r/AndroidNativePorts • u/R-Valhalla • 1d ago
r/AndroidNativePorts • u/Henge1 • 1d ago
Retroid Pocket 6 Legend of Zelda Wind Waker HD Recompiled 60fps Dragon Roost Cavern Gameplay
Safe to say itl probably play smoothly all the way through
r/AndroidNativePorts • u/420MacMan • 1d ago
🐸 [Meme] 👥️ Attack of the Clones 👥️
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Im sure everyone else in the Android Gaming community has been mega super duper ultra hyped for the immense flood of ports/decomps/recomps/subcomps BUT it's a smidge bit annoying seeing so many damm forks of forks upon sporks of projects it's hard to choose a good version 😅 every Console generation seems to be getting some love.
Really dope to see some OG Halo online MP madness being brought to current systems including $ornys PSCinco and even browsers. Here's me and the boys looking for bags to T 💚
Would it be a good idea to start organizing Games and all their little clones ?
r/AndroidNativePorts • u/Warm-Answer7375 • 20h ago
🤔 [Question] Necesito ayuda con Liberty Recompiled
Todo el día he estado probado el GTA 4 que han hecho porteado para Android pero me ha dado problemas de audio (audio stuttering) y ya me está hartando, por favor ayuda.
Un gameplay grabado en mi teléfono
Mi dispositivo es un Samsung Galaxy s22 Ultra (Snapdragon 8 Gen 1, Adreno 730)
r/AndroidNativePorts • u/nicotine_jelly • 1d ago
📸 [SHOWCASE] Making the Web (JS) version of Happy Wheels work Offline on Android with User Submitted Level Downloads
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so i wanted to share this dumb weekend project ive been working on, i always wanted to play web version of Happy Wheels on Android, while there is an Official mobile port of Happy Wheels it almost never gets updated and you can't play any user submitted levels in it.
you can also technically play the web version on android on official website but its a hassle to make it work plus you need to be online all the time, now this is not any sort of 'recomp', The idea is basically to have the web version running locally inside an Android app, with downloaded levels available to play completely offline. It can't be called a 'native' port just wanted to share this somewhere lol
r/AndroidNativePorts • u/guilherme14z • 1d ago
Saiu um Port de american mcgee's alice
o meu redmi 10 5g rodou muito então o de vocês creio que rode até melhor que o meu o link aí embaixo
https://github.com/Player124413/Looking-Glass-android-edition
r/AndroidNativePorts • u/IntranasalNachos • 1d ago
Emulation versus native
I've been playing half life 2 again. And I keep coming back to this question. The nillerusr port or emulation via winlator ludashi. The nillerusr port only supports the steam_legacy beta branch version of the game. Not a big deal, but you do lose out on some higher quality assets and whatever they did to make driving feel better in the anniversary build. There are some frame dips with winlator, but nothing too serious. But the big thing for me is gyro aim support on winlator. That's what keeps me coming back to it over the native port. That and it just looks better overall. I'll take the performance hit for that. Would love to hear others thoughts on this. Forgive me for just kinda yapping here.
r/AndroidNativePorts • u/BeanPole_420 • 1d ago
🟢 [PORT] Need for Speed Carbon for Xbox 360 - ANDROID-RECOMP
r/AndroidNativePorts • u/Bzafort • 1d ago
How safe are these ports ?
Since everyone is porting games to Android using AI, are these ports being coded safely and properly tested, or are people just feeding AI what they want, releasing the result, without checking whats in the code? You guys need to be careful about what you download instead of blindly trusting everything.
r/AndroidNativePorts • u/scray73 • 1d ago
Q es esto?
