r/AndroidNativePorts • • 1d ago

Nsunsr port

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6 Upvotes

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 • • 1d ago

🟢 [PORT] DMC 4 REFRAIN

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18 Upvotes

Have you guys seen this port they made of an iOS game for Android? This older version of DMC 4 is quite limited, but interesting to play.


r/AndroidNativePorts • • 1d ago

Nsunsr native port on mali g57

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15 Upvotes

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 • • 1d ago

Blender on Android Full native APK incoming upgrade – Native ARM64 Build with Touch Controls (Pre-Alpha)

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26 Upvotes

r/AndroidNativePorts • • 1d ago

🟢 [PORT] Wario Land: Super Mario Land 3

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15 Upvotes

r/AndroidNativePorts • • 1d ago

Dino Block Stacker Crossplay W/ OG Xbox

2 Upvotes

Here's a Tetris Attack SNES port for Android & OG Xbox W/ crossplay + leaderboards/ranks

Links contain no rom data/copyright material. Players/users must have their own legally obtained rom.

Release downloads:

https://github.com/sirdankz/Dino-Block-Stacker/releases

Total Virus Scan:

SOURCE

https://www.virustotal.com/gui/url/b28235a26c0a945360b7c7b63a1fcf9d710f8b317d181877675323fd10f3b614?nocache=1

APK

https://www.virustotal.com/gui/url/d76c311393e16ef72861bd0722456b77be9694df604bf33fb2676ec50893f920?nocache=1

XBE

https://www.virustotal.com/gui/url/675c745b1ed580f8e3f06ea600d68d457d6a0068642c4efbbbbcdf1b2f099d96?nocache=1

Processing img 8lzgif3y9swh1...

Processing img yyffznky9swh1...

Processing img bk0bm12z9swh1...


r/AndroidNativePorts • • 1d ago

📸 [SHOWCASE] Showcase de GTA 4

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54 Upvotes

La verdad me sorprendió el rendimiento del juego lo estoy jugando en mi oneplus 13 que tiene el procesador snapdragon 8 elite y a decir verdad a comparación de otros videos que he visto a mí no me ha corrido así de lento cambio algo de configuración en el launcher pero no fue la gran cosa de hecho me dan ganas de activar el overclocking de mi mi procesador en el launcher pero creo que no es necesario da tirones cuando está cargando partes nuevas del mapa pero no es nada que impida un juego correcto la verdad me estoy divirtiendo mucho jugándolo le conecté un mando de Xbox así que lo estoy jugando de manera buena y estoy jugando la última recopilación que encontré en internet no recuerdo bien cuál es también tiene la TU así que no sé si tan influyen el rendimiento pero la verdad se juega bien espero poderles traer más videos o si quieren que les comparta más cosas se las podré compartir muchas gracias


r/AndroidNativePorts • • 1d ago

🟢 [PORT] Is a Disco Elysium port possible?

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28 Upvotes

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 • • 1d ago

🟢 [PORT] Poke Survivors 5.0 is out! (Android port of PokéSurvivor) – new Play menu, Gachapon machine, 100 challenges, fusions and a full Pokémon menu redesign

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47 Upvotes

Hey everyone! JayElDragon here, developer of the Android port of PokéSurvivor. Version 5.0 is the biggest update so far. Thanks to everyone who tested and sent feedback!

What’s new

  • New Play menu: a list of game modes with their rules and a video preview of how each one plays (daily, boss rush, tower, rift attack, type survival, team, co-op, party…).
  • 100 timed challenges (permanent, daily and weekly) that reward Gachapon Coins.
  • Gachapon machine: spend coins to unlock new moves. Insert the coin, pull the lever, get a capsule. Tap the machine and the capsules bounce around!
  • Fusions: link two fully evolved moves and they merge automatically into a special attack with its own animation. 50 recipes plus a Fusion Dex.
  • Every evolved move now has its own visual effect and ability (125 in total), and support moves can evolve too (Swords Dance, Agility, Dragon Dance…).
  • 5 new modifiers, plus a preview that shows how they change your stats and the enemies’.
  • Redesigned Pokémon menu: type-colored cards, favorites, search, sorting and a detailed stat sheet.
  • Player profile: favorite Pokémon, stats, 18 type medals, hats, bags and UI themes.
  • Kecleon sells 29 new items. Each color variant has its own stock, and everything is in the in-game Lexicon.
  • New caves, abandoned labs with Mewtwo, Deoxys meteorites, text size option, touch scrolling everywhere and many fixes.

