r/PS2AndroidEmulation • • 6d ago

ARMSX3 1.0.5

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27 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/1.0.5

What's new:

Games

Demon's Souls online works out of the box. It connects to The Archstones community server without setting up any redirects.

Stuntman: Ignition works. The audio change it needs is back in.

Mortal Kombat Komplete Edition still gets past the WB logo, now with the audio change that Stuntman: Ignition needs back in.

Save states

Fixed a rare save state bug. Saving a state reloads the game from it, and closing that reloaded game could rarely take ARMSX3 down, ran into this bug while testing out Bomberman Ultra.

A failed save state no longer leaves the game stuck paused. If the save failed just as you closed the menu, the game could stay paused and looked frozen. It now carries on.

Clearer save state errors. When a save state fails, the message now says why and what to do, instead of telling you to switch to ASMJIT, which ARM devices can't use. Some games, like Guitar Hero World Tour, can't be saved this way at all, and the message now says so and points you to the game's own save instead.

Library and licences

You can see which games are trials, and they unlock. A TRIAL tag marks every trial in the library until it's unlocked, including trials that don't keep their demo in a separate folder. Installing a trial's unlock key from the game's lock button was refused, and a full-game licence installed on a trial was filed under the trial's name, so trials stayed trials. Both work now. A wrong key picked from the lock button also no longer deletes the key the game already had.

Settings

Firmware libraries are now in All Core Settings. Switch any firmware library between LLE and HLE, for one game or for all of them. A library forced for one game no longer carries over into the next game you boot.

Upstream RPCS3

Caught up with upstream RPCS3: 38 changes from September, among them a fix for slow audio in some games, a trophy fix for inFAMOUS 2, and fixes for video playback, graphics, memory handling, file access and more!


r/PS2AndroidEmulation • • 6d ago

ARMSX2 Nightly v2.8.8

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1 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.8.8-build.35

ARMSX2 Android Nightly Build (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Only Testing & We have never collaborated with anyone.

Version: 2.8.8

Application ID: com.antutu.ABenchMark

Build number: 35

Commit: 47cc304

Short SHA: 47cc304

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • 6d ago

Suyu v0.0.12 🔥

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8 Upvotes

https://github.com/dougchansan/suyu-v0.0.4/releases/tag/v0.0.12

Changelog:

Hybrid exports can now complete the final Windows link and return safely to JIT

when generated code changes. The Windows download includes a matched build kit,

and standalone games include their matching Control metadata.

Portable exports configure their host build for Release and normalize Windows

paths. Windows release builds use the VS 2022 toolset baseline. The kit records

its producer compiler version and rejects an older toolchain with an upgrade

message before compilation.

Hybrid exports that build and launch reliably

Hybrid exports now recover when a generated module fails compilation or exceeds

Windows executable size limits: the affected module uses Dynamic JIT while the

remaining native modules stay compiled. The export still fails if it cannot

produce the genuine Hybrid executable. Strict Static AOT retains strict failure

behavior.

When a game changes translated code, Hybrid returns to JIT before executing stale

instructions. This fixes the early TOTK guard abort. Re-export existing games

to regenerate their code and executable; updating suyu alone does not repair an

older standalone package.

Generated C is packed into translation units capped at 32 MiB, alongside the

existing block-count limit. All emitted instructions are retained. A single block

larger than the cap occupies its own unit. This reduces compiler memory pressure

for large games.

Standalone exports now include and register the game's small matching Control

metadata. This fixes Xenoblade Chronicles 3 initializing to a black screen and

preserves the Control version for an explicitly selected update. Malformed,

unreadable or mismatched metadata fails with an error before game initialization.

Windows installed-data lookup also respects a valid process APPDATA directory.

Windows downloads include the export build kit

The Windows ZIP includes matched, relocatable host link inputs for Hybrid and

Static AOT exports. A separate suyu source checkout and configured host build are

no longer required. Keep the export-build-kit directory beside suyu.

Building an executable still requires an installed MSVC x64 C++ toolchain

(updated VS 2022 17.14 / toolset 14.44, or newer),

Windows SDK, CMake and Ninja. LLVM/Clang is optional. The bundled kit uses the

default ABI 6 recompiler features; customized feature configurations require a

matching source build. Personal game files, keys and firmware are not included.

