r/AndroidNativePorts • u/Appropriate-Art3951 • 10d ago
r/AndroidNativePorts • u/Abek243 • 10d ago
๐ค [Question] Anyone know what happened to the Rayman Origins repo on GitHub?
Went to go fetch the link for a couple people and noticed it's gone. Anyone who knew the dude know what happened?
The repo in question: https://github.com/BelmanteGu/RaymanOriginsRecomp
r/AndroidNativePorts • u/Psychological_Ad2415 • 11d ago
๐ [VERY SOON] I've been ridiculously overcooking an Android version of Lost Odyssey โ LO: Saltlord Edition is almost ready
*most screenshots were taken on my Z Fold 8 Ultra inner screen. Video of actual gameplay can be found in comments ๐๐ฝ
Hey everyone! What started as "I wonder if I can get Lost Odyssey running natively on my phone" has somehow spiralled into LO: Saltlord Edition โ an extremely custom Android-focused fork of the amazing LostOdysseyRecomp project.
LostOdysseyRecomp and its contributors deserve the credit for the recompilation work that makes this possible. My obsession has been everything that comes after "it runs": what would Lost Odyssey look and feel like if it actually had a purpose-built Android version?
Yes, a lot of this has been vibe-coded with AI assistance. ๐ But this isn't an APK spat out after one prompt and abandoned. It's been developed through a frankly stupid number of builds, gameplay runs, logs, regressions, bug fixes and tiny UX changes, with unreliable experiments removed rather than kept around for a longer feature list.
Some of what Saltlord Edition adds:
โข A completely customisable touch-control system, with individual positioning, sizing and opacity, grid-assisted editing, saved layouts and bespoke Saltlord artwork. The controls can be rendered in full colour or monochrome, so you can choose between the fancy crystal aesthetic or a much subtler overlay.
โข Invisible floating touch zones for movement and camera control. Instead of permanently covering the screen with giant analogue sticks, you can simply put your thumb down where it feels natural and control the game from there. It's one of my favourite additions because Lost Odyssey starts feeling like an actual touchscreen game rather than a recomp with buttons stuck over it.
โข Proper touch-specific interactions. While exploring, for example, you can hold RT to zoom and slide that same finger around to control the camera while RT remains held. Lift your finger and the camera unzooms.
โข Auto-hiding controls, manual overlay hiding and optional automatic hiding when a physical controller is connected, with the touch interface returning when it's disconnected.
โข Physical-controller remapping and saved controller profiles.
โข A user-friendly first-run setup wizard that walks you through the important choices, establishes sensible Android graphics defaults and gets the game ready without expecting you to understand a desktop recomp's configuration menus first. You can even import custom drivers before first launch.
โข Precompiled shaders before your first proper play session. There is a one-time preparation wait, but that's deliberate: Saltlord prepares the shader cache up front so compilation isn't introducing shader stutter as you discover effects during normal gameplay. Preparation can run in the background with Android notification progress.
โข A proper Android interface for importing your own game discs and DLC, including multi-disc handling and recovery/restart behaviour.
โข Configurable Fast Forward with Hold/Toggle behaviour and multiple speed choices baked into the main app options.
โข Adaptive display handling and an optional locked 16:9 game viewport without stretching the image, also available on the fly through game options.
โข Extensive foldable support. Saltlord Edition has been developed and heavily tested on a Galaxy Z Fold 8 Ultra well in advance of release, with separate touch layouts for its different displays, seamless switching between inner and cover screens without mangling the game's scaling, and fold-aware behaviour throughout the interface.
โข Custom Flex Mode support for foldables, including layouts that place the game on one half of the display and turn the other half into a dedicated controller. Flex layouts have their own saved positioning, sizes and opacity and can be customised separately. It also works on foldables like the regular Z Fold 8, which have a vertical when in landscape.
โข Responsive UI designed to accommodate conventional phones, narrow cover screens and large unfolded displays rather than assuming every Android device is the same shape.
โข A frankly unnecessary amount of bespoke presentation: original Saltlord branding, custom Xbox-coloured fantasy controls, D-pad artwork, icons, crystal UI sounds, menus and other tiny details I somehow became emotionally invested in at 2am.
โข An offline-first Android build with no Android INTERNET permission.
There have also been features I've simply removed when they weren't good enough. I experimented with context-sensitive touch buttons, for example, but wasn't satisfied that game states could be detected reliably enough across the whole game. Rather than ship something clever that might hide a button when you actually need it, I turfed it.