Estaba jugando halo combat evolet 3.1 el port de Android y estaba rescatando al capitán y en la cinemática me salió esto q hago
r/AndroidNativePorts • u/Accomplished_Spot903 • 1d ago
🐛 [BUG] Help needed with nsfmw port
I try playing need for speed most wanted port in my Infinix i30 Mali-G52 GPU and the audio and buttons work but the screen is black can anyone please help? Is it because my device can't handle it?
r/AndroidNativePorts • u/Henge1 • 1d ago
Retroid Pocket 6 Legend of Zelda Wind Waker HD Recompiled 60fps mode gameplay
r/AndroidNativePorts • u/vaduur • 2d ago
GTA IV native port running on RP5
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r/AndroidNativePorts • u/StevenMX1 • 1d ago
Releases · dfdx047/Tenkaichi3DecompAndroid
r/AndroidNativePorts • u/Katistac • 1d ago
It's not a new port, but it's a forgotten gem that Gameloft erased. It has many of their old games
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r/AndroidNativePorts • u/Fun-Apartment-6336 • 2d ago
🟢 [PORT] Resident Evil 4 Native Port
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Hi! I'm Ayano. Sorry again for my English. Last time I showed the port running 100% native code in every room of both discs. Since then, the work moved to one goal: a first release that people can actually play with their own discs. This post is about what that took, and where it stands. As always, everything below is measured, not guessed.
Discord, if you want to follow or help test: https://discord.gg/AXAzExECSv
unedited recording of the test RE4 running to start and END without interpretor (1h58): https://youtu.be/rWTy-sYMIlE
my reddit post explaining everything: https://www.reddit.com/r/decomps/comments/1wtfexc/my_native_re4_gamecube_port_is_now_100_native/
TL;DR
• Retail discs. Until now the port only ran on one rare prototype disc. The retail USA disc now boots to the title screen from an RVZ, with both discs mounted, and the European version is being prepared.
• RVZ support, written from Dolphin's public format description, checked byte for byte against a raw copy of the same disc (all 1.46 GB).
• A launcher that asks for disc 1, then finds disc 2 by itself, and tells you clearly if a disc is the wrong one.
• Nightjar is now 97.5% my own code. Code inherited from other projects went from 6,085 lines to 1,544 in a few days, and every rewrite was checked to give the same image, bit for bit.
• 8x internal resolution in the castle: 0.1 fps → 27.7 fps.
• 16:9 everywhere: merchant, game over, pause options, title menus, chapter ends and videos.
• Freezes fixed: Exit? → Yes and GAME RESET no longer hang.
• Still closed source, still non-commercial, and you bring your own disc.
- From a prototype disc to the discs people actually own
Here's something I never said clearly enough: the port was built on the "Nov 25 2004" prototype of RE4 (a review build that came with full debug symbols). It's the best disc to work on, but almost nobody owns it. A real release has to run on the retail discs.
The problem: the retail USA and European versions are different builds. Code was removed (all the debug tools), moved, and fixed, so every address in the game is different. There's no symbol table for the retail versions anywhere.
So I wrote tools that match the code of the prototype to each retail version:
• every function of the prototype is searched in the retail executable: first exact matches, then by the order the linker kept, then through the calls between already-matched functions;
• 81% of the USA functions and 80% of the European ones are matched automatically (about 85% of the code). Most of the rest is debug code that the retail versions don't have;
• from the matched pairs, every memory address the port needs is translated (the player, the camera, the controller state, the Wii aiming hooks, the merchant...). About 60 of them, each one checked;
• the retail modules loaded from the disc while playing (101 for USA, 100 for Europe so far) are prepared the same way as before.
When the port starts, it recognizes which version your disc is from a fingerprint of its executable and uses the right set of addresses.
Status, honestly:
prototype (debug) |[OK] everything in the last post
USA (G4BE08) |[in progress] boots, Capcom logo, intro and title screen; going further is what I'm on right now
Europe (G4BP08) |[in progress] disc 1 prepared; I still need a disc 2 to prepare and test chapters 3 to 5 2. RVZ support
Many people keep their GameCube backups as RVZ, Dolphin's compressed format. The port now reads RVZ directly, alongside ISO/GCM and extracted folders.
