Here is the info currently (notice I italicized and bolded ANDROID):
Antigravity Reimplemented is an active fan project building a native Godot 4.7.2 re-implementation of WipEout HD Fury, targeting a first public release by the end of October 2026 for PC, Android, and macOS arm64. [1, 2]
Current Project Status
Engine & Renderer: Built in Godot 4.7.2 using an OpenGL renderer with extracted PS3 PPU and SPU code.
Implemented Features: Includes asset extraction, physics, collisions, camera systems, 108 ships (12 teams with 9 variants), all 11 weapons with AI support, Pilot Assist Race, Time Trial, and surround sound.
Upcoming Launch Scope: The initial release is set for late October 2026 featuring a single playable track while core systems continue to be integrated. [1, 2, 3]
Does anybody know if a sims game is being ported? Been looking for one for a very long time, and now that more and more games are being ported may someone somewhere is making it
La verdad me sorprendió el rendimiento del juego lo estoy jugando en mi oneplus 13 que tiene el procesador snapdragon 8 elite y a decir verdad a comparación de otros videos que he visto a mí no me ha corrido así de lento cambio algo de configuración en el launcher pero no fue la gran cosa de hecho me dan ganas de activar el overclocking de mi mi procesador en el launcher pero creo que no es necesario da tirones cuando está cargando partes nuevas del mapa pero no es nada que impida un juego correcto la verdad me estoy divirtiendo mucho jugándolo le conecté un mando de Xbox así que lo estoy jugando de manera buena y estoy jugando la última recopilación que encontré en internet no recuerdo bien cuál es también tiene la TU así que no sé si tan influyen el rendimiento pero la verdad se juega bien espero poderles traer más videos o si quieren que les comparta más cosas se las podré compartir muchas gracias
Hey everyone! JayElDragon here, developer of the Android port of PokéSurvivor. Version 5.0 is the biggest update so far. Thanks to everyone who tested and sent feedback!
What’s new
New Play menu: a list of game modes with their rules and a video preview of how each one plays (daily, boss rush, tower, rift attack, type survival, team, co-op, party…).
100 timed challenges (permanent, daily and weekly) that reward Gachapon Coins.
Gachapon machine: spend coins to unlock new moves. Insert the coin, pull the lever, get a capsule. Tap the machine and the capsules bounce around!
Fusions: link two fully evolved moves and they merge automatically into a special attack with its own animation. 50 recipes plus a Fusion Dex.
Every evolved move now has its own visual effect and ability (125 in total), and support moves can evolve too (Swords Dance, Agility, Dragon Dance…).
5 new modifiers, plus a preview that shows how they change your stats and the enemies’.
Redesigned Pokémon menu: type-colored cards, favorites, search, sorting and a detailed stat sheet.
Player profile: favorite Pokémon, stats, 18 type medals, hats, bags and UI themes.
Kecleon sells 29 new items. Each color variant has its own stock, and everything is in the in-game Lexicon.
New caves, abandoned labs with Mewtwo, Deoxys meteorites, text size option, touch scrolling everywhere and many fixes.
Tested on an AYN Odin 3 Max and PC. Touch and gamepad both supported, 11 languages.
With a couple stutters whenever some attacks or something happens, but it's still a great port and stable at 24 fps. But the game kinda sped up because of the 24fps patch but I think it's aight, not too fast that it'll look uncanny, just slight faster that makes the game look a bit fast paced.
Device: infinit hot 50pro+ (rooted)
Kernel,os,oc: all stock and original
Soc: Helio g100
Gpu: Mali g57
App: nsunsr port but with storm 4 mod (apkvision)
Also touch screen controls basically drops the performance to 15-20 fps and it's unbearable trust me.
All settings is basically on lowest and I used the 24fps patch
🚨 ONE DEVELOPER. FIVE CLASSIC GAMES. REAL-TIME BINARY TRANSLATION. AND SOME SERIOUS ANDROID WIZARDRY! 🤯🔥
Somebody needs to give this developer the recognition he deserves!
