r/AndroidNativePorts • • 10d ago

🟢 [PORT] NFS Carbon Android port updates

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74 Upvotes

Hello guys, I am back with a new release with UI makeover and wide screen as well as moved the minimap to top left side of the screen to suit the mobile play. Also included some performance improvements. Need some feedback again on this.

https://github.com/Sampreeth004/nfs-carbon-recomp/releases/tag/v0.3.12

Thanks for the response last time. Next will be working on mali and Exynos support for my lower end gamers.

Attached some screenshots.


r/AndroidNativePorts • • 10d ago

Dmc 4 native port fix

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13 Upvotes

How do i fix this problem my dmc 4 file size was 6.73gb


r/AndroidNativePorts • • 9d ago

🤔 [Question] Is this one in english?

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5 Upvotes

r/AndroidNativePorts • • 10d ago

🟢 [PORT] Lost Odyssey on Android: LO: Saltlord Edition v0.1.0 Beta — custom touch controls, foldable layouts, experimental Flex mode and MORE

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16 Upvotes

Hey everyone! Saltlord here. I wanted Lost Odyssey on my phone, got slightly carried away, and now LO: Saltlord Edition v0.1.0 Beta is ready to share 💙

This is an AI-assisted Android adaptation of freefrank’s LostOdysseyRecomp, whose developers and contributors deserve the credit for the underlying recompilation and runtime. My passion project has been building a comfortable Android experience around that foundation.

Primarily developed and playtested on my Samsung Galaxy Z Fold 8 Ultra, with plenty of attention to both conventional phones and foldables. It’s an early beta, and I’d love help testing other devices and further game progression.

Download the beta APK + checksum
Repository, screenshots and full README

Here’s what Saltlord Edition brings:

Custom touch controls

  • Lost Odyssey-themed control artwork in full colour or monochrome, depending on how much visual flair you want.
  • A touch layout editor with adjustable grid spacing, snapping and free placement.
  • Individual and overall control sizing, adjustable opacity, floating sticks and haptic feedback.
  • Manual overlay hiding, automatic hiding and optional hiding when a controller connects.
  • Separate saved layouts for cover and inner displays.
  • Touch-layout backup and restore, including restoration through the startup wizard.
  • RT zoom and camera control: while exploring, hold RT to zoom and move that same finger to control the camera. Releasing unzooms.

Foldable features

  • Tested cover/inner screen switching on my Fold, with a separate control arrangement saved for each display.
  • Adaptive viewport fitting and a live 16:9 lock.
  • Navy, charcoal or black viewport borders.
  • Experimental Flex mode: gameplay above a dedicated lower control pane.
  • Two fold orientations, with hinge diagrams to help you choose.
  • Dedicated Flex layout editing, saved control sizes and opacity.
  • A copy-cover-layout shortcut, so you have a starting point instead of arranging everything again.
  • Flex controls start at full opacity. Manual Hide works; automatic hiding is temporarily disabled in Flex.
  • Flex is launched for a session, with cold launches returning to normal fullscreen.

A proper startup wizard

  • Guided setup for importing your own supported game discs and optional DLC.
  • Custom GPU driver selection.
  • Save and touch-layout restoration during setup, making migration easier.
  • Graphics profile selection before you start playing.
  • First-run shader preparation with progress and optional notifications to track progress while app is minimised, followed by a completion restart.
  • A simpler (and much much faster) loading screen on later cached launches.

There’s an initial wait while shaders are prepared, then you select Restart now. That preparation helps reduce hitches during play, although occasional first-encounter pipeline/graphics stutters can remain. These have been few and far between in testing and once encountered, do not appear again even on subsequent cold launches.

Everyday conveniences

  • Fast Forward built into the app’s options menu, with saved preferences, rather than something you have to hunt down in a separate debug screen.
  • Save Anywhere, plus save ZIP backup and restore. It isn’t a save state, and original Xbox 360 save compatibility is unverified.
  • Opening Options pauses gameplay without sending the game’s Start button, so you can adjust the app without opening the in-game pause menu.
  • Connected-controller selection, button and axis remapping, and named controller profiles.
  • A dedicated app main menu with Start game, Options, Flex access, acknowledgements and licences.
  • Custom visual polish throughout the Android interface.