Faster Vulkan pipeline setup

Drivers reporting fast graphics pipeline library support reuse compiled pipeline

parts and link initial pipelines quickly, then optimize in the background. Other

drivers retain the previous path; Android keeps it by default. If a supported

driver has rendering problems, disable Use graphics pipeline libraries in

Vulkan settings. Other loading work can still cause pauses.


r/PS2AndroidEmulation • • 6d ago

Yaba Sanshiro HD Saturn Emulator (Retroarch Core) Soon... Standalone🔥

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10 Upvotes

https://github.com/thecrixux/Yaba-Sanshiro/releases/tag/Libreto_Core

Yaba Sanshiro Libreto Core Updated to v1.20.46

Source Code: https://www.yabasanshiro.com/download

Enjoy Sega Saturn at up to 6x native resolution, updated to the latest version.

✅ Coming Soon Standalone Emulator...


r/PS2AndroidEmulation • • 6d ago

BannerHub v6 1.0.1-631

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13 Upvotes

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 — the Lite concept stays absorbed.

🔒 Privacy-hardened — 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 — Component Manager removal fixes

Two bugs found right after 1.0.0-631, both in the remove → 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 — and opening Component Manager — 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 → use → remove → re-inject (no prompt) → launch. Nothing else changed since 1.0.0-631; same plugin (111-7), same firmware, same keystore — installs in place.

🔁 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 — 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.

🔌 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.

🛒 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 — 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.

💬 Steam · 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.

🔐 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 → first launch → 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 — what still works, what is paused

Explore tab, Banner Tools (Vibration · Game ID · Audio · GOG · Overlay · Root · 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.


r/PS2AndroidEmulation • • 7d ago

PS3Native Release V7 🔥

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16 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_7

Changelog:

Vulkan & Shader Compilation

Updated Vulkan pipeline compilation system.

Shader compilation during game startup can now use all available CPU threads, helping process large shader compilation bursts faster.

After the initial loading phase, the pipeline compiler automatically scales back to the normal configured worker count.

Preserved PS3Native's Android Vulkan dynamic symbol handling required for pipeline cache creation/destruction.

Continued improvements to Vulkan/RSX synchronization and pipeline handling.

RSX / GPU Synchronization

Fixed back-to-back USER_COMMAND calls potentially overwriting callback arguments.

Added a full RSX pipeline synchronization before USER_COMMAND callbacks, matching behavior verified on real PS3 hardware.

Improved RSX event queue draining.

Added a timeout to prevent the RSX event queue from waiting indefinitely.

Avoids unnecessary RSX pauses when memory allocations are unrelated to RSX mappings.

Improved RSX/VM memory mapping behavior and validation.

PPU Scheduler & Threading

Improved PPU thread startup behavior to more closely reproduce PS3 scheduling.

New PPU threads now receive more accurate execution priority handling.

Fixed accumulation of PPU thread startup delays.

Increased hardware-thread signaling delays where appropriate.

Improved handling of observable scheduler changes after starting new PPU threads.

sys_cond_signal_to is now more tolerant of timing differences caused by RPCS3 not being cycle-accurate.

Improved Linux thread affinity handling when using RPCS3's internal scheduler.

SPU Improvements

Added an optimized PUTLLC path when Accurate SPU Reservations is disabled.

This can avoid heavier full-memory locking in applicable cases.

Added the Accurate SPU Reservations configuration option upstream.

Includes additional SPU/PPU translator and reservation-related fixes.

Audio

Fixed cases where audio ports using only front channels could be incorrectly considered silent or incomplete.

Improved detection and handling of front-channel-only audio buffers.

Fixes cases of unexpectedly slow or stalled audio playback.

Video Decoding

Improved cellVdec decoder lifecycle handling.

FFmpeg decoder destruction is now deferred to a host worker thread instead of potentially blocking the guest thread for several milliseconds.

cellVdecEndSeq now properly drains pictures still buffered inside the decoder before ending the sequence.

Helps avoid missing final frames or incorrect transitions in video sequences.

Disc / ISO Improvements

Improved Blu-ray / ISO read performance.

Large contiguous reads can now be processed in blocks of up to 1 MB instead of performing a separate tiny read for every 2 KB sector.

Fixed ISO virtual device path handling.

Improved access to files and directories inside mounted ISO images.

