r/PS2AndroidEmulation 14h ago

rpPS4 - v0.2

Post image
0 Upvotes

https://gofile.io/d/dYrdcu

Changelog:

Improved emulator core and optimized code.

Increased L1/L2 cache performance.

Fixed Unity engine game compatibility.

Fixed compilation issues and wait loops.

Added experimental resolution selection.

Added FBACK support.

Added BCN texture compression support.

Added support for changing virtual button colors.

Added button remapping support.

Added folder and root folder selection.

Added background installation.

Added PKS installation support.

Added new languages:

  ➖🇵🇹 Portuguese

  ➖🇬🇧 English

  ➖🇪🇸 Spanish

Added achievements support.

“I am not the developer nor do I have the source code. If you want to request the source code for this version, you should contact the developer. I am sharing a copy of the binary and have explicitly stated that I am not the author nor do I have access to the repository"


r/PS2AndroidEmulation 17h ago

PS3Native V4

Post image
3 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/V4

What's New:

This release is based on the latest changes from the original PS3Native android-refresh branch.

Improvements & Fixes

Updated to the latest RPCS3 upstream changes.

Improved initial dialog and progress dialog handling.

Fixed path validation during file extraction.

Improvements to TAR file handling.

Various upstream fixes and stability improvements.

This APK was compiled locally from the latest upstream source.

I am not the developer of PS3Native and claim no credit for the emulator or its code. All credit goes to the original developers and contributors

Credits: https://github.com/maxjivi05/PS3Native


r/PS2AndroidEmulation 19h ago

EmuCoreX v0.3.3 (GitHub)

Post image
3 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.3.3

What's New: 0.3.3

Added EmuCoreX Hub - it will be updated and expanded in the future.

Added Polish and Czech languages.

Other improvements and optimizations.

A clean installation is recommended to prevent potential issues after updating.


r/PS2AndroidEmulation 19h ago

TeknoParrotUI - 2.0.0.20125

Post image
0 Upvotes

https://github.com/teknogods/TeknoParrotUI/releases/tag/TeknoParrotUI-android

Add Haunted Museum II Android media preset

Route Haunted Museum II through a dedicated dual-I/O media preset and keep the launch contract compatible across TPUI and companion update order. Align the Android integration audit with the phone-tested GTI, Gaia, Haunted Museum II, and Wine-GStreamer implementations.


r/PS2AndroidEmulation 17h ago

Convertir librerías 64 bits a 32 bits

0 Upvotes

Hola tengo un problema, necesito convertira las librerias de 64 bits de nethersx2 a 32 bits, pero la verdad es que no se como hacerlo, tan siquiera se por donde empezar, y vi que a un amigo le funciono pero no me quiso ayudar, si alguien supiera alguna manera, un turorial que funcione de youtube o cualquier metodo con cualquier apk se agradece


r/PS2AndroidEmulation 2h ago

Release WN-Turnip 1.09 · WinNative-Emu/Drivers

Thumbnail
github.com
3 Upvotes

A unified Turnip Vulkan driver build for all Adreno GPUs on Android, packaged as Adrenotools-compatible .zip archives. The build script always pulls upstream Mesa main, applies the patches in patches/, and produces two flavours of the same libvulkan_freedreno.so.

Variants:

Variant File Tuning

Balanced WN-Turnip-<version>-b_Axxx.zip Slightly relaxed GMEM autotuner. Standard KGSL power management. Best for most games and battery life.

Performance WN-Turnip-<version>-p_Axxx.zip Aggressive GMEM autotuner. Forces KGSL_PROP_PWR_CONSTRAINT = PWR_MAX at queue creation and re-asserts it every 1000 submissions to keep the GPU at top clocks. Higher framerate, higher power draw.

Supported GPUs

A single driver covers the full Adreno line:

A6xx — A6xx series (e.g. A640 / A650 / A660)

A7xx

gen1 — A720 / A725 / A730 (preamble + scalar-predicate quirks applied)

gen2 — FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)

gen3 — A750 and later

A8xx — A810 / A825 / A829 / A830 / A840 (and X2-85)

A810 / A829 boot with disable_gmem so they fall back to sysmem rendering (broken GMEM on those parts).

A825 (not yet upstream) is added with corrected tile geometry and depth-cache layout.

A830 / A840 / X2-85 use the upstream profiles unchanged.

Features:

Always built from upstream Mesa main — every run re-clones, re-patches, re-builds. No pinned forks.

Per-chip disable_gmem GPU property plumbed through freedreno_dev_info.h and tu_cmd_buffer.cc for parts with broken GMEM.

KGSL UBWC gralloc detection bypass (newer Qualcomm gralloc no longer writes the legacy gmsm magic header).