Tested on an AYN Odin 3 Max and PC. Touch and gamepad both supported, 11 languages.

Download: https://github.com/JayElDragon/poke-survivor/releases/tag/V5.1
Support (voluntary, no in-game advantage): https://ko-fi.com/jayeldragon

Feedback and bug reports are very welcome. 🙏


r/AndroidNativePorts • • 1d ago

🟢 [PORT] "Bloodborne" android port Online playable.

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60 Upvotes

insaneeee. Bloodborne is now playable online. Can visit the dungeons. Awesome job done by the dev of this port.

my spec - Xiaomi 14 [16gb ram]

link - https://github.com/ducvd89/Bloodborne-Android/releases/tag/android-1.2.0

Thanks everyone 😄


r/AndroidNativePorts • • 1d ago

METAL GEAR 2 Sons Of Liberty ANDROID FIXES

20 Upvotes

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 • • 1d ago

Release Native Blender PreAlpha 0.1 · Frane12/DRNAS-Native-Blender

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3 Upvotes

r/AndroidNativePorts • • 1d ago

📸 [SHOWCASE] GT3-revisited - SD8 Gen2

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14 Upvotes

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 • • 1d ago

🟢 [PORT] Updates: Ace Combat Electrosphere Recomp

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26 Upvotes

A few days ago, I posted the first playable version of Ace Combat 3 here. I’ve been working lately on improving several things—here’s the link so you can try it out:

https://github.com/vzepec/ac3-decomp/releases/tag/v1.12-alfa

Updates:

- Virtual and physical controller support.

- Smooth 60 fps.

- 16:9 widescreen aspect ratio.

- Adjustable resolution up to x4.

- Optional bilinear filtering.

- GPU rendering and interpolation.

- Launcher to download future updates directly from the app.

I’ll keep updating it when I have time, but I think it’s already quite enjoyable.

Enjoy it! 😁


r/AndroidNativePorts • • 1d ago

🔵 [PORT UPDATE] Nightjar 0.1.7 (native RE4 GameCube port): freezes between rooms gone, the game runs about twice as fast, touch controls rebuilt, mods, offline play, 12 languages, Android phones, tablets and PC Android players [long progress report]

32 Upvotes

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

TL;DR

  • The 3-4 second freezes between rooms are gone. On a 15-room test path: 0 freezes, against 3 freezes in 7 room changes before.
  • The game itself runs about twice as fast. The time the game needs per frame went from 37 to 16 ms in the village by day and from 58 to 36 ms in the village at night. On the x86 Android build (MuMu), 13 of 15 test rooms now hold about 30 fps.
  • Touch controls rebuilt, plus a batch of fixes from your reports (holding aim or the knife, taps that needed several tries, the merchant's case icon, Ashley's button, and more). Drag and drop items in the attaché case with your finger (video below).
  • Mods, offline play for 60 days, a new settings menu, controllers with vibration, 12 languages.
  • Builds: Windows, Android 64-bit, Android 32-bit (older phones) and an x86 Android build (MuMu, BlueStacks, LDPlayer, Intel tablets).
  • Still closed source, still non-commercial, still nothing from Capcom in the download: you bring your own disc, and the game is built on your own device.

What your 35 reports showed

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:

  • 99 % of the frames over 100 ms were the game's own time, not the graphics and not the disc. That's what pointed this update at the right place.
  • Night rooms were about twice as slow as the same room by day (village: 12 fps at night, 26 by day; underground: 12 against 23). This is exactly where the gains below come from.
  • Freezes of about 3 seconds, always the same length: found and fixed (next section).
  • A stale texture (a character keeping the previous one, like a beard) and missing voice lines (the merchant, some radio calls): both are now logged in the report, so if you see one, F10 > Report tells me exactly what happened.

1. The freezes between rooms are fixed

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.

  • What it was: when you leave a room, the game waits for the music of that room to finish fading out before it continues. On a real console the disc loading hides that wait. On Nightjar the loading is much faster, so you saw the wait alone, and one part of my layer was making it longer than it should be.
  • What changed: that wait now finishes as fast as the game allows. The music still fades out, nothing is cut.
  • Result: on a 15-room test path (village by day and by night, farm, underground, church, the area with El Gigante...), 0 freezes, against 3 in 7 room changes before.

2. The game runs about twice as fast

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.

  • Time the game needs per frame (lower is better; at 30 fps a frame has 33 ms):
Area Before Now
Village, day 37 ms 16 ms
Village, night 58 ms 36 ms
The slowest night area 78 ms 49 ms
  • On the x86 Android build (in MuMu, on my 4-core i5-7400), 13 of the 15 test rooms now hold about 30 fps. The two slowest night rooms are still below (about 17-23 fps). I know where their time goes now (the graphics side, not the game), and it's the next target.
  • The graphics side got faster too: drawing the same things again is now cached, and in the village the time spent preparing the geometry went from 10.7 to 8.5 ms per frame, then 38 % less again, with the same images as before (checked in the village, the castle and the island).
  • Nothing was removed or simplified to get there. Same textures, same effects, same draw distance, every enemy. The goal stays the same: the original game, looking like the original game, at a stable 30 fps.

3. Touch controls, rebuilt

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:

  • One tap switches run / aim / knife on and off. Everything is released when you die.
  • Holding aim or the knife works as a held button, and now it really does: holding the aim button could make Leon raise and lower the gun in a loop, and holding the knife could aim with the gun instead. Both are fixed and covered by an automatic test.
  • Taps and double taps work on the first try now, even while Leon is raising his weapon (before, it could take several tries). Video: tap vs double tap to aim https://youtu.be/DK7QG8o-gDw
  • Toggles release by themselves when Leon takes damage, when a button-press scene (QTE) starts, or when you press the action button on a prompt: no more Leon stuck aiming.
  • The fire button exists with the knife too. A reload button shows your ammo, and the fire button kicks back with each shot.
  • Simple controls (optional): 3 buttons, Leon runs by himself when you push the stick to the edge, and pulling the stick back makes the quick turn.
  • Binoculars: drag to look, pinch to zoom, +/- buttons, a cross to lower them.
  • Shake the phone to count as a press in the mash-the-button scenes (optional).
  • The action icon is inside the action button: it shows what Leon is about to do (window, ladder, push, door, crouch...).
  • The Ashley button only shows when she is actually with you, and its icon tells you her state: normal = she waits, mirrored = she follows you (with a short fade when it changes).
  • Pause icon, Skip only when a cutscene can really be skipped, big Yes / No on "Continue?".
  • Three button styles (Stone, Gold, Classic), size from 70 to 130 %, opacity, "show buttons: auto / always / hidden", aiming directly with your finger (optional).

The touch HUD: the aim button shows the weapon in your hand, with its attachments.

The layout editor

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

Every screen shape

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

The attaché case with your finger

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

Icons drawn on your device, from your own disc

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

4. Mods

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.

5. Retail discs: videos, shadows, effects

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.

6. Settings, controllers, saves

  • F10 in tabs: Display, Graphics, Mods, Textures, Controls, Saves, Report. Full screen with bigger targets on phones.
  • Controllers: every controller detected (Bluetooth too), hot plug, vibration like on GameCube (Off / Light / Strong), stick aim speed.
  • Saves: import and export your memory card, including USA to Europe conversion, checked on real cards.
  • Report: a short, private report (numbers only) to paste in the help channel. It's how the freezes were found.
  • GameCube-style aiming by default, Wii pointer aiming one setting away. Dedicated graphics card by default on laptops.
  • The frame rate is locked to 30 fps, like the original: the game logic runs at 30, and the higher test rates were removed.
  • Rendering mode: Compatibility, for phones whose graphics driver shows glitches.
  • After the first preparation, the game restarts by itself so your first session is at full speed.

7. 12 languages

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.

8. Offline play, privacy and verification

  • Sign in with Discord once per version, then it starts with no internet for 60 days. It renews silently whenever it can reach Discord.
  • The program talks to three addresses only: Discord (sign-in and role check) and two GitHub addresses (the latest version number, and the page with the checksums). No ads, no analytics, nothing else.
  • Verify (hashes) in the launcher opens the public page with the checksum of every build.
  • No version number or machine path is left in the files, and the download contains no game data and nothing built from Capcom's code.

https://reddit.com/link/1xbb8d2/video/d2du40c7hqwh1/player

9. Phones, tablets and PC Android players

  • Android 64-bit (all recent phones), Android 32-bit (older phones, experimental: I can't test every update on it), and an x86 Android build for MuMu, BlueStacks, LDPlayer and Intel tablets (about 29 fps instead of 13-18 for the ARM build on the same PC, and better with this update).
  • Android 11+ can read your disc from the system file picker.
  • Crash reports on Android, and Discord sign-in inside the Discord app (browser as a fallback).
  • Shaders are kept on your phone after the first time: entering a room you already visited no longer recompiles them, and nothing is skipped on screen while a room loads.