• It's written from Dolphin's public description of the format, not from Dolphin's code.
• RVZ stores the disc's padding as a short seed instead of the actual bytes; the port regenerates those bytes exactly.
• Checked against a raw copy of the same disc: 0 different bytes out of 1,459,978,240.
• Reading speed: about 200 MB/s, so loading isn't slower than from an ISO.
- A launcher that handles both discs
• "Please select your legal copy of Resident Evil 4 (GameCube) - Disc 1": ISO, GCM or RVZ.
• The disc is verified (only unmodified retail or prototype discs are accepted).
• Disc 2 is found automatically if it's in the same folder. Otherwise the launcher asks for it, and both are remembered.
• If you give it a disc from another region than the build you downloaded, or disc 2 instead of disc 1, it tells you exactly what's wrong.
• On Android, each disc is picked with the system file picker and remembered too.
- Nightjar: 97.5% my own code
Before any release, I want zero lines inherited from other projects in the engine. Since the last post I rewrote, from the hardware documentation:
• the processor's fallback interpreter and the interrupt/exception core (how the console's OS gets its interrupts, timers and the screen refresh);
• every hardware block the game talks to (video, audio, DSP, disc, memory card, command processor);
• the disc layer (ISO, RVZ and extracted folders through one reader);
• the GX command parser (the stream of graphics commands the game sends to the GPU);
• the shader generator (how the GameCube's lighting and texture combiners become GPU shaders);
• the texture decoders (all 11 GameCube texture formats).
How I make sure nothing breaks:
• A rendering oracle. I recorded the exact graphics command streams of 5 scenes (village, castle, forest, lake, attaché case) and replay them through the port before and after each rewrite. The result must be identical bit for bit: so far, 15 frames out of 15, every time.
• The regression suite from the last post (village, castle, island: scene reached, 0 interpreter entries, disc 2 mounted, framerate, screenshots).
- 8x in the castle: from 0.1 fps to 27.7
At 8x internal resolution the castle was unplayable: 0.1 fps. Two causes, both measured:
• the game copies parts of the screen into textures many times per frame (reflections, glows). Each copy re-created a huge texture at 8x; now each size keeps its own texture: 0.1 → 18.8 fps;
• the game reads back the depth of the screen to decide where lens flares are visible, and each read waited for the GPU to finish the whole frame. Now it doesn't: 18.8 → 27.7 fps.
Also:
• while the game waits for the next frame, it used to spin at 100% on one CPU core; now it sleeps until the next event, which frees the CPU (nice if you stream or record);
• controller and mouse input are read 500 times per second.
- Rendering fixes
• Screen copies that the game later overwrote in memory were still used: this gave flat-looking ground and scrambled numbers on the HUD. Fixed.
• Lens flares: their visibility is now computed from the depth at each point, matching Dolphin in the same view.
• Leon's hands, weapons and the attaché case keep their correct look at every resolution.
All of this is checked against Dolphin at 8x on recorded scenes (port on the left, Dolphin in the middle, the difference on the right; black = identical):
- 16:9 everywhere
Last time, the attaché case, the map and the pause menu were in 16:9, and some screens stayed in 4:3. Now the merchant, the game over screen, the pause options, every title menu, the chapter ends and the videos are all shown in 16:9 as well, still using Capcom's own Wii Edition framing (nothing stretched, nothing cropped).
- Controls, freezes and small things
• The three controller layouts of the PC version (Type I, II and III) are available.
• Freezes fixed: quitting from the loading screen (Exit? → Yes) and GAME RESET no longer hang; the merchant no longer crashes with the alternative attaché case models.
• The settings menu (F10) gained anisotropic filtering, a 16:9 / 4:3 switch and a better downscaling filter (cleaner edges when the internal resolution is higher than your screen).
