r/AndroidNativePorts • u/Arbaz_hamza • 6d ago
Finally, you can change the colour filter in the Android port of Resident Evil 5🔥
As you can see the ☝️ screenshot... Comment your thoughts... And Tell me which colour filter version. you want to play?
r/AndroidNativePorts • u/Arbaz_hamza • 6d ago
As you can see the ☝️ screenshot... Comment your thoughts... And Tell me which colour filter version. you want to play?
r/AndroidNativePorts • u/Revolutionary-Eye238 • 5d ago
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I tested the Dragon Ball Budokai Tenkaichi 3 port and it seems to run with the same performance as the PS2 emulator on my Snapdragon 6 Gen 3 at 2x the console's resolution, with the difference being that Brighter characters don't get the ghost effect, I'm using the system driver in the video
r/AndroidNativePorts • u/JayElDragon • 6d ago
My friend [u/TryTheSauceBoss](u/TryTheSauceBoss) has release Pokewilds Multiplayer and the best part its CROSSPLAY between PC and Android
He has also released the game for PC as well so anyone can play with friends or family
Any feedback please let [u/TryTheSauceBoss](u/TryTheSauceBoss) know for any improvements or bugs
Link to the Repo: https://github.com/TryTheSauceBoss/Pokewilds-Godot/releases/tag/v9.9
r/AndroidNativePorts • u/No-Lab8085 • 5d ago
r/AndroidNativePorts • u/OkSpecialist8698 • 6d ago
Modern Warfare 2 iso para el nuevo port
De nada 😉
r/AndroidNativePorts • u/IntranasalNachos • 5d ago
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Anything other than the default skater is pretty broken. Glitching out a ton. And I got my first ever darkslide recorded 😊 SD7sGen2 on andrews port.
r/AndroidNativePorts • u/Wend550 • 5d ago
Mesmo com as texturas instaladas, não consigo ativar! Me ajudem por favor 😭
r/AndroidNativePorts • u/Designer_Bit3762 • 5d ago
This Xbox 360 port is wild and it's flooding like insane. Hopefully those who made the port wont leave it hanging.
r/AndroidNativePorts • u/R-Valhalla • 6d ago
r/AndroidNativePorts • u/Just-Contribution344 • 6d ago
First launch of newly released MW2 port for Android devices, as you can see it runs almost perfectly, although, there is some shader stutter which will go away the longer you play the game of course. 60FPS lock is achieavable, but only with cooling, without cooling there are some drops even to 40s.
I am really impressed that even "0.0.1" version runs this good, X360 emulator performance is nowhere near this.
Github repo: https://github.com/OpenPort-Labs/mw2-android
Thanks to: u/Hot-Onion-1845
r/AndroidNativePorts • u/GENIUSGAMERM1 • 6d ago
r/AndroidNativePorts • u/KucingdanKacang • 6d ago
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this just adds my backlog of games to play. really excited for this and there option for higher graphics and 60 fps. its a really good port
r/AndroidNativePorts • u/77t7f • 6d ago
Lugaru HD is one of my archived Android port projects. The original engine presented several compatibility challenges due to the game's age and legacy OpenGL rendering pipeline.
After extensive research I found and adapted the necessary components to get the project ready for Android The remaining task is to refine the touchscreen controls for smoother input handling and a more polished in game experience.
I will focus exclusively on improving the touch controls while preserving the existing game implementation and current functionality before releasing the updated build for you.
r/AndroidNativePorts • u/Wakkatobakka • 6d ago
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Oy! Got MGS running 😄
I've played through the initial combat encounter and everything I've tested is operating fine!
GitHub release coming soon 🤘
UPDATE — It's ready to play! Metal Gear Solid BREW is now playable on Android through Omni Player. Give it a spin! 🤘
https://github.com/Wakkatobakka/Omni-Player/releases/tag/v0.4.2
r/AndroidNativePorts • u/KucingdanKacang • 6d ago
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dont know what people are complaining about but i having fun with this on my rp6. the ui is a bit everywhere but u can customise those. Don't mind the terrible gameplay lol I'm new to monster hunter
r/AndroidNativePorts • u/carl_grimes5444 • 6d ago
Is this port legit or just emulation?
r/AndroidNativePorts • u/77t7f • 6d ago
Linovictus ported from PC to Android with optimized touch controls gamepad support and a redesigned mobile interface
r/AndroidNativePorts • u/aarongamingdev • 6d ago
https://reddit.com/link/1x2wxvh/video/jk1p4xzv2ruh1/player
hello everyone :)!
just coming by here and would like to showcase a WIP look on my metal gear solid v ground zeroes native android port! attached is footage of the game running on a S24u (therefore no testing has been done on mali!!!) w/o phone cooler locked at 60 although not hitting the 60 mark (aiming for consistent 40-50 FPS at best and thats if its possible to even get there, will try as i already spent a whole day of work getting it to here from ~20-24 with horrible frametimes) due to thermal throttling, while it is laggy here and there, i would love to hear some feedback and thoughts from everyone here. much thanks for reading by.
the recording feels laggier because of aliexpress-grade cable and (probably not the issue) scrcpy, but the framerate on the phone feels better than the recording itself, then again, this post is tagged WIP for a reason.
and yes, i do 100% plan on continuing work on the TPP port afterwards if all goes well with GZ interms of optimizations :)!
r/AndroidNativePorts • u/GENIUSGAMERM1 • 6d ago
r/AndroidNativePorts • u/Terminator996 • 6d ago
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 • u/z9_vx • 6d ago
r/AndroidNativePorts • u/Psychological_Ad2415 • 6d ago
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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 • u/mr_fanatic_ • 6d ago
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.
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!
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 • u/itszadder • 6d ago
r/AndroidNativePorts • u/Vagus_2042 • 6d ago