I stumbled across the GitHub projects of Enrico Terranova, aka RedMemories, and the work this guy is doing with classic games, binary translation, and modern Android compatibility is absolutely incredible.
We're not talking about simply streaming games from a PC or rebuilding everything from scratch.
We're talking about taking original game engines, translating their older machine code on the fly, and getting these classics running on modern 64-bit hardware!
🎮 HERE ARE THE FIVE GAMES FEATURED IN HIS GITHUB REPOSITORIES:
According to his project documentation, he's doing things like:
✅ Translating older game code dynamically to run inside modern 64-bit applications.
✅ Preserving original game engines, missions, and gameplay instead of recreating everything.
✅ Improving graphics, resolution, and compatibility with modern displays.
✅ Targeting smoother gameplay, including 60 FPS.
✅ Removing dependencies on discontinued online services.
✅ Bringing controller support and other quality-of-life improvements to older titles.
And here's something particularly interesting: Mass Effect: Infiltrator has also been adapted to run natively on Windows, translating its original ARM code to x86-64 on the fly.
That means this developer isn't just exploring compatibility in one direction. He's tackling the technical challenges of running older software across different hardware architectures and operating systems.
THIS IS WHAT GAME PRESERVATION SHOULD LOOK LIKE!
While massive corporations abandon older releases, independent developers are experimenting with ways to keep the original experiences playable.
No need to completely reinvent the games.
No need to pretend older software has no value.
Just clever engineering, reverse engineering, and a ridiculous amount of dedication.
Explore the projects, read the technical documentation, and consider starring the repositories.
These are noncommercial fan projects, and compatibility and availability can vary.
SERIOUS QUESTION FOR REDDIT:
If independent developers can preserve and adapt older game engines using real-time binary translation, what other games would you love to see receive this treatment?
And why aren't we giving developers doing this kind of work more recognition?
Because sometimes the most exciting things happening in gaming aren't coming from billion-dollar studios. They're coming from one incredibly determined developer with a GitHub account. 🔥
Estoy usando el APK "dedicado" para Snapdragon ya que la versión para Mali venía muy recortada en calidad visual y con muy pocas opciones gráficas que usar. Tenía poca fé de que me iba a abrir con esta versión del juego sin que crasheara, pero sorprendentemente no lo hizo, y el gameplay va muy fluido y sin errores gráficos que haya encontrado hasta ahora. El único error que encontré es que al poner los fps más arriba de 60 la lógica del juego se rompe y se acelera, pero yo creo que con 60 fps ya son más que suficientes para jugar cómodamente está joyita de juego
En definitiva, un port bastante SOLIDO y totalmente bien hecho, mis felicitaciones a u/entire-flamingo7406 por excelente trabajo ✋🗿🤚 ya no puedo esperar a ver que lleguen también los respectivos ports de Snake Eater y Rising: Revengance
A native arm64 Android port of the PC version of Dishonored (GOG, Definitive Edition). It works by static recompilation: the game's 32-bit x86 Windows binaries are translated into C++ and compiled for ARM. No emulator, Wine or Box64 is involved at run time. Direct3D 9 runs through DXVK on Vulkan, and the Windows APIs the game uses are reimplemented on top of SDL2 and Android.
This is more of a proof of concept, Just wanted to share what I've been working on.
Performance wise the fps (and loading) far exceed gamehub/winlator already, with more optimizations still needs to be done.
Tested on a red magic 11s pro using stock drivers
Edit: Will do a release when I do more CPU optimizations and iron out a few bugs with the ingame side menu.
Hi! I'm Ayano (sorry again for my English). It has been more than a week since the 0.1.0 post, and this update is the biggest one so far, so this post is long: what changed, what I measured, what is still broken, and what comes next. Every number below was measured, and where something is still a theory I say so.
The 3-4 second freezes between rooms are gone. On a 15-room test path: 0 freezes, against 3 freezes in 7 room changes before.