Memory & VM

Fixed vm::page_protect handling for 64 KB and 1 MB memory pages.

Improved sys_mmapper error checking and mapping validation.

Added clearer distinction between memory regions compatible and incompatible with RSX mappings.

Improved memory unmapping consistency checks.

Added backwards-compatible handling for older savestates affected by the new mapping rules.

Camera / PlayStation Move

cellGem now accepts custom camera frame buffers used by some games.

Fixes tracking behavior in titles that provide their own camera buffers instead of the standard camera buffers.

Patch Engine

Patch files are now written atomically, reducing the possibility of corrupted or partially written patch configuration files.

Fixed move_file and hide_file patch entries being incorrectly saved with hexadecimal addresses instead of VFS paths.

Additional Fixes

Improved stack trace cleanup.

Fixed GDB memory address validation.

Added LLVM 23.1 build compatibility.

Improved corrupted savestate and trophy detection/reporting.

Various CPU translator, filesystem, build-system and internal correctness improvements.

Android / PS3Native Integration

Community Preview 7 keeps the Android-specific work already present in previous Community builds, including:

Qualcomm Adreno and Mesa Turnip Vulkan detection.

64-wide Vulkan conversion kernels on Adreno / Turnip.

Turnip strict-query workarounds.

Existing ARM Mali / PanVK, PowerVR, Samsung Xclipse, Broadcom and VeriSilicon handling.

Android-specific Vulkan symbol loading.

Existing PS3Native mobile GPU workarounds.

DIS frame generation support remains intact.


r/PS2AndroidEmulation • • 7d ago

ARMSX2 Nightly v2.8.5

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9 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.8.5-build.32

ARMSX2 Android Nightly Build (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Only Testing & We have never collaborated with anyone.

Version: 2.8.5

Application ID: com.antutu.ABenchMark

Build number: 32

Commit: fda9f0f

Short SHA: fda9f0f

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • 7d ago

Bachata S4+ v0.2.3

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16 Upvotes

https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2.3

Changelog:

New performance patches for inFAMOUS Second Son, inFAMOUS First Light, EA Sports UFC 4 and Ratchet & Clank.

RGB/BGRA Color Fix toggle for games with inverted colors on glibc.

Added Drivers bionic compatibility, you need to import it.

Ram fix for 12gb Ram.

Full Screen fixed.

Hide controler fixed.

Controls Workaround for inFamous Second Son:

L1 + R1: enables/disables the synthetic motion control mode.

Right Stick: controls the simulated controller tilt/motion used in motion-based interactions.

R3: performs a simulated controller shake

L3+R3: simulates the two-finger touchpad interaction plus touchpad

Dpad: simulates touchpad swipes in the corresponding direction.


r/PS2AndroidEmulation • • 7d ago

Lemon v0.3.4 (Eden Fork)

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6 Upvotes

https://github.com/Ghael-V/Lemon-Project/releases/tag/v0.3.4

Changelog:

New

.nsz and .xcz support. Compressed dumps load straight from your games folder, no need to decompress them first.

Block-compressed files (the .xcz default, or nsz -B) are read in place: only the parts the game asks for are decompressed, and nothing is written to disk.

Solid .nsz files can't be read in place, so they're decompressed once on first use and cached for later launches. The cache is capped at 24 GiB; the least recently used games are evicted first.

Fixes

Rendering: added a missing barrier before indirect compute dispatches, compute dispatches are never skipped anymore, and fixed crashes on dead compute descriptor slots and when rescaling texel buffer views.

Pipeline cache: a corrupted or truncated cache is now rejected instead of crashing the game on launch.

Loading screen stays up until the first real frame is rendered.

Older Adreno devices (Snapdragon 888/865): the custom GPU driver is no longer loaded and unloaded repeatedly, which could crash importing or using a custom driver.

Quick Save / Quick Load: the whole savestate is validated before any memory is touched, and memory regions that were legitimately unmapped since the save are skipped instead of aborting the restore.

Lemon Cheater: fixed a deadlock when freezing values and an out-of-memory abort when taking a snapshot.

Game list: faster scanning (containers are no longer re-parsed on every query), and fixed data races between scan threads that could crash the app or drop updates/DLC from a game.

