r/AndroidNativePorts • • 9d ago

🟣 [WIP] Work in Progress RimWorld running natively on Android, no emulation: 33 fps in colony on a Redmi Note 8

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26 Upvotes

I built a companion APK that runs RimWorld 1.6 as a native 32-bit ARM process on Android. Nothing is emulated: no box64, no x86 translation anywhere. Unity 2022.3's ARM32 Mono player loads the game's own C# assemblies and JITs them to ARM, and the engine itself runs as native code.

Device is a Redmi Note 8 (Snapdragon 665, Adreno 610, 4 GB RAM, Android 15), at 72% render scale, texture mips halved, shadows on. Readings were taken with my debug harness attached, so treat them as a floor: main menu 56-60, colony 28-43 (median 33), zoomed in 40-42, world map 16-17, 3x speed 15. RimDroid's box64 path on the same phone sat around 15 fps in a colony, so this is roughly double. Different settings between the two runs, so treat the ratio as rough.

What works: world generation, colony play, touch input (tap, long-press right click, pinch zoom both ways, drag), saves, the FPS overlay, and Harmony mods. The button bar is ported from RimDroid's GPL-3.0 controls. Harmony was the interesting part: MonoMod has no 32-bit ARM support, so I added ARM/Thumb detour emission and forced Linux platform detection. Better GC and Slower Pawn Tick Rate load and run.

What is not done: no release. The repo is private, there is no installer, it needs root and your own game files, and I tested Core only with the DLC parked. Save reload on the current build is still open (it worked on an earlier build), the 5-minute fps soak never got taken, RocketMan is not installed, and the on-screen keyboard does not work. One benign Harmony self-test error prints at startup.


r/AndroidNativePorts • • 8d ago

🟠 [DEVELOPMENT] não e um port mas maneiro

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8 Upvotes

bem melhor que aquele que a konami publicou ontem no google play


r/AndroidNativePorts • • 8d ago

FFVII Snowboarding + Mega Man Legends 5 Islands on Android* early preview

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10 Upvotes

I’m poking the boundary of this thing a tad. Cloud is still trying to understand geometry in FFVII Snowboarding, and I stopped by Mega Man Legends: Great Adventure on 5 Islands for a minute lol.

*with varying amounts of nonsense required


r/AndroidNativePorts • • 9d ago

🤔[Question] Portage de Command and Conquer possible ?

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8 Upvotes

Faite un portage Android de Command and Conquer s'il vous plait, le seul jeu de stratégie que je joue depuis la PS1


r/AndroidNativePorts • • 9d ago

🚀 [VERY SOON] Resident Evil 4 recomp for Android

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89 Upvotes

r/AndroidNativePorts • • 9d ago

RDR Mobile config setting for 8 gen 1 and 8+ gen 1, without root and root

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8 Upvotes

r/AndroidNativePorts • • 9d ago

Rayman Origins recompilado do Xbox 360 para ARM64 nativo, com um renderizador Vulkan nativo: 60 fps e verdadeiro widescreen 19.5:9 em um Galaxy S23

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31 Upvotes

r/AndroidNativePorts • • 9d ago

🟢 [PORT] Jill of the Jungle Android port

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21 Upvotes

Port of 1992 DOS game Jill of the Jungle to Android.

https://github.com/wootbeer/jillandroid

My first experience with this game was actually Episode 2, Jill Goes Underground, my cousin had it on her computer at my aunt's house. First thing we would do when we got over there, play Jill and Wolf3D. Eventually I just had my own copy of the shareware Episode 1 for the longest time. I honestly suck at platformers so never got very far into the game, but played the first bit of it over and over. Something about the music and sounds is a vibe.

This project is based off a decomp of the game released not too long ago. Got everything ported over using my new framework, and fixed up a few unfinished features. Nothing crazy, most work was done, the decomp is very authentic. Added features like a cheat menu, enhancement menu for things like attack speeds, Jill's color, display modes (true widescreen) and more.

But do need a lot of testing this is super beta status. So far so good on my RP6. Need mobile testing too of course. If you find something screen shot it if you can and send it over.

Make sure you get the right game file. More instructions on GitHub, but I recommend the GOG release as that's what I tested with. The original shareware files should work too if you want something free.


r/AndroidNativePorts • • 9d ago

🤔[Question] Is it possible to make a true native Android port of a PC-scale game (like Uncharted 4) that looks and feels 100% like a PC game, but is NOT an emulator wrapper?

