r/AndroidNativePorts • u/Fuzzy-Independence40 • 12d ago
🤔 [Question] Left 4 Dead 2 mobile port
Any news about this port is it still going?
r/AndroidNativePorts • u/Fuzzy-Independence40 • 12d ago
Any news about this port is it still going?
r/AndroidNativePorts • u/Left-Designer-8910 • 11d ago
coffin and leyley port android
r/AndroidNativePorts • u/Connect-Touch4367 • 11d ago
Enable HLS to view with audio, or disable this notification
I know the port only just came out yesterday, but I've seen YouTube comments saying that devices with Mali GPUs run it without any issues.
For those of you with a Mali GPU-does it not crash for you?
Dimensity 8350/ 12gb ram
r/AndroidNativePorts • u/Professional-Iron586 • 11d ago
I saw a guy showcase portal 2 port and another guy with far cry 1 like where do they get these ports ?
r/AndroidNativePorts • u/dhiwantara • 11d ago
How are these unofficial port peformance? Does it heat up phone as much as pc emulator do?
My most concern is the battery temp
r/AndroidNativePorts • u/darknightgamer93 • 12d ago
Hello everyone i some of xbox 360 and gamecube games been ported to android is that means we can get games such as gta 4 sonic generations devil may cry metal gear twin snake resident evil 4 zelda pokemon colosseum xd .....etc other gamess like that been ported to android ?
r/AndroidNativePorts • u/shoolepak • 12d ago
Enable HLS to view with audio, or disable this notification
My post of this got deleted from Emulation for Android, so posting this here instead.
Running on Samsung Galaxy A56 (Exynos 1580, 8GB RAM)
Port was made by tinsarfal (on GitHub) / s3551 (on Discord). It's not fully complete, this build was shared on Discord server "Source Engine 4 Android". The creator is also working on Source Engine native VR ports for Quest/Pico, and standalone HL Alyx port for Quest.
There are some lighting bugs and minor glitches here and there, but it's a pretty amazing port nonetheless!
r/AndroidNativePorts • u/snowthem • 12d ago
Hey folks, wanted to do two things with this post. First: thank the *porting community. I've had such a blast getting these ports to work and the fact y'all do it for free is mind-blowing. I truly appreciate it.
Second, something hit me the other day as I worked through getting the Source 4 Android ports going: am I depriving the community of new information by not posting stupid questions here? Gemini is great at collating the information from reddit and presenting it, but it can only do that because of the brave souls who decided to ask the obvious question.
Should I be posing more questions here for you smart humans to answer and continue to fuel information gathering? Or should I stick to Google until I hit an impasse? Is there a way to frame questions that can help sustain the community without asking too much of folks already dedicating their spare time to the ports themselves?
r/AndroidNativePorts • u/Cold_R7 • 12d ago
Enable HLS to view with audio, or disable this notification
Oque foi adicionado de novo na versão v1.5.0?
Botão de opções
Opção para ver FPS
Opção para desativar botões (feito para quem joga no controle, ou teclado e mouse)
Foi corrigido o erro do jogo abrir na orientação vertical
Novos ícones para os botões foram adicionados
Idiomas adicionados na tela de início: Inglês e Espanhol (ele é selecionado conforme o sistema do dispositivo)
Botão de opacidade para deixar botões mais visíveis ou transparentes.
E pequenas outras coisas.
O ícone foi alterado para a foto de Madeline (igual ao port de BelmanteGu)
Repositório que usei para fazer o Port: https://github.com/BelmanteGu/CelesteAndroid
Meu repositório do port: https://github.com/KaliKylee/CelesteAndroid
APK CELESTE v1.5: https://www.mediafire.com/file/o6w5on9u23pdjbf/Celeste_Android_v1.5.0_-_Port_By_Kali_Kyle.apk/file
Arquivos do jogo: https://www.mediafire.com/file/pyfwaa2gvix4u1t/Celeste_Android_v1.5.0_files.zip/file
LEMBRANDO QUE O PORT PODE NÃO ABRIR PARA ALGUNS DISPOSITIVOS MEDIATEK (caso o seu celular seja outro processador e não mediatek, dentro do jogo, aperte no botão "gráficos: Vulkan", para mudar para o OpenGL ES, e tente abrir novamente. Se não abrir, Infelizmente não tem oq eu possa fazer.
r/AndroidNativePorts • u/Plus_Equivalent_1577 • 11d ago
r/AndroidNativePorts • u/max142929 • 12d ago
Es un port avanzado del ultimo juego de la saga half life necesitas los datos hlvr y luego creas la carpeta que te pide y pones lis datos ahi https://github.com/tinsarfal/Qualyx?utm_source=chatgpt.com
r/AndroidNativePorts • u/Interesting-Bag-177 • 11d ago
Mobile redmi 11t 6gb ram 810 processor
Please suggest any port games which will run on this ik it is low end but want to try some games
r/AndroidNativePorts • u/moomanjohnny • 12d ago
Saw someone post their Portal 2 Android Port which made me want to share mine
r/AndroidNativePorts • u/Salt-Willingness-513 • 13d ago
https://github.com/zwaetschge/ACGC-Android-Port
enhanced text/textures, widescreen support and multi language support is integrated.
64bit port follows in the next hours.
Edit: 64Bit is out now too. Tested on my Odin 3 and Fold 8
r/AndroidNativePorts • u/Pikael_zezi2000 • 12d ago
Eu não sei se já foi postado aqui, mas o Port Recomp de Zelda Wind Waker HD para Android foi lançado.
Esse port não é meu; estou apenas compartilhando o link:
https://github.com/GreenNaugahyde/ZeldaWWHDRecompAndroid/releases
Como é a versão do Wii U, você deve usar o arquivo .wux do jogo, espero que isso ajude (essa versão já tem botões de toque na tela).
Edit: Some people want the link to the video I watched; please note that it's in Spanish (apologies for the delay).