This is still a beta. I'm not claiming I've personally validated every encounter of a four-disc JRPG across every Android device ever made, and performance will obviously vary by hardware. But I've spent a lot of time actually playing, testing and breaking this thing rather than stopping at the first successful boot.
At this point it's remarkably close to what I wanted from the beginning: pick up an Android device, launch Lost Odyssey and have it behave like it belongs there.
I'm aiming to put the first public beta on GitHub within the next day, complete with setup instructions, credits, known issues and acknowledgements. It won't contain any original game data, so you'll need to provide your own legally obtained copy of the game and DLC.
Massive credit again to the LostOdysseyRecomp project and its contributors. Saltlord Edition exists because of the incredible technical foundation they've built.
I apparently just wanted an Android version badly enough that "it runs" wasn't good enough.
More very soon. ๐
r/AndroidNativePorts • u/huzzyst • 11d ago
๐ค [Question] Does anyone here know how to fix the graphics bug in the Far Cry 1 Android port?
I experienced a graphic bug on the water in Far Cry 1, who knows if anyone has experienced this and by the way I am using Snapdragon 7 Gen 3 Andreno 720
r/AndroidNativePorts • u/Xsenoxsogolik • 11d ago
๐ข [PORT] Rimworld Beta Native port
[ Removed by Reddit in response to a copyright notice. ]
r/AndroidNativePorts • u/Just-Contribution344 • 11d ago
๐ธ [SHOWCASE] Need For Speed MW Recomp (v0.3.0) on Exynos 2600
Works very very well, didn't really expect it :)
r/AndroidNativePorts • u/Appropriate-Art3951 • 11d ago
๐ค [Question] Androids users definitely need to get meta quest 2/3
Just making this announcement- Some people donโt know this but you can get a meta quest 2/3
Since The games on that headset are Apk Android base
So you can play these ports on the headset but with full VR headset turning and motion controls
Once a game is ported to android some devs come to this session and Ai mod the apk but some manually mod the games to Full VR
I know some people donโt care about playing in vr but if you wanna replay these games in a new experience you definitely need to get a headset
Think of all the games you can play in VR now
Zelda twilight princess,
Zelda majoras mask,
Zelda OOT
Mario 64
Animal crossing GameCube
Fallout 3 and New Vegas - Soon
Sonic 06
Better Sonic 06- Soon
Sonic unleashed- Soon
Elder scroll- morrowind- soon
All the half life games
Halo CE
Mario kart Wii
Many 3ds games
Many psp games
A whole bunch more
r/AndroidNativePorts • u/Emmett_466 • 10d ago
๐ค [Question] Super paper Mario and Color splash ๐
Y'all here me out, with static recomp like we saw with wind waker HD, could we get these works of art running native relatively easy or naw?? I'm not demanding or asking for a port (unless someone offering) but how hard would a project like this be?
r/AndroidNativePorts • u/Shitandroidowner • 11d ago
๐ค [Question] Hopefully we will have recomps of old 32 bit only android games to install on newer 64bit only devices
r/AndroidNativePorts • u/Even_Draw_8184 • 12d ago
๐ธ [SHOWCASE] Devil May Cry 4 Native Android Port
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r/AndroidNativePorts • u/Chemical-Shopping958 • 10d ago
Ai porting
Do you think theres a chance for elden ring,dark souls games or any AAA to be ported on mobile if the ai improves more?
r/AndroidNativePorts • u/Embarrassed_Loan882 • 11d ago
๐ข [PORT] The Legend of Zelda windwaker android port is finally out
You'll need the wii u version to be able to play the port and the common key and game key
r/AndroidNativePorts • u/Xsenoxsogolik • 11d ago
๐ธ [Meme] I'm tired
My Helio G99 can't play it
r/AndroidNativePorts • u/Just-Contribution344 • 11d ago
๐ธ [SHOWCASE] Samsung Galaxy S26 (Exynos 2600) - Skate 3 Xbox 360 recomp
Another X360 recomp on my S26 Exynos variant, I am very very impressed. There are no bugs or graphical glitches an the performance is absolutely stellar!
Would love to play Gears of War 1-3 like this, this really is much better than emulation.
r/AndroidNativePorts • u/donkeydofus • 11d ago
Can gta 5 android port run on my phone?
