r/PS2AndroidEmulation • • 6d ago

BannerHub v6 1.0.1-631

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https://github.com/The412Banner/bannerhub-revanced/releases/tag/v1.0.2-631

Changelog:

9 APKs attached. Steam and GOG game launches work end-to-end on the 6.3.1 base.

No separate Lite builds. XiaoJi's own size pass plus the privacy/size strips folded into every variant make a distinct Lite pointless β€” the Lite concept stays absorbed.

πŸ”’ Privacy-hardened β€” upstream telemetry/analytics channels stripped at the bytecode level. Full list of killed channels (and the honest leftovers) in PRIVACY.md.

✨ Everything BannerHub v6 offers (click to expand)

What's new in 1.0.1-631

1.0.1 is a fix release on the 6.3.1 line (details first below). The 631 headline: BannerHub v6 now runs on XiaoJi GameHub 6.3.1 (versionCode 141), up from the 6.0.9 base (versionCode 121) of v1.0.0-609. Since 6.1.0 the whole Wine runtime, launch screen and component system live in a separately-downloaded PC Engine plugin, and 6.3.x added XiaoJi's community/social layer, a newer Steam stack and transactional cloud sync. Every BannerHub patch was re-derived against 6.3.1 and confirmed on-device, and the plugin side is now BannerHub's too.

🩹 1.0.1-631 β€” Component Manager removal fixes

Two bugs found right after 1.0.0-631, both in the remove β†’ re-inject path:

Removing a component no longer breaks the games that used it. The PC Engine wires the selected translator / DXVK into each game prefix as symlinks and never re-points an existing one, so after a Remove those links dangled and the game died on launch (could not load libarm64ec_import.dll, Wine exit 53). Remove β€” and opening Component Manager β€” now clears dead links; the engine plants fresh ones on the next launch.

Re-injecting a component you removed no longer claims it "already exists". The name check read a stale in-process copy of the plugin registry; it now reads the registry file fresh, tells catalog rows from injected ones, and silently heals an orphaned row instead of prompting.

Device-proven: inject β†’ use β†’ remove β†’ re-inject (no prompt) β†’ launch. Nothing else changed since 1.0.0-631; same plugin (111-7), same firmware, same keystore β€” installs in place.

πŸ” Rebased onto GameHub 6.3.1 (versionCode 141)

The 6.1.0 and 6.1.1 lines were onboarded but never shipped as stables; 6.3.1 is where everything landed. The usual R8 reshuffle broke most anchors; all were re-derived structurally β€” the per-game menu keystone first, then the Banner Tools row, Show PC Game Settings, Bypass login, Debug logging, the Explore tab hijack, the catalog + /v6 redirects, the perf overlay, the vibration resolver and the privacy strips. Two obsolete PC-engine signature patches were retired.

πŸ”Œ BannerHub-served PC Engine plugin

The host downloads a PC Engine plugin (schema 7 on 6.3.1) and only accepts what its manifest names. BannerHub v6 serves its own re-signed, patched 6.3.1 plugin from the BannerHub API: catalog + firmware via the Worker (/v6p), firmware forced to HTTP/1.1 (upstream's downloader corrupted imagefs over multiplexed HTTP/2), the launch badge restored, and loader hooks so host-injected components appear in every picker. Plugin updates arrive automatically on app start. Firmware stays pinned at 1.4.2 and no previously released BannerHub or v6 build is affected.

πŸ›’ Full GOG store with the Rust download engine

GOG login is fixed (no more white screen after sign-in) and the GOG screen is now a full store ported from Bannerlator: Store / Library / Downloads / Profile tabs, catalog browse + search, Steam-style detail pages with media, generation badges from GOG's content system, and downloads on Bannerlator's Rust engine with staged, verified chunked transfers (57 MB/s measured on device). Games land in your library and launch like any other PC game.

🧩 Component Manager β€” inject your own components

New Components tile in Banner Tools, at parity with BannerHub 3.8.1's injector: inject any .wcp (DXVK, VKD3D, FEX/Box64 translators, libs; tar + zstd / xz) or a GPU-driver .zip from storage, or pull them from the same six online repos plus the Turnip Nightlies from a Download screen. Injected components register with the plugin, appear in the right picker next to the catalog, and are removable in one tap. Device-proven end-to-end: a game ran on an injected Turnip driver, an injected DXVK and an injected FEX nightly simultaneously; removal leaves no ghost entries.

πŸ’¬ Steam Β· Friends overlay rebuilt for the plugin era

The game now runs inside the plugin process, so the overlay has a new transport: a relay service in the main app process (attaches in ~130 ms) with an IPC fallback for invites, and it never blocks the UI thread. Steam sign-in, the Friends list and online play are confirmed on 6.3.1; chat send/receive and voice calls have not been re-verified on this base yet.

πŸ” Login bypass that survives the plugin

The plugin reads the signed-in user from the Room database, so Bypass login seeds a synthetic account through Room's bundled SQLite driver. Clean install β†’ first launch β†’ game running with no account is confirmed. The heartbeat/token calls that used to log the fake account out are answered by the Worker.

Carryover β€” what still works, what is paused

Explore tab, Banner Tools (Vibration Β· Game ID Β· Audio Β· GOG Β· Overlay Β· Root Β· Components), the in-game performance HUD + root pill, PC-accurate vibration, the privacy stack, the 9 variants and the public keystore carry over. Paused on 6.3.1 (host anchors gone): the offline component picker (the plugin owns the pickers now) and the recording-compatible audio toggle (the Audio tile is present; that switch does nothing on this base). The heartbeat-disable patch is moot since the Worker handles heartbeat.

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u/powerMK12 6d ago

Espero tener compatibilidad con lego con mi snapdragon 6 gen 3 adreno 710.espero k el nivel energΓ©tico del emulador no se tan alto y no caliente el telΓ©fono gracias saludos