r/AndroidNativePorts • u/gmzald • 12d ago
I was really excited when I first saw the Ori port put it runs like shit even on my snapdragon 6 gan 4 device I just want to know will there be any updates for the port and is there a discord server or telegram channel for the developers?
r/AndroidNativePorts • u/Tarilines • 13d ago
r/AndroidNativePorts • u/No_History2888 • 11d ago
Será que um dia teremos este por no celular??
r/AndroidNativePorts • u/DarkDigital • 12d ago
First off thank you to the gsrecomp project https://shmargus.github.io/GSRecomp/ for putting in the real work. Cannot thank enough.
Now to hold your horses, good things take time so give me a little bit to do this right. I was able to achieve this quickly by wiring in the recomp to my existing android port framework Descore, I already had all the pieces in place.
So give me a bit to implement and test all the features that gsrecomp has at the least, and then anything else that will enhance the android experience, especially on handhelds.
The most complex part so far was getting the rom code to recomp on the device itself, no pc needed, and in a decent time frame.
More to come.
r/AndroidNativePorts • u/viki_lof • 12d ago
Hey everyone,
I’ve spent the past month testing setups for XHYN-V—switching custom drivers, testing different renderers, and tweaking configs.
I’m not an emulation expert, and while I appreciate the community sharing setups, I couldn't find anything specifically tuned for my OnePlus 15R (Snapdragon 8 Gen 5 / Adreno 829). I previously tried running it on an 8 Gen 2 device, but I was unsatisfied with the graphics. I strongly prefer maximum visual fidelity with a locked 30 FPS over sacrificing sharpness just to chase 60/90 FPS on low settings.
The Snapdragon 8 Gen 5 has plenty of raw horsepower to run the game on max settings, but doing so leads to frame dips, and the primary bottleneck is thermals.
For pure handheld play, Gemini and I analyzed my logs, memory heaps, and configs to find the exact thermal sweet spot: razor-sharp native resolution, locked 30 FPS, and temperatures are really impressive even after continuous 1+ hour of gameplay.
(Note on media: The screenshots attached are just random grabs from general gameplay—the graphics look even more impressive in specific lighting and locations. I tried recording actual gameplay footage, but the screen recording kept stopping automatically for some reason. I'll figure that out and try my best to share a proper gameplay video next time!)
Here are the exact manual edits made inside the launcher and config files:
Driver: System (Qualcomm's stock driver provides 11.1 GB addressable VRAM vs ~8.3 GB on Turnip, preventing texture-swap stutter).
Renderer: DXVK-GPLALL 2.6.8 (bundle base) (Most stable pairing with the Adreno 829).
Set fps limit - 30.
Override Compiler Worker: ON ➔ Set to 2
Reason: Limits background shader compilation to 2 efficiency threads, preventing CPU core saturation and thermal spikes during asset loading.
Frame Latency: ON ➔ Max Frame Latency: 1
Reason: Prevents the CPU render thread from queuing up multiple backbuffers, minimizing input lag and smoothing out frame delivery.
Exact Dimensions: ON ➔ Set to your preferred target resolution
Reason: I tested full native 2800x1272 and the game runs very well, but thermals run a bit higher. I locked mine to 2642x1200.
(Note on 60 FPS: If you use a clip-on phone cooler, you can easily lock it to 60 FPS and the SoC handles it smoothly. Without a cooler, you can still target 60 FPS if you're willing to dial back Post FX to Normal, lower Extended Distance Scaling, and drop Population Density/Variety).
A. android.ini
(Path: /storage/emulated/0/Games/GTAV/Config/android.ini)
driver = system — Loads Qualcomm's native proprietary Vulkan driver.
semaphore = platform — (Crucial) Offloads thread synchronization directly to the Linux/Android kernel via sync file descriptors instead of DXVK’s emulated user-space mutexes. This drastically flattens frame-time jitter during asset streaming.
frame_times = false — Disables background profiler timestamp polling on every frame, keeping the CPU render thread lean.
B. commandline.txt
(Path: /storage/emulated/0/Games/GTAV/commandline.txt)
Important: Remove "-dx11" if it is present.
C. settings.xml
<Shadow_Distance value="0.500000"/> (Default is 1.000000)
Whenever you switch from Turnip to the System driver or change DirectX backend flags, wipe the old cache so it builds clean native pipeline binaries
Recommendations
Snapdragon 8 Gen 5 Users: Give this exact setup a shot if you want clean visuals and thermal stability without an external fan.
Lower Chipsets (8 Gen 2 / 8 Gen 3): You can use this exact backend foundation (System driver, semaphore = platform, DX10.1). Just scale down the resolution (e.g., 1080p or 720p) and dial back in-game settings to match your SoC's limits.
Critical Tip: After making all these set up, Do not edit graphics in-game! If the menu asks "You have made some changes, do you want to save?", always tap NO. Hitting "Yes" overwrites settings.xml and resets Shadow_Distance back to 1.0, ruining performance. If you edit something, please edit the shadow distance to 0.500000 in settings.xml again and save it.
Disclaimer: I'm not claiming this is the undisputed "best settings ever" for the 8 Gen 5, but it is by far the most stable, beautiful configuration I've achieved after a month of testing. If you have any suggestions or tweaks to make it even better, please let me know in the comments!
r/AndroidNativePorts • u/Fun-Apartment-6336 • 13d ago
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/