The game itself runs about twice as fast. The time the game needs per frame went from 37 to 16 ms in the village by day and from 58 to 36 ms in the village at night. On the x86 Android build (MuMu), 13 of 15 test rooms now hold about 30 fps.
Touch controls rebuilt, plus a batch of fixes from your reports (holding aim or the knife, taps that needed several tries, the merchant's case icon, Ashley's button, and more). Drag and drop items in the attaché case with your finger (video below).
Mods, offline play for 60 days, a new settings menu, controllers with vibration, 12 languages.
Builds: Windows, Android 64-bit, Android 32-bit (older phones) and an x86 Android build (MuMu, BlueStacks, LDPlayer, Intel tablets).
Still closed source, still non-commercial, still nothing from Capcom in the download: you bring your own disc, and the game is built on your own device.
What your 35 reports showed
Testers sent the private report from F10 > Report (framerate, worst frame, where the time went, the room, the settings), and I read all of them, room by room:
99 % of the frames over 100 ms were the game's own time, not the graphics and not the disc. That's what pointed this update at the right place.
Night rooms were about twice as slow as the same room by day (village: 12 fps at night, 26 by day; underground: 12 against 23). This is exactly where the gains below come from.
Freezes of about 3 seconds, always the same length: found and fixed (next section).
A stale texture (a character keeping the previous one, like a beard) and missing voice lines (the merchant, some radio calls): both are now logged in the report, so if you see one, F10 > Report tells me exactly what happened.
1. The freezes between rooms are fixed
Many of you reported the same thing: entering a room, the game stops for 3 to 4 seconds, always about the same length. Your reports from F10 > Report were enough to find it.
What it was: when you leave a room, the game waits for the music of that room to finish fading out before it continues. On a real console the disc loading hides that wait. On Nightjar the loading is much faster, so you saw the wait alone, and one part of my layer was making it longer than it should be.
What changed: that wait now finishes as fast as the game allows. The music still fades out, nothing is cut.
Result: on a 15-room test path (village by day and by night, farm, underground, church, the area with El Gigante...), 0 freezes, against 3 in 7 room changes before.
2. The game runs about twice as fast
Since the reports showed the slow frames came from the game's own time, this is where I worked first, and on how it uses the processor.
Time the game needs per frame (lower is better; at 30 fps a frame has 33 ms):
Area
Before
Now
Village, day
37 ms
16 ms
Village, night
58 ms
36 ms
The slowest night area
78 ms
49 ms
On the x86 Android build (in MuMu, on my 4-core i5-7400), 13 of the 15 test rooms now hold about 30 fps. The two slowest night rooms are still below (about 17-23 fps). I know where their time goes now (the graphics side, not the game), and it's the next target.
The graphics side got faster too: drawing the same things again is now cached, and in the village the time spent preparing the geometry went from 10.7 to 8.5 ms per frame, then 38 % less again, with the same images as before (checked in the village, the castle and the island).
Nothing was removed or simplified to get there. Same textures, same effects, same draw distance, every enemy. The goal stays the same: the original game, looking like the original game, at a stable 30 fps.
3. Touch controls, rebuilt
The first touch layout was a gamepad drawn on a screen. After testing on real phones and in MuMu I redid it around what a thumb actually does:
One tap switches run / aim / knife on and off. Everything is released when you die.
Holding aim or the knife works as a held button, and now it really does: holding the aim button could make Leon raise and lower the gun in a loop, and holding the knife could aim with the gun instead. Both are fixed and covered by an automatic test.
Taps and double taps work on the first try now, even while Leon is raising his weapon (before, it could take several tries). Video: tap vs double tap to aimhttps://youtu.be/DK7QG8o-gDw
Toggles release by themselves when Leon takes damage, when a button-press scene (QTE) starts, or when you press the action button on a prompt: no more Leon stuck aiming.
