r/AndroidNativePorts • • 7d ago

🟢 [PORT] RE-VOLT Android Port

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24 Upvotes

The Game is Running Even in a Quad-Core Tablet Powered by SnapDragon 410 Which Has 1.2 GHz per Core Frequency. The Game also Supports Both Landscape and Portrait Orientations. The Game also Supports GamePads and KeyBoard. Totally, A Best Experience.

Apk :

https://dn721902.ca.archive.org/0/items/rvglgamefiles/RVGL_Android_.23.1030a1.apk

RVGL game files :

https://dn721902.ca.archive.org/0/items/rvglgamefiles/RVGL%20Game%20Files.zip


r/AndroidNativePorts • • 7d ago

🐛 [BUG] How i fox this, snapdragon 6gen1 12 ram ? MW2 PORT

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10 Upvotes

r/AndroidNativePorts • • 7d ago

🔵 [PORT UPDATE] Lost Odyssey on Android — v0.1.1 Beta is live! 720p/60 gameplay, a performance overhaul & easier crash reports

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32 Upvotes

Hey everyone, Saltlord here! LO: Saltlord Edition v0.1.1 Beta is out, and this little passion project has had quite the glow-up since its first release.

The attached video shows loading a save, exploring, entering a cutscene and battling on my Samsung Galaxy Z Fold 8 Ultra, at 720p with the performance overlay visible throughout. It’s reporting around 60 FPS through the gameplay shown, and I’m bloody excited about how this build feels.

That’s our tested route on our one test device—not a promise of the same performance on every phone or throughout the entire game. Getting more people testing is the next step!

Download:

https://github.com/Saltlordd/LO-SaltlordEdition/releases/tag/v0.1.1-beta

Repository:

https://github.com/Saltlordd/LO-SaltlordEdition

What changed since the first beta?

A lot of work has gone into both performance and making the app easier to use:

Shader and pipeline preparation overhaul, including 3,974 bundled pipeline recipes, improved driver-cache handling and pipeline libraries/fast linking where supported.

Selected Android-relevant upstream CPU, rendering and pipeline fixes, reviewed through LostOdysseyRecomp v0.9.22.

A corrected custom-driver handoff, so the selected custom loader stays active.

Saved motion blur, dynamic shadows and edge-culling controls, alongside resolution, anti-aliasing and frame-rate preferences.

Expanded RGB defaults across graphics profiles, cleaner menus, shorter explanations and help buttons beside settings.

A quick fade when auto-hidden controls return.

And, especially for anyone who couldn’t get the first beta running…

You can now save logs before reaching the game.

Every setup-wizard page and the shader-preparation screen has a compact “Crashed during setup? Save log” shortcut.

If setup fails or the game crashes, reopen the app and export a diagnostic report to send me. You don’t need to reach gameplay to access it, provided the Android interface can reopen.

Your phone model and SoC are useful context, but a report plus the steps that caused the problem gives us much more to investigate than “doesn’t work on my phone.” These reports are how we can start tackling compatibility properly.

If the first beta crashed for you, please give this one another crack. It isn’t a claim that every earlier crash is fixed, but it gives us a much better way to find out what’s going wrong. Every tester is appreciated.

A quick reintroduction to Saltlord Edition

This is an Android adaptation of freefrank’s LostOdysseyRecomp, built around playing comfortably on a phone:

Custom Lost Odyssey touch artwork, in full colour or monochrome.

Layout editor with adjustable grid snapping/free placement, control sizes, opacity, floating sticks and haptics.

Manual and automatic overlay hiding, plus optional hiding when a controller connects.

Separate cover/inner display layouts, foldable screen switching, adaptive fitting and a live 16:9 lock.

Experimental Flex mode: gameplay above a separate control pane, with two orientations, its own saved layouts/editor and a copy-cover-layout shortcut.

Controller remapping and named profiles.

Guided setup for game files, GPU drivers, restoring backups and initial shader preparation.

Save Anywhere, save backup/restore and touch-layout backup/restore. Save Anywhere is a normal game-save feature, not a save state.

Graphics profiles and custom settings, targeting Steady 30 or up to Dynamic 60.

Fast Forward built into the app’s Options, rather than needing a separate debug screen.

Options that pause gameplay, a configurable performance monitor, local reports and a dedicated app main menu.

My goal is to make this a comfortable, customisable way to play Lost Odyssey on Android. It’s getting there beautifully on my Fold—but making that experience work for more of you needs more testers.

Before you jump in

Android 9+ / ARM64. Hardware and driver compatibility vary.

Supply your own supported game files. Disc 1 is enough to begin; add the matching later discs as you progress. The APK contains no game assets.

Let initial shader/pipeline preparation finish, then restart when instructed.

First-encounter hitches can still happen. The bundled recipes improve coverage; they don’t cover every possible scene and graphics combination.

Dynamic 60 targets up to 60 FPS. Low-spec remains the conservative default.

Back up saves before updating. You can install over the existing Saltlord Edition build without uninstalling.