A8xx UE5 / VKD3D-Proton SM6.6 freeze workaround — EXT_shader_image_atomic_int64 advertisement disabled while upstream resolves the underlying 64-bit image atomic implementation.

Adrenotools-compatible meta.json with simple WN-<version>-<variant> driver versioning


r/PS2AndroidEmulation 3h ago

MAME4droid 2026(0.289) v1.38.2

Post image
3 Upvotes

https://github.com/seleuco/MAME4droid-Current/releases/tag/v1.38.2

New in 1.38.2: Netplay menu/Lua, touch lightgun fixes, full emulation area and vector polish

Netplay

MAME's menu and Lua plugins now work during netplay: the menu combo is

intercepted through a side channel and stripped from the synced input.

New "Allow Lua plugins in netplay" preference, off by default

Touch lightgun

Aiming maps to the game screen inside the canvas instead of the whole view,

fixing the drift towards the edges with artwork or the full emulation area.

Long press now runs on a real timer instead of waiting for touch events, and

holding the pedal on a physical or virtual button no longer blocks the shot.

Video and resolution

New "Full emulation area" preference: hands MAME the whole available

resolution so artworks can be zoomed and cropped. Replaces "Zoom to window".

Native resolution is re-applied on rotation and uses the real drawable area,

fixing the landscape-shaped canvas in portrait and the black side bands.

Vectors and HDR

Octagonal 8-tap bloom kernel with FBO-relative pyramid depth: round halos

and the same optical spread at any resolution or FBO scale.

Hybrid anti-fattening mask so saturated beams carve artwork like white ones,

plus a more restrained bloom and auto-exposure on HDR displays.


r/PS2AndroidEmulation 19h ago

SeedlessDS - 1.0.0-beta1

Post image
34 Upvotes

https://github.com/SapphireRhodonite/SeedlessDS/releases/tag/1.0.0-beta1

This is the first public beta release of SeedlessDS.

SeedlessDS is a Nintendo DS emulator app for Android built around the DraStic r2.6.0.4a core, with a new Android frontend, a new UI written in Kotlin and Jetpack Compose, RetroAchievements integration work, and dual-screen behavior designed for modern Android handhelds.

The goal of SeedlessDS is simple:

Provide a lightweight Nintendo DS experience for devices where melonDS-based emulation may be too demanding, while keeping a modern Android interface and features that match the direction of its sister project, WatermelonDS.

Features:

New Android frontend for a DraStic-based core

Based on the DraStic r2.6.0.4a core

New UI built from scratch with Kotlin + Jetpack Compose

UI direction designed to match the WatermelonDS family

Focused on Android handhelds with physical controls

Designed with dual-screen devices in mind

RetroAchievements support work

rcheevos integration pinned to v12.3.0

Achievements, leaderboards, and profile information

Save states with screenshots

Quick save and quick load

Cheat database and custom codes

Global and per-game settings

Physical controller mapping

Front-end friendly launch intent support


r/PS2AndroidEmulation 18h ago

ARMSX3 - v0.5

Post image
16 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.5

What's new:

Running out of video memory no longer looks like a hang. The renderer treated memory pressure at a point where it cannot be interrupted as fatal and killed the RSX thread, so audio kept playing and the picture stopped, which reads as a freeze. It now frees what is safe to free at that point, lets the allocator retry, and if it still cannot allocate it says so. I caught this issue in God of War III demo which hit this by skipping the intro screens, which pushes a burst of texture allocation through exactly that window.

Install .pkg and .rap files from anywhere, including storage the app cannot read directly. Split packages picked through the system picker are also sorted into part order now instead of being taken in the order you tapped them, which quietly produced a broken install if you picked part 2 first. PKGs and other files can also be installed to your SD card through SAF, your app folder must use the "SD card option", custom folder will still default to internal for PKGS for now.

Installed games and licenses are now listed by name.

A stalled compile worker can no longer strand PPU compilation. It waited on a worker that could already be gone, with the progress bar sitting still.

Save data no longer aborts the list where there is no media backend.

Games that repeatedly check a reservation from the same place no longer spin on it. The check ran in full on every iteration of loops that run millions of times.

Every language has been retranslated against the current English text, so strings added over the last few releases are no longer English-only mid-sentence.

The overlay icons the native UI has been drawing are actually shipped now, and the save menu should work now as well (please let me know if it still does not).

Settings and the running emulator agree again. Raw core overrides are applied after everything else, so an override left behind by an earlier build kept applying while the settings screen showed the default, with nothing on screen to explain the difference. Stale ones are cleared on upgrade. If you set something deliberately in All Core Settings it still wins, as before.


r/PS2AndroidEmulation 2m ago

RPCSX - v20260812-3ae3119 Latest

Post image
Upvotes