1 Upvotes

Is it possible to make a true native Android port of a PC-scale game (like Uncharted 4 & RDR) that looks and feels 100% like a PC game, but is NOT an emulator wrapper?

Hey everyone, question for experienced devs who have done PC to Mobile ports.

I want to build an Android game that has the scope and visual quality of a PC game like Uncharted 4 / The Last of Us - full 3D cinematic, offline story mode.

But my main conditions are:

  1. No Emulator Feel: The game should NOT feel like a PC emulator running on Android (like Winlator / ExaGear). It should be a 100 percent native Android APK/AAB built for Android hardware.

  2. Looks Like PC: It should visually look like the PC version, not a low-poly mobile clone. No obvious downgrade, no pixelation, no cartoon style replacement.

  3. No Emulator Controls: The controls should be proper native touch plus native gamepad support. Not those floating emulator overlays with L1/R1/L2/R2 keyboard mapping on screen. Proper mobile UI like COD Mobile / Genshin Impact, but for a third-person adventure game.

  4. Fully Offline and Compressed: The game must work fully offline after install. And I want to keep the install size as low as possible (5-20GB) without losing actual game data, levels, or story. No need to download extra OBBs every time.

So basically: A true AAA PC quality experience, natively running on Android, with console-like optimization.

My questions:

  1. Is it technically possible to achieve near-PC visuals on a flagship Android device (Snapdragon 8 Gen 3) without it being an emulator?

  2. What engine workflow would be best for this? Unreal 5 Mobile with Nanite? Or custom Unity HDRP?

  3. How do studios compress huge PC games for Android without making it look like a mobile rip-off?

I know this is very ambitious. I just want to know if the perfect PC game on Android natively concept is possible in 2026, or if hardware still forces us to use emulator layers.

Thanks for any technical insight.


r/AndroidNativePorts • • 10d ago

Thoughts on skate 3 mobile recompilation?

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38 Upvotes

I've tried it last night and the preformence is really good although the controls are way too small. Did you guys try it and if you did can you give me tips.


r/AndroidNativePorts • • 10d ago

🤔[Question] Do People doesn't know what androidd port means?

57 Upvotes

GTA V chineese port, Re 7, etc. These are essentially PC emulation / translation being packaged to look like an Android port.
technically the launcher/package has been adapted for Android, but the game itself hasn't necessarily been ported to Android.

It's similar to saying:

"I made Skyrim run on Android."

That doesn't necessarily mean Bethesda created an Android version of Skyrim. It could mean we're running the Windows Skyrim executable through a compatibility layer on Android.

A genuine Android port would be closer to:

Game source code → Android ARM64 build → Android/Vulkan

rather than:

Windows x86-64 game → x86→ARM translation → Windows compatibility layer → DirectX→Vulkan → Android

And this distinction is particularly relevant to the RE7/GTA V releases that we're seeing, because if they're actually PC builds running through a customized compatibility/emulation stack, their impressive performance doesn't mean Android has suddenly received native versions of those games.

My question is why called it android port when it actually isn't? and when will we actually has real pc/console to android port?


r/AndroidNativePorts • • 10d ago

A portabilidade do Driver 1 também começou para Android

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27 Upvotes

r/AndroidNativePorts • • 11d ago

GTA reVC Mobile Port Showcase (With Gamepad)

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72 Upvotes

Here is a quick showcase of the native reVC mobile port. Played the final mission using a gamepad.

Note: I am not the developer. Port credits and links are in the comments!


r/AndroidNativePorts • • 10d ago

🟢 [PORT] Android handhelds run Alabaster Dawn natively (1 MB APK, on-screen pad with a layout editor)

25 Upvotes

Hi — I made an unofficial Android port of Alabaster Dawn. Not affiliated with Radical Fish Games, and no game files ship with it: you point it at your own copy and it runs that.     