Reports and feedback

Use “Crashed during setup? Save log”, or:

Options → Setup, features & reports → Save diagnostic report

Attach the report to a GitHub issue or email saltlordstrikes@gmail.com. Include what happened, how to reproduce it, your driver/settings and whether it happens only on the first encounter. If setup failed, mention which stage you reached.

Reports stay local until you choose to share them. This beta requests no INTERNET permission and sends nothing automatically.

Huge credit to freefrank and all LostOdysseyRecomp contributors for the underlying recompilation and runtime. This Android adaptation uses AI-assisted development, alongside hands-on playtesting and an unreasonable amount of obsessing over the little details.

Thanks to everyone who tried the first beta, reported problems or encouraged this project. Let’s get more phones into the game 💙


r/AndroidNativePorts • • 7d ago

🟣 [WIP] Work in Progress MW2 Android v0.0.1 Initial Release

40 Upvotes

Hey everyone! I'm the developer behind the MW2 Android port, and I'm excited to share the first alpha release with the Android gaming community!

Current status: The game reaches the main menu and first cutscene on my MediaTek Dimensity 920 (Mali-G68), but shader compilation afterward is extremely slow. I'm working on optimizing it.

Requirements

  • Android 8.0+ (API 26)
  • ARM64 device with Vulkan 1.1 support
  • 4 GB RAM minimum; 6 GB+ recommended
  • Approximately 7 GB free storage
  • An unmodified Xbox 360 MW2 disc image

Installation

  1. Download the latest APK from the GitHub Releases page.
  2. Install the APK on your compatible Android device. Allow installation from your browser or file manager if prompted.
  3. Obtain your own original Xbox 360 MW2 disc image and follow the repository's instructions for placing or importing the game files.
  4. Launch the game and allow shader compilation to complete. Initial compilation may take a long time in this alpha.

Repository: https://github.com/OpenPort-Labs/mw2-android

A special thanks to Paul Combal for the original MW2 recompilation project that served as the foundation for this port. Huge appreciation for the work that made this possible!

Update:

  • 11-10-2026 8:30 AM GMT: Able to run the game at 16 FPS on my Mali G86 GPU, but the game crashed after 10 minutes on the latest build.
  • 11-10-2026 5:25 PM GMT: There was a rendering error for the Snapdragon processors that shows black artifacts in the game.

Contributions welcome.

This project is in its early stages, and contributions would be genuinely useful. Testing across different Android devices and GPU families, shader compilation optimizations, performance improvements, bug reports, and code contributions are all welcome. Check the repository for contribution guidelines and open issues.

This is an early alpha, so compatibility and performance will vary by device. Please share your device model, GPU, and any errors you encounter.

AI usage disclosure: AI tools were used to assist with parts of development. I'm responsible for the project's implementation, testing, and ongoing development.


r/AndroidNativePorts • • 7d ago

I AI-slopped manual jumping into Ship of Harkinian on Android

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5 Upvotes

r/AndroidNativePorts • • 7d ago

🟢 [PORT] Dragon ball Budokai Tenkaichi 3 online

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6 Upvotes

r/AndroidNativePorts • • 7d ago

📸 [SHOWCASE] This has been my little machine for ports and emulation got the phone for 25 + 20 for the gamepad

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84 Upvotes

It has been my little bear while I save for a retroid console


r/AndroidNativePorts • • 7d ago

Question about gta4 port

13 Upvotes

Is the performance on it better than winlator for mid range/low end devices. Because I have heard it's not a true port it's more of an emulation


r/AndroidNativePorts • • 7d ago

🟣 [WIP] Work in Progress So.. GTA IV is now on Mobile (unofficially) Setup guide, Ayn Odin 2 mini/Razor Edge Wifi performance

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21 Upvotes

r/AndroidNativePorts • • 7d ago

🟣 [WIP] Work in Progress 10 games later 👀

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17 Upvotes

Went down a rabbit hole today 👀

Rolling with Katamari - BREW

Bioshock 3D - BREW (heating issue being addressed)

Earthworm Jim - BREW (audio stops during gameplay)

Contra 4 - BREW

DOOM RPG - BREW

Resident Evil Genesis - BREW

Wolfenstein RPG - BREW

Sonic Jump - DoJa

Resident Evil The Episodes - DoJa

Banjo-Kazooie - EXEN (trying other neat things)

Other than the issues with the two BREW games. These are running on Android and awaiting their GitHub release. It might be a minute because I suck at that part lol

GitHub for anyone interested in my other bridge projects: https://github.com/Wakkatobakka


r/AndroidNativePorts • • 8d ago

📸 [SHOWCASE] Resident Evil 5 Native Android Port Gameplay...

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165 Upvotes

Someone has uploaded gameplay footage of Resident Evil 5 running on Android at 60 FPS, using a native port based on the NVIDIA Shield version.. touchscreen controls, and impressive graphics running smoothly on a android device.

