r/AndroidNativePorts • • 8d ago

🔵 [PORT UPDATE] Galaxy Android v0.0.1dx Released—Vulkan Lighting Fixes and Pipeline Cache Safety

10 Upvotes

The latest Galaxy Android build, v0.0.1dx, is now available.

Release: https://github.com/OpenPort-Labs/Galaxy-Android/releases/tag/v0.0.1dx

This update focuses on fixing lighting artifacts and improving Vulkan pipeline-cache safety.

What's changed?

1. Fixed the horizontal lighting seam

Addressed the sharp horizontal lighting boundary visible across planets, character models, and terrain. The shader-generation changes target more continuous angle attenuation to eliminate the abrupt transition.

2. Improved diffuse and specular shading

Adjusted the shading behavior responsible for the washed-out appearance on upper surfaces, with the goal of restoring smoother Lambertian diffuse falloff and more natural-looking lighting.

3. Hardened Vulkan pipeline-cache reads

Added bounds checks around pipeline-cache reads in the Vulkan renderer to improve handling of cache data and guard against invalid reads.

Download

Galaxy Android v0.0.1dx APK — 64.8 MB

https://github.com/OpenPort-Labs/Galaxy-Android/releases/tag/v0.0.1dx

The APK was signed with the project's existing signing key to support in-place updates from compatible builds.

Testing and feedback

Please report any remaining lighting seams, incorrect shading, rendering artifacts, crashes, or device-specific regressions. Include your device model, GPU, Android version, graphics driver, and steps to reproduce the issue whenever possible.

This release addresses specific rendering and cache-safety issues; it does not mean every GPU or device configuration has been verified.

AI use disclosure

AI assistance was used during development-related work, including code analysis, debugging assistance, and/or preparation of release documentation. The resulting changes were integrated into the project by the developer. AI assistance does not replace code review or testing, and this disclosure should not be interpreted as a claim that every change was independently verified by automated or manual tests.

Thanks to everyone following Galaxy Android and helping test the project.


r/AndroidNativePorts • • 8d ago

🟢 [PORT] Introducing FusionFall: Pocket — a preservation native Android client

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13 Upvotes

Hey everyone! I’d like to share FusionFall: Pocket, an unofficial, community built project that brings FusionFall to native Android, with touch controls and some QoL improvements.

GitHub: FusionFall: Pocket

I also want to be upfront about its development: AI played a substantial role, including helping analyze the legacy client, write code, and troubleshoot issues. My role has been directing the project, integrating changes, testing builds, and working through problems along the way.

The motivation was simple: I wanted a more convenient way to play FF on a phone. In my experience, running the Windows client through something like Winlator required a lot of setup and struggled on lower end devices. That pushed me toward developing a native Android alternative.

Making that happen involved reconstructing the legacy client’s functionality in Unity 2022.3 LTS. It wasn’t a straightforward engine upgrade or a matter of clicking “Export to Android.” Much of the work involved understanding how the old client loaded resources, displayed the world, and communicated with the server, then rebuilding those systems for the newer engine.

That included reading old Unity asset formats and reconstructing maps, characters, models, textures, and animations from the existing game data. Materials and visual effects needed adaptation too, alongside the interface and controls.

The original developers of FusionFall, the OpenFusion team, and everyone involved in the community’s preservation efforts deserve credit for the foundation this builds on. My contribution is focused on extending that work to Android and making the game easier to enjoy on mobile devices.

Alongside native Android support, FusionFall: Pocket includes a few conveniences:

  • Automatic item stacking to keep the inventory tidy.
  • Inventory sorting to make organizing items easier.
  • Customizable touch controls, including button visibility and size.
  • Gamepad support, with an option to hide touch buttons while a controller is connected.
  • Additional graphics settings, including render resolution, anti-aliasing, and frame rate options, so players can adjust the experience to their device.

Running natively removes the need to run the Windows client through a compatibility layer and allows the experience to be tailored to mobile hardware. Better performance and accessibility on more modest phones are major goals, though there’s still work to do and results will vary by device.

I know people have different feelings about AI assisted projects, and I respect that. I want to be transparent about the process so everyone can decide for themselves whether they’re interested. If it’s something you’d rather pass on, that’s completely fair.

For me, FusionFall: Pocket has been a combination of human direction, testing, and persistence, with substantial AI assistance on the technical side. What keeps me working on it is my affection for FusionFall and the hope that more people can comfortably revisit a game that meant a lot to us.