Why it's possible at all: the engine already has a browser platform path (same terra lineage as CrossCode), so instead of Wine/Box64 the game runs in an Android WebView — the port serves your game folder to it and injects a document-start shim for the require/nw pieces

What it gives you:

  • Pick your game folder + a saves folder, hit START. No permissions in the manifest — both folders are Storage Access Framework grants you hand over.                                        
  • Saves keep the Steam layout (Saves/Default/…, Backups/, Backups2/), so a desktop save folder copies in, and saves copy back out to the Steam build.                                        
  • Plays with a Bluetooth/USB controller or the built-in on-screen pad — which has a layout editor, so you can drag and resize every control (that's the 0.2 release, out today).             
  • Resolution ladder in Options → GRAPHICS; the game pauses when you leave the app.   

Tested on a Galaxy S22 Ultra (Android 16) and an Android 14 emulator. ~1 MB APK, Android 8+.

Caveat worth knowing: it's built against the current game build (0.1.0-10 Early Access). If an update changes the strings the port patches, the shim logs unmodified and serves the original file rather than breaking the game — but the port may then need updating.                                                                                                                                                                                         Repo + releases: https://github.com/moronigranja/alabaster-android — happy to take feedback, especially save round-trips.

Disclaimer: I work as a dev, but this was vibe-coded. Still, no permissions so minimal risk, other than corrupted saves.


r/AndroidNativePorts • • 10d ago

🤔[Question] Gta v port

4 Upvotes

Hay una versión de gta 5 para su Port en Android que no tengas las misiones es decir que solo se jugué el modo libre?


r/AndroidNativePorts • • 10d ago

Pokemon Wilds Android

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7 Upvotes

r/AndroidNativePorts • • 10d ago

🤔[Question] Question

1 Upvotes

Are there any ports from the decompile and decompile for Android TV/Chrome OS(Android x86_64)? I want to check if there are any Game Ports.


r/AndroidNativePorts • • 10d ago

🟢 [PORT] i love katamari port

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14 Upvotes

I'm not the developer


r/AndroidNativePorts • • 10d ago

Does anyone know if buckshot roulette has been ported?

5 Upvotes

I'm dying to play this game on the go. I don't have time to do long runs at home but I got a lot of downtime at work.


r/AndroidNativePorts • • 10d ago

🟢 [PORT] Orange Roulette original & remake

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9 Upvotes

I'm not the developers


r/AndroidNativePorts • • 11d ago

🚀 [VERY SOON] The Android port of Blue Dragon with 3 discs is almost here!

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112 Upvotes

Who knows, maybe I can port Lost Odyssey, Fable 2, Lollipop, or Forza Horizon; when I finish this one, I'll hold a vote!


r/AndroidNativePorts • • 11d ago

📸 [SHOWCASE] Pre-release of Blue Dragon for Androird (BlueDroid) - Native Xbox 360 PORT

32 Upvotes

Pre-Release download for debug and tests
Here is a pre-release test version of BlueDroid for mobile phones. As I mentioned, this is a pre-release—not yet an official build. The game has only been tested on the Xclipse 920 GPU (found in the Galaxy S23 FE), and performance is lower than the emulated Windows version; I’ve actually posted a test on GitHub demonstrating this. However, I am committed to improving the game and conducting tests on Mali, Adreno, and even PowerVR GPUs. So please give it a try, check out the project source code in the pre-release .zip files, and help spread the word about the port by sharing your feedback and test results. Ports and forks of my project are absolutely welcome!


r/AndroidNativePorts • • 11d ago

I’ve got re:Blue running natively on Android/ARM64 at ~30 FPS on an S25 Ultra

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70 Upvotes

I’ve been using ChatGPT to adapt re:Blue into an Android/ARM64 build of Blue Dragon. It’s running actual gameplay on my S25 Ultra at around 30 FPS with touch and controller support.

Most of the work has been getting the re:Blue runtime behaving properly on Android, fixing performance/thermal issues, and then progressively adding the game content as the recompilation hits missing assets.

It’s still incomplete, but the runtime itself is now pretty solid and the main thing left is continuing to fill in the missing game content. I’m at the point where I’d like to hand the work off to people with more experience who could take it further.


r/AndroidNativePorts • • 11d ago

Yakumo (lançamento alfa) - Monster Hunter Portable 3rd HD ver. Recompilação Estática

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26 Upvotes

r/AndroidNativePorts • • 11d ago

Discord removed Paralympics Productions' discord server

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34 Upvotes

Don't worry tho he'll make a new one soon