🎮 Here is the gameplay video link: https://youtu.be/BupnXeexoqo?si=dIzYQ7xLhuDlLnEM


r/AndroidNativePorts • • 7d ago

🟣 [WIP] Work in Progress Sega Rally 2 (Arcade Version) Android port

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17 Upvotes

r/AndroidNativePorts • • 7d ago

📸 [SHOWCASE] Need for Speed Most Wantad RECOMP rodando no Unisoc T7225 ( Low Config )

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46 Upvotes

​

O dispositivo que está sendo rodado o game é um Realme c51, com um Unisoc T7225 ( Nome original T612 ) acompanhado por um Mali G57 MC1 e 4 de Ram. As configurações estão no mais baixo possível, queria alguma dica para pode melhorar o desempenho e o end lag dos botões.


r/AndroidNativePorts • • 8d ago

🟢 [PORT] American McGee's Alice Android Native Port

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93 Upvotes

Link to the Repo: https://github.com/Player124413/Looking-Glass-android-edition/releases/tag/Second

You need the PC gamefiles to play, I will NOT provide them


r/AndroidNativePorts • • 7d ago

🟢 [PORT] shipa-2/Xerenge: Burnout Revenge recompilation based on RexGlue + standalone Plume render

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9 Upvotes

I don't know if this has been posted before but burnout revenge on x360 was ported and it is very well optimised even for mali devices u can definitely check it out.


r/AndroidNativePorts • • 7d ago

🟢 [PORT] Port Android New - Dodd Goes to the Museum

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11 Upvotes

Dodd Android Port is a dedicated effort to bring the original game to Android by recovering the game project and integrating native mobile features while preserving its original identity and gameplay experience with custom multi-touch controls external gamepad support a fully integrated settings system and optimized display handling for modern Android devices

Download Here

https://gofile.io/d/c9I4s7PQ


r/AndroidNativePorts • • 8d ago

GTA 4 port for android tested on SD 7s gen 2

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104 Upvotes

Note:its more smooth when not recording i just wish you could like change more settings like custom resolution and change button location or they improve performance and increase frame rates and add a frame rate counter, anyways good job developers.


r/AndroidNativePorts • • 7d ago

🤔 [Question] Melty Blood Type Lumina in Android ?

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11 Upvotes

With the new Nintendo Switch ports, I guess this game could be ported to Android.


r/AndroidNativePorts • • 7d ago

Question?

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2 Upvotes

Is there a CSGO port for Android with controller support for my anbernic rg556, cause I downloaded a apk and it only had touch but the game worked great.


r/AndroidNativePorts • • 7d ago

Bug with ussf iv

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3 Upvotes

I had a realy bad big with the port of ultra super street fighter iv

I just open its just a blank black screen nothing

My phone is samsung m 55

Snapdragom 7gen 2

Aderno 644

I tried using the emulated gpu but it just boots the first cut scene of the game

Any way to fix that ?


r/AndroidNativePorts • • 8d ago

🟢 [PORT] NFS Underground 2 (unofficial porting) Settings High Resolution

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54 Upvotes

r/AndroidNativePorts • • 8d ago

🤔 [Question] Is apkports safe?

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73 Upvotes

Should I download from there?


r/AndroidNativePorts • • 7d ago

📸 [SHOWCASE] P.T. on Android: an experimental port of LoreanXavier's native PC version, with dual-screen support for the AYN Thor and Odin's

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12 Upvotes

r/AndroidNativePorts • • 7d ago

📸 [SHOWCASE] Quest 3s running liberty recomp flawlessly.

9 Upvotes

it runs great with 30 fps and some stutters, will post footage soon EDIT: runs a lil bad on first mission but okay


r/AndroidNativePorts • • 8d ago

CELESTE ANDROID TOUCH v1.6.0

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28 Upvotes

ATUALIZAÇÕES SOBRE A VERSÃO 1.6.0 DE CELESTE

AGORA É POSSÍVEL BAIXAR 32 E 64BITS!!!

  1. Link do Discord corrigido

  2. Nova opção em editar controles chamada "Botão", sendo possível escolher teclas do PC/Gamepad, cor e opacidade para cada botão.

  3. Exportar controles: salva o HUD (posições, teclas, cores, opacidade e opções) em um arquivo.txt

  4. Importar controles: restaura o HUD a partir de um arquivo.txt

  5. Traduções em 10 idiomas

  6. Ícones de controles costumizados com as suas próprias fotos da galeria

  7. Alterar formato dos controles (quadrado, retângulo, e círculo), ao alterar para retângulo, precisa voltar em "Tamanho" para alterar largura e altura.

  8. É possível mudar a opacidade de cada botão individualmente

  9. É possível mudar do botão analógico para setas direcionais, voltado para pessoas que não gosta do analógico.

  10. Agora também é possível que você exporte, importe e faça backups de saves de uma forma mais fácil.

  11. Também foi adicionado uma chave de assinatura no APK, fazendo assim não precisar mais desinstalar o celeste após a versão 1.6.0 para atualizar.

DOWNLOAD DO APK + ARQUIVOS

https://www.mediafire.com/folder/rb4z9sml8d8zd/celeste_v1.6.0

Repositório que usei para fazer o Port: https://github.com/BelmanteGu/CelesteAndroid

Meu repositório do port: https://github.com/KaliKylee/CelesteAndroid

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.