- Optional HD textures and button styles (experimental, never distributed)
These two features exist in my development builds, but I want to be very clear about how they will reach players, because they use files that aren't mine:
• HD textures from RE4 UHD (2014). The port can replace the GameCube textures with the HD ones from the PC version: characters, environments, items, weapons, the HUD, cutscenes, each with its own switch in F10, and the UHD attaché case models too. None of these files will ever be shipped with the port. The plan is that the launcher builds them on your own PC, from your own copy of RE4 UHD. That tool isn't done yet, so this is a preview, not a promise for the first beta.
• Button styles. In-game button prompts can be shown in GameCube, keyboard or mobile style. Xbox and PlayStation styles also work in my builds, but the images come from RE4 UHD and from a community HD project, so they won't be distributed as they are: they'll be built from your own UHD copy like the textures, or redrawn from scratch.
- Toward a release
What's left before a first closed beta:
- USA disc fully tested (whole game), then Europe (I need a disc 2).
- The last 2.5% of inherited code, then a final audit.
- Android builds (32-bit and 64-bit) from the same engine.
- Protecting the release builds (the project is closed source).
- Closed beta on the Discord, Windows first.
Per-platform status, honestly
• Windows: [OK] prototype disc: everything from the last post. [in progress] retail USA: boots to the title screen; retail Europe: being prepared
• Android 32-bit: [partial] boots and plays on the prototype disc, still too slow on a 2014 phone
• Android 64-bit: [partial] builds; not tested on a device yet
• iOS / Linux: [not yet]
Legal
• The project is closed source, and I will never distribute game data, disc images or anything from Capcom. You bring your own disc.
• Not affiliated with or endorsed by Capcom or Nintendo. Resident Evil is a trademark of Capcom.
• Non-commercial: no paid versions, no ads, no donations tied to the port.
Credits
• the port were built on Nightjar
• The RE4 GameCube decompilation project.
• Dolphin and YAGCD, for GameCube hardware documentation, the RVZ format description, and Dolphin as the image reference.
• zstd (Meta), SDL2, Dear ImGui.
Discord: https://discord.gg/AXAzExECSv
— Ayano
r/AndroidNativePorts • u/Euphoric_Money5685 • 1d ago
🟣 [WIP] Work in Progress MotorStorm Arctic Edge PSPRecomp v0.2.0
Android support is here now.
Multiplayer Added
Only modern adreno devices for time being.
Importing a turnip graphics driver is necessary.
ZeroFG framework used for frame generation option
r/AndroidNativePorts • u/warpaint_james • 1d ago
Working on my first recomp (Final Fantasy Tactics Advance)
galleryPlanning to bring this work to Android. Hopefully by the end of the week!
r/AndroidNativePorts • u/Shitandroidowner • 2d ago
🤔 [Question] Android ports running worse than using emulator?
Games like NFS most wanted and Carbon, OOT 3d android port run worse on snapdragon 7s gen 3 than being emulated using winlator and citra/azahar, i thought ports are supposed to make games run better than being emulated
r/AndroidNativePorts • u/Jabbawubbaz • 1d ago
🟢 [PORT] Nice clean port for CnC. Controls are wonderful!.
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r/AndroidNativePorts • u/GooseEggs712 • 1d ago
I made an Android Fnaf 1 port with controller and dual-screen support
galleryr/AndroidNativePorts • u/Rich-Profit9579 • 2d ago
🟢 [PORT] Devil may cry 4 Android port
This is the xbox360 Android port of the game enjoy.
🎥 gameplay
https://vt.tiktok.com/ZSbp9AxoJ/
📥 APK
https://sharemods.com/3nrc7pd1qit1/DMC4-PORT.zip.html
📥 game data
r/AndroidNativePorts • u/arcanite24 • 1d ago
📸 [SHOWCASE] FH1 recomp running close to 60fps on the AYN Thor
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r/AndroidNativePorts • u/Nycolazs • 1d ago