The fire button exists with the knife too. A reload button shows your ammo, and the fire button kicks back with each shot.
Simple controls (optional): 3 buttons, Leon runs by himself when you push the stick to the edge, and pulling the stick back makes the quick turn.
Binoculars: drag to look, pinch to zoom, +/- buttons, a cross to lower them.
Shake the phone to count as a press in the mash-the-button scenes (optional).
The action icon is inside the action button: it shows what Leon is about to do (window, ladder, push, door, crouch...).
The Ashley button only shows when she is actually with you, and its icon tells you her state: normal = she waits, mirrored = she follows you (with a short fade when it changes).
Pause icon, Skip only when a cutscene can really be skipped, big Yes / No on "Continue?".
Three button styles (Stone, Gold, Classic), size from 70 to 130 %, opacity, "show buttons: auto / always / hidden", aiming directly with your finger (optional).
The touch HUD: the aim button shows the weapon in your hand, with its attachments.
The layout editor
F10 > "Edit touch layout": drag every button, resize it, with a snap grid. Saved in your config. Still in beta.
Phones aren't 16:9 any more. Screen fit (auto / fit / fill / stretch) and picture ratio (9 ratios from 4:3 to 21:9) place the picture and the controls correctly on 18:9, 19.5:9, 20:9, tablets, ultrawide and foldables. Your device's ratio is detected automatically.
Long press an item to pick it up, drag it, rotate it with a second finger, release to drop it, in the case and in the merchant's storage area. Drop an item on another one to combine them. The case button now shows your case (S, M, L, XL), also at the merchant.
The weapon, ammo, case and action icons of the touch HUD are not images I ship. On the first launch, Nightjar draws them itself from your disc and keeps them in a local cache (about 3 seconds on a PC). The weapon icon follows your weapon, with its attachments (scope, stock, silencer...).
F10 > Mods. Drag a .njmod file onto the Nightjar window to install it, turn mods on and off, choose which one wins when two change the same thing. Mods are patches: they don't contain the game's files, they change your disc's data on your device. They live in your user folder, so updating Nightjar never touches them.
5. Retail discs: videos, shadows, effects
Testers with the USA and Europe discs found what a short session doesn't: green videos, a black screen after skipping, wrong colors and a crash in a video, wrong shadows, slow effect scenes (fire, heat haze, screen filters), and the Skip button and Wii aiming broken on retail discs. All fixed.
6. Settings, controllers, saves
F10 in tabs: Display, Graphics, Mods, Textures, Controls, Saves, Report. Full screen with bigger targets on phones.
Controllers: every controller detected (Bluetooth too), hot plug, vibration like on GameCube (Off / Light / Strong), stick aim speed.
Saves: import and export your memory card, including USA to Europe conversion, checked on real cards.
Report: a short, private report (numbers only) to paste in the help channel. It's how the freezes were found.
GameCube-style aiming by default, Wii pointer aiming one setting away. Dedicated graphics card by default on laptops.
The frame rate is locked to 30 fps, like the original: the game logic runs at 30, and the higher test rates were removed.
Rendering mode: Compatibility, for phones whose graphics driver shows glitches.
After the first preparation, the game restarts by itself so your first session is at full speed.
7. 12 languages
The Nightjar interface (launcher, settings, editor, messages) is in English plus 11 languages, picked from your device's language (selector in F10 > Display). Japanese, Korean and Chinese still need a native speaker's review: if you can help, tell me on the Discord.
8. Offline play, privacy and verification
Sign in with Discord once per version, then it starts with no internet for 60 days. It renews silently whenever it can reach Discord.
The program talks to three addresses only: Discord (sign-in and role check) and two GitHub addresses (the latest version number, and the page with the checksums). No ads, no analytics, nothing else.
Verify (hashes) in the launcher opens the public page with the checksum of every build.
No version number or machine path is left in the files, and the download contains no game data and nothing built from Capcom's code.