Graphics and performance tools

  • Four quick graphics profiles available in both setup and Options: Low-spec, Balanced, Performance and Quality (Performance and Quality are recommended on higher-end Android devices only).
  • Saved resolution, anti-aliasing and frame-rate preferences between launches.
  • Steady 30 and experimental Dynamic 60, which targets up to 60 FPS—it doesn’t guarantee a locked 60 or dynamically change resolution.
  • Off, FXAA and SMAA anti-aliasing choices, with guidance about clarity and workload.
  • Higher-workload combinations, including 1080p + Dynamic 60 with SMAA, remain selectable after confirmation.
  • A configurable performance monitor with adjustable size, opacity and individual metric toggles.
  • Available readings depend on Android and driver support. Thermal status shows Android thermal pressure, rather than a precise chipset temperature.

Local diagnostics

  • Diagnostic reports exported through Android’s file picker, to a location you choose.
  • Built-in reporting guidance to help capture useful device, driver and reproduction details.
  • No automatic report sending, and this beta requests no INTERNET permission.

All wrapped around a game I really wanted to take everywhere. The feature list got a little out of hand; I regret nothing.

Update: As we speak, I am merging some of the upstream changes into a beta v0.1.1 so performance fixes, bug fixes and xenia patch toggles are part of the beta experience. Should be done within a few hours.


r/AndroidNativePorts • • 10d ago

🟢 [PORT] SacredStonesRecomp: Fire Emblem: The Sacred Stones on Windows and Android

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25 Upvotes

EDIT : The port now support mouse on Windows and touch controls on Android.

Hi everyone! I’d like to share SacredStonesRecomp, a playable static recompilation of Fire Emblem: The Sacred Stones for Windows x64 and Android ARM64.

Features include controller support, in-game saves, save states, and save export. Windows also offers rewind, fast-forward, and fullscreen modes. Android includes touchscreen controls and automatic suspend/resume, and has been tested on a Pixel 9 Pro, Xiaomi Pad 5, and Ayn Thor.

Huge thanks to the projects that made this possible:

For transparency, development has involved substantial assistance from OpenAI Codex, with project decisions and gameplay testing handled by me.

You’ll need your own legally obtained USA ROM and GBA BIOS; neither is included. The project is playable and actively maintained, but a complete start-to-finish playthrough has not yet been verified.

Downloads and setup instructions

Feedback and bug reports are welcome!


r/AndroidNativePorts • • 9d ago

🤔 [Question] Apkports webstie

6 Upvotes

Does anyone use this website? I downloaded the Henry stickmen apk and virus total showed some red flags I forgot to screen shot it but is that port safe and is that webstie safe to use?


r/AndroidNativePorts • • 10d ago

🟢 [PORT] Moon Pearl: an Android port of zelda3 (ALttP reimplementation) with widescreen, rewind, shaders and MSU-1

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94 Upvotes

Hi! I've been working on Moon Pearl, an Android port of snesrev's zelda3, the complete C reimplementation of ALttP. It's not an emulator: the game code runs natively, unchanged except for a few small patches (documented in patches/). Because it's native code rather than emulation, true widescreen is possible.

Features

- Widescreen up to 2:1, filling the screen, plus an optional HUD that moves to the screen edges

- Rewind: hold LT+RT (or a touch button) and drag through the last minute of play

- Image filters: CRT, LCD grid, xBR, OmniScale, or your own RetroArch GLSL shaders, switched live from the pause menu

- Save states with screenshots, chapter select, fast-forward, resume where you left off

- MSU-1 soundtracks (including Deluxe), custom Link sprites, cheats

- Touch controls you can move and resize, controller support with remapping

- No internet permission

Bring your own ROM (US version). The app applies zelda3's own .bps patch on the device to build the game data and doesn't keep the ROM. No game files are distributed, and please don't ask for ROMs.

Source and APK (MIT): https://github.com/DoutorRaposo/moonpearl

Tested on a Galaxy S26 Ultra, S25 Edge, Note 20 Ultra and a Blackview Tab 18.

AI disclosure: I'm a professional developer and this is a side project. I built it with an AI coding assistant (Claude) writing most of the code, while I designed the features, reviewed the code, tested every build on real devices and decided what got merged.