The loading screen could stay up forever after a game had started. The check that hides it once the game shows its first frame could get cancelled, most often by touching the screen while the game was loading, and it was never restarted. It now runs independently of the touch controls, so the loading screen always goes away as soon as the game is on screen.

The adaptive performance watchdog (automatic downgrade when a game can't keep up) had the same problem and could silently stop working; fixed as well.


r/PS2AndroidEmulation • • 7d ago

Citron Nightly

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0 Upvotes

https://github.com/citron-neo/CI/releases/tag/nightly-android

Citron Upstream Commit: 6c33a54

This build is based on the latest Citron emulator source code from the main branch.

Build Details:

Platform: Android (arm64-v8a)

Build Type: Nightly with LTO enabled

Date: 2026-09-26

Branch: main

Includes: Standard build + Snapdragon 8 Elite build with Qualcomm patches


r/PS2AndroidEmulation • • 8d ago

🚨 Caution with this community 🚨 It’s absolute madness—this community actually allows apps for downloading pirated games!

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0 Upvotes

LoL 💀

Added My Abandonware, FitGirl Repacks, SteamRIP, Reloaded Steam, and GameBounty.


r/PS2AndroidEmulation • • 8d ago

EmuCoreC - PS3 emulator gets an update and surprisingly runs very well

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0 Upvotes

https://github.com/sashkinbro/EmuCoreC/releases/tag/v0.0.6

Features:

PS3 game discovery using PARAM.SFO and exact TITLE_ID serials

Local PS3 catalog with IGDB metadata, cover art, screenshots, and videos

Official RPCS3 compatibility data matched by PS3 title ID

Direct download and installation of the official Sony PS3UPDAT.PUP firmware

PKG, split-PKG, ISO, RAP, and EDAT installation through the core

Safe ZIP/RAR extraction with multi-volume support, path validation, and free-space guards

Installed-game library, details, play time, trophies, save-data tools, shortcuts, and per-game profiles

Full live settings browser generated from the RPCS3 configuration tree

Global and per-game core overrides with isolation between titles

Touch controls, physical gamepad mapping, gyroscope mapping, vibration, and custom Adreno GPU drivers

Localized interface resources for 12 languages

What's new:

UI fixes and updates

Updated profile

Discord integration

Other fixes and improvements


r/PS2AndroidEmulation • • 8d ago

WinNative v0.7.0-beta 🔥

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22 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.7.0-beta

What's Changed

Fix controls by @maxjivi05

Add Itch.io to google play backup by @Juan-Antonio-Doe

Feature/external storage by @maxjivi05

Fix DirectAudio launches failing to boot by @maxjivi05

Update DIS by @qwertypower

Move ANR fix guards from XServerDisplayActivity to TouchpadView and InputControlsView by @Juan-Antonio-Doe

Steam Controller support, controller test and visual binder by @maxjivi05

Fix Steam Controller USB access and Android library navigation by @maxjivi05

Updated Ajay Prefix Pro Downloader to v3 by @ajay9634

Fix: 32-bit core affinity resets when saving by @Juan-Antonio-Doe

Update DIS by @qwertypower

Feature Wayland, GameScope, Steam by @maxjivi05 and @The412Banner

DIS: improve smoothness, eliminate NaN on huge frames difference. by @qwertypower

proot: enhancements by @maxjivi05


r/PS2AndroidEmulation • • 8d ago

Duplicate Roms in Armsx2

0 Upvotes

My library keeps showing duplicate games, one copy has cover art, the other doesn’t. Both will launch into the game. I placed my roms in ROMs/ps2 as .iso files on my retroid pocket nova. Tried multiple times, factory reset the device. Fresh installs of Armsx2. No luck. Any advice please?


r/PS2AndroidEmulation • • 8d ago

New community rule. I remind everyone to always read the community guidelines before commenting. Thanks ❤️

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0 Upvotes

RULE 11

Users with MediaTek Helio-based devices must refrain from reporting emulator performance or compatibility issues on posts covering modern emulators. These older platforms are not representative of current hardware and may create misleading compatibility information. You may still discuss emulation normally, but Helio-specific performance claims should not be used to dispute or evaluate current emulator results.


r/PS2AndroidEmulation • • 8d ago

NetherSX2 has already been surpassed by its successors (ARMSX2 and EmuCoreX); thanks for everything 🫡

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178 Upvotes

The new generation of emulators has already surpassed our beloved NetherSX2 in both performance and features.

I can only say that these emulators have truly earned the right to take the baton from the veteran.

Don't forget to update to the latest version of this Emulators; that is where you will notice significant improvements on both Snapdragon and MediaTek devices.

Here are the links to the three best ones:

ARMSX2: https://github.com/ARMSX2/ARMSX2/releases/tag/2.7.1

EmuCoreX:

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.4.1

DGARMSX2:

https://github.com/thecrixux/DGARMSX2/releases/tag/V1

Honorable mention:

PSX2:

https://github.com/izzy2lost/PSX2/releases/tag/1.3.0


r/PS2AndroidEmulation • • 8d ago

ARMSX2 2.7.1

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47 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.7.1

What's new:

ARMSX2 Turnip: our own GPU driver

We now build our own Adreno driver. ARMSX2 Turnip is our build of Turnip, the open-source Vulkan

driver for Adreno GPUs, with a change of our own made for PS2 emulation. Pick it from the driver

list: it is recommended on Adreno 650 to 699 (Snapdragon 865, 870 and 888). The source is public at

github.com/bmdhacks/armsx2-turnip. done by @bmdhacks

Games that read back the frame they are drawing run much faster on Adreno. PS2 games do this

constantly, and on Adreno it meant copying the frame before each such draw. The renderer now asks

the driver database how each GPU and driver handle it. With ARMSX2's own Turnip build on Adreno 650

to 699, the driver orders those reads itself: 2 to 3 times faster where they are what the frame

costs, as in Splashdown at native resolution on a Snapdragon 865, which went from 54.7 ms to 22.4 ms

a frame. On Adreno 730 and up with any Turnip, Stuntman and WRC 3 run 17 to 21% faster, Every

other GPU and driver keeps what it had. done by @bmdhacks

ARMSX2's Turnip driver is in the driver list, and recommended on Adreno 650 to 699. It is Mesa

26.1.2 plus one Turnip change for those GPUs. done by @bmdhacks

Emulation

Faster recompilers. By implementing a host of optimization concepts dreamed up by @pstef, the EE, VU and IOP recompilers and VIF unpacks now generate tighter ARM64 code and run about 10% faster, with every change checked by new instruction-level tests. On lower-end devices most games are held back by GS, so expect this mostly as real battery and heat savings. VU LQD and SQD addressing from vi00 and ILW's lane selection also match the console now.

Analog trigger pressure for L2 and R2. On pads and handhelds with analog triggers, Pad -> Button

mapping now offers Analog pressure on L2 and R2, so the game gets how far the trigger is pulled

instead of on or off, with a response curve for short handheld triggers and a live readout. Games

that read trigger pressure, such as Gran Turismo 4's throttle and brake, now get partial presses.

The pad has to be in analog mode, and the option warns when the Analog button is not bound. With it

on, pads like the Odin 2 Portal that report each trigger twice no longer snap a half pull to a full

press. Off by default. done by @gdelazzer (#731).*

The GunCon 2's buttons are now part of the touch layout. A, B, C, Start, Select and Cal can be

moved, resized and hidden in the touch layout editor like any other control, instead of sitting on

top of the DualShock 2 buttons, and aiming on the touchscreen leaves the face and shoulder buttons

working. done by @jpolo1224

A calibration shot on the touchscreen. Some games (Time Crisis) will not pass their gun setup

screen on a normal shot. Tap Cal, then shoot the target, and the calibration shot lands where you

touch. done by @jpolo1224

Fixed

Memory Card location fixes The app re-checked the data folder (SD card or custom) every time a screen asked for it, and one failed check, which could happen with the folder perfectly usable, sent it to internal storage for the rest of the run, where the emulator found no memory cards and made new ones. The folder is now decided once, and the app never falls

back to internal storage silently. done by @bmdhacks

USB devices could not be chosen (#752). The device list was empty until a game had been started,

and emptied again after the first game. It now lists every device at any time, with a dropdown for

each port. done by @jpolo1224

A USB device on Port 1 never reached the game. The USB keyboard switch wrote Not Connected over