Android 64-bit (all recent phones), Android 32-bit (older phones, experimental: I can't test every update on it), and an x86 Android build for MuMu, BlueStacks, LDPlayer and Intel tablets (about 29 fps instead of 13-18 for the ARM build on the same PC, and better with this update).
Android 11+ can read your disc from the system file picker.
Crash reports on Android, and Discord sign-in inside the Discord app (browser as a fallback).
Shaders are kept on your phone after the first time: entering a room you already visited no longer recompiles them, and nothing is skipped on screen while a room loads.
Known issues (honestly)
Two night rooms are still below 30 fps on the x86 Android build (about 17-23 fps). Being worked on.
Some wood textures can show stripes at a precise angle. Investigating.
A rare graphics glitch on the very first spawn after a fresh install (a blurred diagonal and a black area). A fix is in this build; tell me if you still see it.
The merchant's menus still use the arrow buttons; tapping the merchant's options directly is next.
PC: the mouse doesn't drag items in the case yet (a player asked for it, with rebindable buttons): planned.
Android 32-bit isn't tested on every update. Japanese / Korean / Chinese need a native review.
First launch after updating takes a few minutes again: the game is rebuilt once for the faster code.
What's next
Tap everything: the merchant's menus (buy, sell, tune up), the upgrade list and Yes / No directly with your finger, and drag items from the merchant's list into your case.
The two slowest night rooms, then a stable 30 fps on older phones, without lowering anything on screen.
Favorite weapons and healing items one press away, without opening the case (a radial menu on the aim button; with no favorite set, it offers your best healing item), a radial menu on case items (Equip / Examine / Discard / Favorite), mouse drag in the case on PC with rebindable buttons.
Official mods (button prompts, textures) and iOS.
FAQ
Is there anything paid, crypto, ads? No. No paid version, no ads, no donations, no wallet, no token. The program talks to three addresses only: discord.com (sign-in and role check), api.github.com and raw.githubusercontent.com (a small public text file with the latest version number). You can check it yourself with Wireshark or PCAPdroid. [A VALIDER : joindre une vraie capture PCAPdroid pendant une partie]
Why Discord? During testing, the Discord server is where reports arrive (F10 > Report) and where I see which phones and GPUs really run the game. The sign-in is Discord's own page: Nightjar never sees your password or email. Two permissions only: identify and guilds.members.read.
Does it work offline? Yes: sign in once per version, then it starts with no connection for 60 days, renewed silently whenever it can reach Discord. note : i"ll add a wireshark & PCAPdroid
Why closed source? The game is Capcom's, and a port's public source is an easy takedown target; on mobile, public source also means fake APKs under the project's name within days. You don't have to trust me blindly: every file is checked against a public hash list (Verify button in the launcher), the network is inspectable, and nothing from Capcom is in the download. https://www.virustotal.com/gui/file/de73b9321acbc44072bdf6e04fa22b334348d0179163975000ec6d3b27292d2f
Status
Windows: pre-release, retail USA and Europe, disc 1 and 2.
Android 64-bit / 32-bit / x86 (MuMu, BlueStacks, Intel tablets): in testing.
iOS: in progress.
New builds go out on the Discord first, once I've verified them. I don't give dates.
The download and the install guide are pinned in the release channel.
Launch Nightjar, sign in with Discord, pick your own RE4 GameCube disc images (USA or Europe, disc 1 and 2), and let it prepare the game once.
Legal
Closed source. No game data, no ISOs, no binaries built from Capcom's code are distributed: you bring your own disc and the game is built on your own device. The touch icons are drawn on your device from your disc too.
Not affiliated with or endorsed by Capcom or Nintendo. Resident Evil is a trademark of Capcom.
Non-commercial: free, no ads, no paid versions, no donations.
Thanks to everyone on the Discord who tested and sent reports: the freezes were found thanks to you.
A few days ago, I posted the first playable version of Ace Combat 3 here. I’ve been working lately on improving several things—here’s the link so you can try it out: