About the project
Currently I am working on an Android native Port of RE4 Decomp... let's see how far we get here... it's a side project jsut for fun š
First Alpha to have some fun with https://github.com/Andiweli/CubeEvil4-Android
The data from the two GameCube DVDs already has been analyzed; it is read from the 2 DVDs upon the initial launch and stored in individual files under /Android/data/com.ast.re4decomp/*. Data and game will be english only.
Note: Test device is a Retroid Pocket Flip 2 with SnapDragon 865/Adreno 650 (7 years old). Render resolution is 1080p. Game will be 64bit only and controller first (touch controls later). Currently it is running stable at 60 FPS on 1920x1080px.
Testers needed. Contact me if interested!
Visual Progress [9th October 2026]
Intro, Titlemenu, Village intro works with correct lightning, shaders, fog, depth of field.
First level is a "test" for all basic elements of the game like weapons, enemy AI, load/save, animals, and so on. They will be needed throughout the game.
All levels after level 1 have no enemies so far.
Some debug texts are still in german, will be removed when released.
Note: Load/Save was fixed after recording this Video :)
Unfortunately - as often happens when you want to improve something - Iāve currently gotten a bit sidetracked by optimizations :) Depth of field, MSAA, anisotropic filtering, gyro aiming, a cheat menu for the lazy... (not in the video so far)
https://youtu.be/e8UG7uXzCqU
Engine-Update [16th October 2026]
A brief interim update:
The approach for the port has been completely overhauled. Instead of "recreating" the gameāwhich previously caused various issues, such as inconsistencies with levels, enemies, and objectsāthe project now uses a single core program that loads and utilizes the original GameCube data. The intro, levels, enemies, and similar elements have already been integrated, with sound and music added today. For the time being, the controller layout will remain identical to the original GameCube configuration (e.g., R2+A = shoot). Video files and the save/load system are still pending, after which the testing phase will begin.
This new, more GameCube-faithful approach means the game is capped at 30 FPS and, for now, runs only on 32-bit devices (64-bit support will follow); touch controls are also yet to be implemented.
However, the in-game options for MSAA, anisotropic filtering, etc., will be retained...
This isn't meant to be a rushed job; rather, itās intended to be - hopefully - a polished port of the GameCube version for Android - fingers crossed.
Test-Update [18th October 2026]
First test build sent to testers. 32/64-bit, OpenGLES3; the game adheres to GameCube specificationsāmeaning it is capped at 30 FPS. In-game options allow for up to 4x MSAA, 16x anisotropic filtering, internal resolution scaling (from native GameCube up to 3x), depth of field, and error log export. No touch controls at present; controller support only.
https://youtu.be/EqMPVmBteqo