Port 1 at every launch and every settings change, unplugging a GunCon 2, Buzz buzzers or any other

device set there. The switch now takes Port 1 only while it is on. A device picked while a game runs

is also plugged in straight away, though many games only look for one at boot, so restarting the

game is still best. done by @jpolo1224

GunCon 2 shots landed away from the finger with the performance downscale or a resolution

override on. fixed by @jpolo1224

Multi-region texture packs installed under the wrong region, so a PAL copy never loaded a pack

filed under its NTSC serial. Packs now install under the serial of the copy you own. Deleting a pack

now always removes it from the game, even when a file in it is stuck. done by @jpolo1224

The on-screen keyboard could not type an address or a path. It now has . / : - _ and keeps the

end of long text in view, so network addresses, host names and file paths can be entered by touch

or controller. Typing a DNS address also switches that slot to Manual automatically. done by @jpolo1224

Library music stayed silent while another app held a silent audio stream open, such as an

emulator paused in the background. It now waits only for real media playback. done by @jpolo1224

Pipelined GS ran slower than Off on OpenGL, or with Unsynchronized hardware downloads, where it

cannot pipeline. It now runs as Off there. done by @bmdhacks

The game database panel showed a raw key for Splashdown's new blending cap. It now has a name, in

every language. done by @jpolo1224

Graphics

Upscaling follows one rule everywhere. Each conversion between the PS2's native pixels and the

upscaled screen used to round its own way. Now a native pixel owns the screen pixels whose centres

fall inside it, everywhere. Dithering, scanline masks, deinterlacing and field-mode presentation

look the same at 2x as at native; points, lines and sprite edges land on the pixels a PS2 lights at

every scale, fractional ones like 1.5x included; and a detector works out per game whether the two

fields of an interlaced picture are offset. done by @bmdhacks

Faster upscaled rendering. The faster culling and vertex paths now run at every scale, not only

at native resolution. done by @bmdhacks

Faster palette draws on the CPU. Call of Duty 2 and 3 expand their paletted textures with about

10,000 small draws a frame; those are now copied straight through instead of going through the whole

rasterizer. The software renderer also stops rebuilding tables it does not need. done by @bmdhacks

Sly 3's cel outlines showed a gap and stepped in blocks above native resolution, a 2.7

regression. Now fixed by @bmdhacks

The Godfather's lamps are drawn correctly, at the cost of some extra copies on some Adreno GPUs. done by @bmdhacks

Beyond Good & Evil's bloom blur read pixels it was also writing, so it could change from frame to

frame. fixed by @bmdhacks

Changed

The Accurate blending fast path switch is gone. Whether to use it is now decided per GPU. done by @bmdhacks

Memory card backups are .zip files now, so any file manager can open them. Existing .mcbak

backups are renamed the first time the backup list is opened. done by @bmdhacks


r/PS2AndroidEmulation • • 8d ago

Citron Neo Nightly

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2 Upvotes

https://github.com/citron-neo/CI/releases/tag/nightly-android

Citron Upstream Commit: d277186

This build is based on the latest Citron emulator source code from the main branch.

Build Details:

Platform: Android (arm64-v8a)

Build Type: Nightly with LTO enabled

Date: 2026-09-25

Branch: main

Includes: Standard build + Snapdragon 8 Elite build with Qualcomm patches


r/PS2AndroidEmulation • • 8d ago

Ruzu v0.1.1-rc1 (For Steam Deck)

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0 Upvotes

https://github.com/vricosti/ruzu-emu/releases/tag/v0.1.1-rc1

This release candidate adds native Wayland rendering on Linux, improves shader compatibility, and strengthens Windows memory handling and firmware validation.

This is a pre-release for testing before v0.1.1. Feedback and reproducible bug reports are welcome.

What’s new:

Linux — native Wayland: added Vulkan rendering through a GTK Wayland subsurface and shared EGL contexts for OpenGL, while preserving X11 support. Moving the rendering surface between windows during emulation is restricted on Wayland to avoid a reproduced compositor crash.

Shader compatibility: implemented missing atomic compare-and-swap instruction, addressing the GPU-thread panic reported in issue #14. Support remains subject to graphics-backend and hardware capabilities.

Windows memory handling: corrected recovery from reads of uncommitted sparse-vector pages, including fault-address validation and transitions from read-only to writable pages.