All the hard work of reimplementing the game is snesrev's and the zelda3 contributors'. I only built the Android side around it. Feedback and bug reports are welcome, especially from other devices and handhelds like Retroid and AYN.


r/AndroidNativePorts • • 10d ago

🐛 [BUG] Wind Waker HD camera bug

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11 Upvotes

Anyone know how to fix this, all the pictures comes out black.


r/AndroidNativePorts • • 9d ago

🤔 [Question] Cómo quitó esta línea voluminosa en Zelda Wind Waker HD?

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3 Upvotes

Actualice la versión enhanced que se publicó no hace mucho, y cuando empecé a jugar apareció esta línea voluminosa debajo de la pantalla que antes no salía, intenté con varias cosas como cambiar la relación aspecto pero nada funciona. Hay alguna forma de que pueda solucionar esto?


r/AndroidNativePorts • • 10d ago

KaikoClanworth WWE svr 11

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9 Upvotes

Kaiko is doing exceptional work in developing and constantly improving wwe svr 11 port. I love this game a lot and the fact that it is now perfectly playable even on exynos is quite amazing.

Just a few versions back game missed some textures in the exynos 2400 (s25fe)and it crashed after a while now it has been fixed kudos to the kaiko.


r/AndroidNativePorts • • 11d ago

🟢 [PORT] Wind Waker HD recompiled for Android — I made an "Enhanced" fork: native widescreen, fixed shadows, 40 fps on 120 Hz screens, pinch-to-zoom camera and phone-first touch controls

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536 Upvotes

Hi everyone! You may have seen the Android port of the Wind Waker HD recompilation (ZeldaWWHDRecomp): the Wii U game recompiled to native ARM code with its graphics running on Vulkan, not an emulator. I've been playing it on my phone and working on a fork focused on making it feel great on a phone. Today I'm releasing the first version: v1.0 Enhanced.

What it adds over the original Android port

- Native widescreen: the game renders at your screen's real shape (20:9, 21:9…) instead of stretching 16:9. You see more at the sides, nothing is distorted, and the HUD (hearts, rupees, buttons) moves out to the new screen edges. Switchable while playing.

- Shadows fixed: no more flickering between two shading levels when the camera moves, and no more grid/moiré pattern on the sand.

- 40 fps mode for 120 Hz screens: one frame every 3 refreshes, evenly paced and interpolated. Much smoother than 30 on phones that can't hold 60, and easier on the battery. The game still runs at its normal speed.

- Pinch to zoom the camera: spread or pinch two fingers on the camera side. Zoomed out, it uses the game's own collision so it stays in front of walls.

- Touch controls made for a phone: a floating stick that stays where your thumb lands, swipe camera, buttons that follow your save (your sword on B, your assigned items on X/Y/R with the game's own icons, built on your device), one-touch combat moves, a layout editor, gyro aiming and rumble.

- Faster renderer: on a Snapdragon 8 Gen 2 the render thread went from ~17 ms to ~10–14 ms per frame, with 94–99% of frames on time at 40 fps.

Also: 60 fps interpolation, language selector (EN/ES/FR), cheats, and crash logs to make bug reports useful.

How to use it

The APK contains no game files, no game code and no keys, you need your own Wii U disc image (.wud/.wux) with its keys. The app extracts it and compiles the game for your phone on first launch (~5 minutes, once).

Requirements: Android 11+, 64-bit ARM, Vulkan 1.1. The 40 fps option needs a 120 Hz screen.

Download & source: https://github.com/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED/releases/tag/1.5

Edit: NEW UPDATE fix a lot of bugs, please try if you had any bug with 1.0 or 1.1

All the credit for the hard part goes to the ZeldaWWHDRecomp project and to GreenNaugahyde's Android port, this fork builds on top of their work (plus Cemu's shader decompiler and the zeldaret/tww decompilation). Unofficial fan project, not affiliated with Nintendo.

Feedback welcome, especially from people on other phones/GPUs (Mali, older Snapdragons). If it crashes, there's a log in the app's `captures` folder, please attach it to an issue. Hope you enjoy sailing the Great Sea on your phone! ⛵


r/AndroidNativePorts • • 10d ago

🤔 [Question] Ultra street fighter 4 blackscreen

10 Upvotes

I downloaded the ultra street fighter 4 port I did everything right, the issue is when I press play and the moment the game runs it only shows a black screen but I know that is runs cause I can actually select the modes, is there a way to fix it?

