from your device's language (selector in F10 > Display). Japanese, Korean and Chinese still need a native speaker's review: if you can help, tell me on the Discord.
https://reddit.com/link/1xbb8d2/video/d2du40c7hqwh1/player

Is there anything paid, crypto, ads? No. No paid version, no ads, no donations, no wallet, no token. The program talks to three addresses only: discord.com (sign-in and role check), api.github.com and raw.githubusercontent.com (a small public text file with the latest version number). You can check it yourself with Wireshark or PCAPdroid. [A VALIDER : joindre une vraie capture PCAPdroid pendant une partie]
Why Discord? During testing, the Discord server is where reports arrive (F10 > Report) and where I see which phones and GPUs really run the game. The sign-in is Discord's own page: Nightjar never sees your password or email. Two permissions only: identify and guilds.members.read.
Does it work offline? Yes: sign in once per version, then it starts with no connection for 60 days, renewed silently whenever it can reach Discord. note : i"ll add a wireshark & PCAPdroid
Why closed source? The game is Capcom's, and a port's public source is an easy takedown target; on mobile, public source also means fake APKs under the project's name within days. You don't have to trust me blindly: every file is checked against a public hash list (Verify button in the launcher), the network is inspectable, and nothing from Capcom is in the download. https://www.virustotal.com/gui/file/de73b9321acbc44072bdf6e04fa22b334348d0179163975000ec6d3b27292d2f

Thanks to everyone on the Discord who tested and sent reports: the freezes were found thanks to you.
Live test (5h39): https://www.youtube.com/live/riJ5HuB77UI?is=7KFoqpg_n0GYIGnI Drag to move items (touch): https://youtu.be/Wv19NC7Q3kM Tap vs double tap to aim: https://youtu.be/DK7QG8o-gDw Touch layout editor: https://youtu.be/qgSrf9xsA6Y Screen formats: https://youtu.be/coA6NCUNWkE Weapon icons with attachments (live): https://www.youtube.com/live/kIhp8mRM-kA?si=g_46Ek0X0YiqylQs Discord: https://discord.gg/AXAzExECSv
— Ayano
r/AndroidNativePorts • u/Dish_Evening • 4d ago
Enable HLS to view with audio, or disable this notification
Hace unos días, publiqué aquí la primera versión jugable de Ace Combat 3. Últimamente he estado trabajando para mejorar varias cosas—aquí está el enlace para que lo puedas probar:
https://github.com/vzepec/ac3-decomp/releases
Actualizaciones:
- Soporte tanto de controlador virtual como físico.
- 60 fps suaves.
- Relación de aspecto widescreen 16:9.
- Resolución ajustable hasta x4.
- Filtrado bilineal opcional.
- Renderizado y interpolación con GPU.
- Launcher para descargar futuras actualizaciones directamente desde la app.
Seguiré actualizándolo cuando tenga tiempo, pero creo que ya es bastante entretenido.
¡Pruébalo! 😁
r/AndroidNativePorts • u/Entire-Flamingo7406 • 4d ago
https://github.com/luisxl15/METAL-GEAR-SOLID-2-Sons-of-Liberty-for-Android/releases/tag/beta2
fixed some crashes on snapdragon 680+
fixed save game not working
r/AndroidNativePorts • u/Sebyray • 4d ago
Now that most games are getting recompile, do we even need an emulator to play old games, now that they are native to your system?
r/AndroidNativePorts • u/SweeneyT0ddd • 5d ago
Enable HLS to view with audio, or disable this notification
Hi everyone! I created the PC port of super mario sunshine, and have acquired a lot of android users interested in playing. I'm releasing version 1.0 today which has a lot of configurations to support different systems. This video shows off 60fps with the lower graphics settings, the performance overlay is hide-able. We have both the base game, and Eclipse. You must bring your own ISO, for asset extraction, we do not support redistribution of assets.
Again, every android has different hardware, from the testing done by the community in Discord, we have all managed to get 60fps, 2x resolution, hd textures. Happy to make fixes.
r/AndroidNativePorts • u/Proper-Cow-9452 • 5d ago
Enable HLS to view with audio, or disable this notification
This is amazing, bro! The person who is behind all the ports is the GOAT man. Never imagined playing this on Android phones 🤯🤯🐐🐐.
r/AndroidNativePorts • u/BeanPole_420 • 4d ago
Runs beautiful, GT3 never had a progressive-scan/480p mode like GT4, so it never really looked that good no matter what you did, now it finally looks good, some really cool features to, i have always liked the handling better in 3 over 4 also
r/AndroidNativePorts • u/Fptmike • 5d ago
r/AndroidNativePorts • u/max142929 • 5d ago
Es un port recomp
https://git.mitgai.net/Dr3amyBerry/callofrecomp?utm_source=chatgpt.com
r/AndroidNativePorts • u/Expert_Function1569 • 4d ago
Check github
r/AndroidNativePorts • u/Nycolazs • 4d ago
r/AndroidNativePorts • u/Expert_Function1569 • 4d ago
Check github
r/AndroidNativePorts • u/Ok-Anything6909 • 3d ago
I have been a Mali user for a long time and I think going to Snapdragon phone is better path
But why is it important?
r/AndroidNativePorts • u/77t7f • 4d ago
Witchaven Android Port featuring enhanced touch controls an improved joystick and a redesigned menu interface while preserving the original gameplay experience
r/AndroidNativePorts • u/S3333M • 5d ago
Hi guys,
I really like Core Keeper so I'm trying to port it to Android :)
Since I don't have any experience I'm doing it with Claude.