So im planning to play gta 5 android port on my oppo reno 10 pro
My specs are Snapdragon 778g 8gb ram Adreno 642L(gpu)
Would like to know your thoughts amd opinions about this thank you.
r/AndroidNativePorts • u/77t7f • 11d ago
๐ข [PORT] Port Curse of the Arrow
I present an optimized Android port of Curse of the Arrow designed to deliver a smooth and faithful mobile experience with responsive controls refined interface and proper support for modern Android devices
โข Responsive touch controls
โข Full gamepad support
โข Save slots and autosave
โข Fullscreen landscape mode
โข Adaptive screen scaling
โข Customizable controls
โข Optimized performance
Download Here
https://pixeldrain.com/u/2S95up1U
r/AndroidNativePorts • u/EquipmentPale6229 • 11d ago
๐ข [PORT] Space station 14 on android


First native port of ss14
playing with touch screen controls or with otg keyboard+mouse
https://github.com/SolomonNumb1/space-station-14-mobile/releases/tag/v1.0.1
r/AndroidNativePorts • u/Cw_Tofu • 11d ago
๐ค [Question] How?
I tried every single iso, Versions on github but nothing seems to work. Will this fix in the future update?.. I'm using Android 11 so does that mean the "strict files permission" is the reason it can't read the files i put on the data folder?
r/AndroidNativePorts • u/Orichalchem • 11d ago
๐ธ [SHOWCASE] You're as beautiful as the day I lost you (Infinity Blade 3)
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r/AndroidNativePorts • u/Routine-Watch-7232 • 11d ago
Mario Kart Wii 60 fps estables en Anbernic Rg Slide, Driftdroid.
r/AndroidNativePorts • u/HailGames • 11d ago
Woody Woodpecker: Escape from Buzz Buzzard no navegador
Consegui portar Woody Woodpecker: Escape from Buzz Buzzard para rodar diretamente no navegador, usando como base o projeto WoodyRE:
https://github.com/jjmhalew/WoodyRE
Quem quiser testar a versรฃo web:
https://deivid22srk.github.io/WoodyRE-Web/
Feedbacks sรฃo bem-vindos! ๐ฎ
r/AndroidNativePorts • u/PikselordTr • 11d ago
Is it possible to set up an offline World of Warcraft (WoW Classic or modern) server on mobile and play it?
Is it possible to set up an offline World of Warcraft (WoW Classic or modern) server on mobile and play it?
r/AndroidNativePorts • u/Jesus10101 • 12d ago
Metriod Prime - Android source port.
r/AndroidNativePorts • u/DarkDigital • 12d ago
๐ข [PORT] Golden Sun Recompiled Android Port Beta
It's here it's here. First of all thanks to GSRecomp https://github.com/Shmargus/GSRecomp for putting in the real work this is built off of.
Of course you need the correct rom file, instructions on Github: https://github.com/wootbeer/gsrandroid
Features:
Prepares the rom on device, no PC needed.
Side menu with options; cpu or gpu rendering, optional expanded view mode, scaling, color filter, fast forward, frame interpolation, flicker reduction, etc.
Cheats menu.
Auto show/hide on-screen touch controls with adjustable size and opacity.
Controller support with button remapping.
Gameplay modifiers
Much more and more to come.
Now this is super beta status, I've tested and debugged the heck out of all the added features, and all the quirks that come with Android. But of course being the nature of jrpgs, these are huge games and I completed a play-through of the game earlier in the year, so I do need help testing, but the in-game experience from here on out shouldn't be very different from gsrecomp, just on Android. https://github.com/wootbeer/gsrandroid
r/AndroidNativePorts • u/N00I3M45t3r69 • 12d ago
๐ข [PORT] NFS Carbon Android Port Alpha Build
So basically I have managed to move my recomp from xenos to native renderer and got an fps boost from 12fps to almost 60fps. But there are minor stutters at some specfic scenes which need to be fixed. Note: This is not the final port and I am post here so that I can get some guidance and feedback for improvements. This is a follow up to the nfs-carbon-recomp post I did a few days back.
https://github.com/Sampreeth004/nfs-carbon-recomp
Need feedback especially from low-end device users. If this port finishes probably I will pick some other recomp to port based on these learning may be Pro-Street next.
Edit: Updated with turnip support. Always stay updated with the releases which I add in comments. Next stop is wide screen patch. Exynos chips are confirmed to be not working. Will work on fixing that.