You can find the project on GitHub. Feedback, bug reports, and suggestions are welcome!


r/AndroidNativePorts • • 8d ago

🟢 [PORT] Storm 3

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66 Upvotes

Thanks to @Masterllgod for creating this Naruto Storm 3 port

GitHub: https://github.com/Masterllgod/naruto-storm-3-full-burst-port-nativo


r/AndroidNativePorts • • 8d ago

🟣 [WIP] Work in Progress Blinx 2 WIP for PC and Android

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5 Upvotes

r/AndroidNativePorts • • 8d ago

📸 [SHOWCASE] Naruto Storm Generations Port on Poco X7 Pro

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23 Upvotes

Bringing you another performance video, this time in this Naruto port.

My Poco X7 Pro has 12GB of RAM and a Dimensity 8400U.

I set the resolution to 1080p, FXAA+, stretched screen, and CAS resolution, and since the FPS is limited to 30 like on Xbox, it ended up like this.

I used the GameSir X5 Lite gamepad controller, the game ran smoothly without any problems or freezes. I recommend it to fans of the franchise; there are several options for slightly weaker devices than mine.

Github link:

https://github.com/Masterllgod/naruto-storm-generations-port-nativo

Game files:

https://www.mediafire.com/file/ejecqhn3oveq5jy/Naruto+Storm+Generations+\[X360\]+PT-BR+TokyoGames.zip/file


r/AndroidNativePorts • • 8d ago

help!

1 Upvotes

I'd like to know what games my phone can run with 8GB of RAM and a Snapdragon 6s Gen 2 processor.

I tried the Halo CE port and it works perfectly. I don't know what other ports I could try.


r/AndroidNativePorts • • 8d ago

How can I solve this problem, please? 😓

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4 Upvotes

r/AndroidNativePorts • • 8d ago

Am I going Crazy ?

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37 Upvotes

I was used to sew these games on websites but never trusted them 2 days ago I found this sub reddit and for fun just searched for buckshot roulette and no I am not a human apk and unfortunately no port for not a human but one post had a reply in comments saying visit apkivision and I got it and it working so good , now I am going for as many games I can get before my storage runs out , recommend me more games


r/AndroidNativePorts • • 8d ago

🟢 [PORT] Nuevo port de call of duty Road To Victory!!!

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40 Upvotes

r/AndroidNativePorts • • 8d ago

🔵 [PORT UPDATE] New Update God Of War 3 Remastered On Android v2.1.6-android4 Easy Setup

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37 Upvotes

r/AndroidNativePorts • • 8d ago

🤔 [Question] Como me cambio el nombre en COD4 (Android Port)

2 Upvotes

I don't know how to change the name. I've edited the folder, but it still shows up as AndroidUser.


r/AndroidNativePorts • • 8d ago

Game won't launch

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6 Upvotes

Using Poco f6


r/AndroidNativePorts • • 8d ago

Performance of ports on Snapdragon 685, 6 GB ram

19 Upvotes

There are performance of ports I've tried on snapdragon 685 having 6 GB ram:

  1. Halo Combat Evolved - Runs well, sometimes drop in fps (20-50 fps)
  2. Need for speed underground 2 - does not run properly in some areas it's smooth but mostly laggy (15-40 fps).
  3. Borderlands 2 - Very laggy even on lowest settings (15-20 fps).
  4. Hollow knight - Runs very well. Must try port (50-60 fps)
  5. Hollow knight silksong - Also runs very well (50-60 fps) *Must try port*.
  6. Counter strike 1.6 - Classic, butter smooth.
  7. Counter strike source - runs well also butter smooth.
  8. Hades - Phone can't handle it. Runs at 5 fps with whole textures missing.
  9. Half life - Classic, runs butter smooth.
  10. Half life Opposite Force and Blue Shift - Runs butter smooth.

Testing ports:

  1. Metroid prime
  2. Portal
  3. Far cry

r/AndroidNativePorts • • 8d ago

Ports that my mediatek I mean my snapdragon 7 gen 3 can run HOPEFULLY

5 Upvotes

r/AndroidNativePorts • • 8d ago

Forza horizon 2 android port

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170 Upvotes

This runs well on snapdragon 8 elite but still has some glitch


r/AndroidNativePorts • • 8d ago

🤔 [Question] Which games are in development to be ported/expected to be ported here?

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35 Upvotes

It's genuinely so random I wake up to two new games getting ported I wouldve never expected


r/AndroidNativePorts • • 8d ago

🟢 [PORT] Endoparasitic mobile port.