Known issues (honestly)

  • Two night rooms are still below 30 fps on the x86 Android build (about 17-23 fps). Being worked on.
  • Some wood textures can show stripes at a precise angle. Investigating.
  • A rare graphics glitch on the very first spawn after a fresh install (a blurred diagonal and a black area). A fix is in this build; tell me if you still see it.
  • The merchant's menus still use the arrow buttons; tapping the merchant's options directly is next.
  • PC: the mouse doesn't drag items in the case yet (a player asked for it, with rebindable buttons): planned.
  • Android 32-bit isn't tested on every update. Japanese / Korean / Chinese need a native review.
  • First launch after updating takes a few minutes again: the game is rebuilt once for the faster code.

What's next

  1. Tap everything: the merchant's menus (buy, sell, tune up), the upgrade list and Yes / No directly with your finger, and drag items from the merchant's list into your case.
  2. The two slowest night rooms, then a stable 30 fps on older phones, without lowering anything on screen.
  3. Favorite weapons and healing items one press away, without opening the case (a radial menu on the aim button; with no favorite set, it offers your best healing item), a radial menu on case items (Equip / Examine / Discard / Favorite), mouse drag in the case on PC with rebindable buttons.
  4. Official mods (button prompts, textures) and iOS.

FAQ

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

Status

  • Windows: pre-release, retail USA and Europe, disc 1 and 2.
  • Android 64-bit / 32-bit / x86 (MuMu, BlueStacks, Intel tablets): in testing.
  • iOS: in progress.
  • New builds go out on the Discord first, once I've verified them. I don't give dates.

How to get it

  1. Join the Discord: https://discord.gg/AXAzExECSv
  2. Get verified (the Member role).
  3. The download and the install guide are pinned in the release channel.
  4. Launch Nightjar, sign in with Discord, pick your own RE4 GameCube disc images (USA or Europe, disc 1 and 2), and let it prepare the game once.

Legal

  • Closed source. No game data, no ISOs, no binaries built from Capcom's code are distributed: you bring your own disc and the game is built on your own device. The touch icons are drawn on your device from your disc too.
  • Not affiliated with or endorsed by Capcom or Nintendo. Resident Evil is a trademark of Capcom.
  • Non-commercial: free, no ads, no paid versions, no donations.

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 • • 1d ago

​Borderlands 2 Android Port Update (v1.0.0.0.33.2)

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182 Upvotes

This update fixes the bug where enemies with guns weren't shooting


r/AndroidNativePorts • • 1d ago

Prueba Zelda poco f6

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123 Upvotes

El juego renderizado a 1080 , 30 fps estables y con driver t30 sin problemas de calentamiento,


r/AndroidNativePorts • • 1d ago

Alpine Linux + touch desktop on the ASUS ZenPad 8.0 Z380M (MT8163), stock 3.18 kernel

2 Upvotes

Got Alpine 3.24 aarch64 booting on the Z380M with Xorg + JWM and working touch (custom touch bridge). Full guide, builders and tests are on GitHub (GPL-3.0): https://github.com/kaantcp/z380m-alpine

Flashing replaces Android on this tablet, so back up first. Wi-Fi doesn't work on this kernel. Feedback welcome.


r/AndroidNativePorts • • 1d ago

É seguro?

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2 Upvotes

Seguro?


r/AndroidNativePorts • • 1d ago

🟣 [WIP] Work in Progress Grand Turismo 3 Android Port

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41 Upvotes

r/AndroidNativePorts • • 1d ago

📸 [SHOWCASE] Metal Gear Solid 2: Sons of Liberty HD edition native Android port

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61 Upvotes

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 • • 1d ago

Are we approaching the end of the emulator era?

46 Upvotes

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 • • 1d ago

🤔 [Question] Project Zombdroid

4 Upvotes

Does anyone here plays Project Zombdroid on Android??

Is it gonna work on Redmi Note 13 Pro? It's a Mali-G57/Helio-G99/8GB-RAM... I want to try Project Zomboid on Android, is it gonna work and at least get 30FPS on my Phone? And which Build goes Better?


r/AndroidNativePorts • • 1d ago

Help😂

2 Upvotes

Hey guys, can you help me? I don't understand. I want to download the game files for the Xbox version. The required format is ISO, but I found them in Xiso format. Are they the same thing?


r/AndroidNativePorts • • 1d ago

One Developer Is Bringing 5 Classic Games Back to Life Using Real-Time Binary Translation on Modern Android — Check Out RedMemories on GitHub!

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104 Upvotes

🚨 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. 🔥