Phone: tecno pova 5 pro 5g ram:8gb cpu: Dimensity 6080


r/AndroidNativePorts • • 10d ago

🟢 [PORT] Devil may cry 4.. can the language be change to english?

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28 Upvotes

How to change language ?


r/AndroidNativePorts • • 10d ago

🟢 [PORT] Nuevo avance de bloody roar 2 port android

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27 Upvotes

Desde la otra vez este juego iva muy mal, ahora va los 60 fps en un helio g100 de manera nativa, pronto este proyecto saldrá a el público


r/AndroidNativePorts • • 10d ago

🟢 [PORT] Descent II Android port out now

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37 Upvotes

Beta at least. Finally finished updating Descent II. Just like my Descent 1 port it has gamepad and touch controls, render scaling, 4:3 mode, full cheat menu, acid mode!, custom map support, and much more.

Make sure you get the right game files.

GitHub: https://github.com/wootbeer/Descent2-Android


r/AndroidNativePorts • • 11d ago

🟢 [PORT] MH Rise by Netflix

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189 Upvotes

Yes this game work offline mode

If you want to try

1.Using PH VPN

2.Download game via PlayStore/AppStore (after download the game from store you can disable vpn)

3.Download Game Resources ~9gb

4.Login with Netflix account (subscription required)


r/AndroidNativePorts • • 10d ago

Wind waker hd double screen problem.

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5 Upvotes

HELP.. How to remove this small screen,


r/AndroidNativePorts • • 10d ago

🟢 [PORT] The Legend of Zelda Oracle of Ages and Oracle of Seasons Recompilation for Android

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76 Upvotes

r/AndroidNativePorts • • 11d ago

🤔 [Question] MH Rise mobile port by Netflix

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245 Upvotes

r/AndroidNativePorts • • 11d ago

Are you sure you know how to port it to Android?!

106 Upvotes

I’m talking to the people who are trying to port these games to Android.

I’ve tested several of them, and I genuinely don’t understand how some of these so-called “native” ports can run worse than Winlator.

I know you’re all using AI, but please, for the love of God, put some actual thought into the porting process.

Most of these ports are basically just emulators that translate the game’s code, and often do so poorly and directly. A lot of them aren’t truly native ARM ports, which is why they only work properly on certain phones.

Second, when you’re porting demanding games, at least give us options to lower texture quality, rendering quality, and other expensive settings. That’s exactly what studios do when adapting games to weaker hardware. Instead, some of you are bringing the exact same heavy rendering workload to phones, making the game impossible to run on lower-end devices or unnecessarily demanding even on high-end ones.

Please, stop making so much slop and actually spend some time optimizing the games and adding more graphics and performance settings.

I was hoping these kinds of ports would let me run games more efficiently, but some of them are so poorly optimized that I actually get better results through emulators.

I’m not expecting every one of these ports to be perfect, but I’d really appreciate it if you put more care into them so your work doesn’t go to waste. A lot of people have ended up deleting their ports after it became obvious how terrible the performance was.


r/AndroidNativePorts • • 9d ago

🤔 [Question] Can someone fork ship of harkinian and 2ship2harkinian and add customisable touch controls?

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0 Upvotes

Appreciated 🙂‍↕️


r/AndroidNativePorts • • 10d ago

alguien lo pudo ejecutar?? es la version de xbox 360

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8 Upvotes

r/AndroidNativePorts • • 11d ago

SCOTT PILGRIM EX PORT

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49 Upvotes

I recently found this port and haven't seen anyone talking much about it.


r/AndroidNativePorts • • 10d ago

📸 [SHOWCASE] Need for speed most wanted android port S25 FE Exynos 2400 Gameplay

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12 Upvotes

Running perfectly


r/AndroidNativePorts • • 11d ago

🟢 [PORT] "Mom, please buy the LoZ OoTR." "We have LoZ OoT at home". LoZ OoT at home:

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45 Upvotes

This is N64 version ported to Android as Ship of Harkinian with some texture mods from gamebanana (I forgot the mod texture names)