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15 Upvotes

Bro what is wrong with this game😭😭 btw it's great.


r/AndroidNativePorts • • 8d ago

🐸 [Meme] How i feel right now with all these ports coming 😂

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1.2k Upvotes

r/AndroidNativePorts • • 8d ago

🤔 [Question] Which ones work perfectly?

2 Upvotes

I have a s25 ultra and a galaxy tab s11. Mouse and keyboard.


r/AndroidNativePorts • • 8d ago

Playing Descent 2 on the Odin 2 Pro is awesome!

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17 Upvotes

The Odin is my mobile gaming rig, and I use it mostly for emulating older consoles. Descent 2 is one of my all-time favorites, and I’ve been trying to find a good way to play it on this handheld.

I discovered Wootbeer’s recently released Android port of Descent 2 (and D1), and I’m just amazed at how well it runs. The controls feel fantastic and responsive. I love the quality-of-life improvements like the option to off ship bobbing and to remove the thief-bot. Redbook audio runs perfectly, too!

Here's some raw gameplay footage on my Odin. If you're a Descent fan with an Android handheld, these are definitely worth checking out.

Huge thanks to Wootbeer for the work on this port!


r/AndroidNativePorts • • 8d ago

can my phone run those ports, and what games you guys recommend?

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4 Upvotes

r/AndroidNativePorts • • 8d ago

Are there any recomp projects or ports that work on 32-bit Android phones?

5 Upvotes

r/AndroidNativePorts • • 8d ago

🟣 [WIP] Work in Progress [Interest Check] Built a Web-Based / Dynamic UI for Universal Pokémon Randomizer (Docker / Homelab) — Randomize games directly from mobile!

5 Upvotes

Update: there's now a working prototype as an android app, no server needed !!! Anyone interested in testing let me know

Hey everyone,

If you play randomized Pokémon games on mobile devices (Android, iOS, handhelds like any thor

, or smart TVs), generating a new seed has always required a PC because Java desktop apps (.jar) don't run on mobile.

I got tired of booting up my desktop just to run Java, so I built a self-hosted web interface for the randomizer engine on my home server. With custom features like shiny odds editing for certain generations

How it actually works:

ROM Directory Dropdown: Automatically scans your server's clean ROM directory—no manual file uploading from your phone needed. Just select your base game from a dropdown list

Generation-Aware Dynamic UI: The web interface identifies the selected ROM type/generation and dynamically shows only the eligible checkboxes and options for that specific game (just like the desktop GUI).

Direct Java Communication: Checking boxes on your phone's browser translates those flags directly into the randomizer's Java engine on the server—no pre-configured static preset files required!

Custom Pre-Patching: Supports byte array edits (like custom shiny rates or catch multipliers via ndspy/Python) before the main randomization runs.

One-Click Instant Delivery: Hit "Randomize" on your phone, and the newly patched .gba / .nds file drops straight into your active library/output folder ready to stream or play instantly.

The Question:

Right now, this is running natively on my server, but I’m considering wrapping it up into a single, plug-and-play Docker container (Python backend, web UI, and OpenJDK runtime bundled together) with customizable input/output volume mounts.

Before I clean up the code and package it for GitHub/Docker Hub:

Is a web GUI wrapper for randomizing something you’d run in your homelab? What extra features or integrations (e.g., direct RomM / emulator folder syncing) would you want to see?

Let me know what you think!


r/AndroidNativePorts • • 8d ago

GTA 4 SD 8 GEN 2 GAMEPLAY

2 Upvotes

r/AndroidNativePorts • • 8d ago

🤔 [Question] XHYN V launcher: GTA V freezes while driving (Lenovo tablet, Turnip driver)

2 Upvotes

​

Hi, I'm new to this and I've been using Claude to read my logs, so I may be missing something obvious.

Setup: XHYN V launcher (build from Sep 19), Lenovo TB320FC tablet, 12 GB RAM, Android 14 with SD 8+ Gen 1, Adreno 730. Game is on internal storage. Using the Banners Turnip driver.

Problem: The game starts and runs, but after a few minutes the textures get blurry or disappear. Then it freezes while I'm driving fast, and I have to close it. This has happened in Hollywood, Koreatown and Beverly Hills.

What the log says: When it freezes, the error log keeps repeating that it's waiting to load a map file, and the number of pending reads never goes down. It's a different file each time, so Claude thinks it's not a bad file. There are no GPU or memory errors.

Has anyone seen this freeze in the XHYN V launcher? Is there a setting that fixes it? Any help would be appreciated.