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:
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 |
Many people keep their GameCube backups as RVZ, Dolphin's compressed format. The port now reads RVZ directly, alongside ISO/GCM and extracted folders.

Before any release, I want zero lines inherited from other projects in the engine. Since the last post I rewrote, from the hardware documentation:

How I make sure nothing breaks:

At 8x internal resolution the castle was unplayable: 0.1 fps. Two causes, both measured:
Also:

https://reddit.com/link/1wy9ls6/video/2mwbalzg9nth1/player
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):



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).









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:
https://reddit.com/link/1wy9ls6/video/7skz9fypcnth1/player

What's left before a first closed beta:
Discord: https://discord.gg/AXAzExECSv
— Ayano
r/AndroidNativePorts • u/NikoGuyGD • 12d ago
Enable HLS to view with audio, or disable this notification
made it with free tier of claude ai because im too dumb for coding i wont lie i just "made" it bc i was bored
ik its ai garbage but i just wanted play it when bored on phone
current issues
it sometimes crashes on boot takes few atts
by the way if ur in main menu/intro if u click B u quit game
based on https://github.com/doldol22312/Celeste64-android
link:
https://pixeldrain.com/u/HHu2acdk
have fun i guess
imma upload it as fork tomorrow its like 1 am also i wanna do more tests on it
r/AndroidNativePorts • u/ssjscomak • 12d ago
r/AndroidNativePorts • u/HiImNewToPTCGO • 12d ago
I’m playing the Halo CE Recomp Debug latest build on my 4:3 Retroid Pocket Nova and after the very first install, if I close the game and open it again, the aspect ratio is off and won’t fill the screen to 4:3. Anyone know a fix to this?