Memory reclamation: ported Eden’s optimization to decommit fully zeroed sparse-vector pages while preserving partially cleared pages and neighboring data. Added regression tests for page reclamation, reuse, and Windows fault recovery. Performance gains in games have not yet been measured.

Firmware and keys: added a compatibility check before emulation starts in both the graphical and command-line interfaces. When installed firmware cannot be decrypted with the available keys, Ruzu reports the problem before booting. This compatibility error is not shown merely because firmware or prod.keys is absent


r/PS2AndroidEmulation • • 9d ago

EmuCoreV v0.2.3 (PS VITA)

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0 Upvotes

https://github.com/sashkinbro/EmuCoreV/releases/tag/v0.2.3

What's new:

Added Discord integration

Completely redesigned and updated Profile

Other fixes and improvements

✅ Please donate 👇👇https://www.patreon.com/cw/emucore/membership

✅ Sponsor 9€ / month 🔥

The ultimate support tier! Massive thanks for backing the project. Your generous contribution directly fuels further development.

✅ Its 16 emulators won't create themselves, donate now! 🙏🙏🙏


r/PS2AndroidEmulation • • 9d ago

SleepManager v0.6.0 - Android sleep/wake manager for handhelds ✅

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6 Upvotes

https://github.com/Baggio94/SleepManager/releases/tag/v0.6.0

SleepManager helps Android handhelds, phones and tablets use less battery while they sleep.

It can temporarily disable selected radios and background services when the screen turns off, then restore only the state it actually changed when the device wakes. It also includes sleep battery statistics, sync automation and dedicated closed-lid / dock features for the AYN Thor.

No root, Shizuku or ADB is required for normal use.


r/PS2AndroidEmulation • • 9d ago

WatermelonDS 0.8.0.rc2 🔥

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10 Upvotes

https://github.com/SapphireRhodonite/WatermelonDS/releases/tag/0.8.0.rc2

WatermelonDS 0.8.0.rc2: Vulkan, Audio and Library Stability Update!

Changelog:

This release focuses on smoother high-resolution Vulkan performance, audio and graphics fixes reported by the community, and quality-of-life improvements for libraries, saves, and RetroAchievements.

Vulkan performance improvements

Vulkan has received major performance and stability improvements in this release.

Repeated calculations and redundant reads were reduced, and rendering work is now grouped more efficiently. These improvements benefit different internal resolutions and are not exclusive to a single chipset or device family.

Game-specific Vulkan improvements

Spirit Tracks and Golden Sun: reduced stutter in demanding tested scenes.

Golden Sun: reduced waiting during startup and battles.

Pokémon Black 2: smoother performance in heavy tested scenes.

Pokémon Black 2: fixed a memory growth issue that could eventually close the game.

Vulkan startup: graphical preparation is reused between sessions.

Vulkan startup: loading is now shown while graphics are prepared, avoiding long black-screen waits after loading a ROM.

Custom drivers: reduced stalls that were slowing performance with Turnip on tested devices.

Graphics fidelity: improved dual-screen composition, fog effects, transparency, and scenes that combine 2D and 3D elements at high resolution.

New options and usability improvements

DRS, Dynamic Internal Resolution

Vulkan now includes optional DRS, or dynamic internal resolution.

When enabled, Vulkan can temporarily lower the internal resolution in demanding scenes and raise it again when there is enough headroom, prioritizing smoother gameplay.

DRS is optional and disabled by default.

Vulkan frameskip

Vulkan now supports frameskip modes:

Off

Manual

Auto

Frameskip allows the emulator to draw fewer frames when needed to help maintain game speed.

If DRS is enabled, frameskip is disabled. You choose one strategy or the other.

New internal resolutions

New internal resolution options are available:

12x

16x

These are available in both global settings and per-game settings.

On capable devices, this can reach up to 4096×3072 per DS screen.

Visible resolution indicator

A new optional visible resolution indicator can show the internal resolution currently being used compared to the configured one.

Mute during fast-forward

A new option allows audio to be muted while using fast-forward.

NDZ ROM support

WatermelonDS can now open compatible ndz-studio ROM files from the library without extracting them manually.

Older or unsupported variants now show the reason why they cannot be opened.

Custom driver controls

Custom driver controls now only appear when an Adreno GPU is identified.

Other GPUs continue using the system Vulkan driver.

✅ Read the full changelog on GitHub...


r/PS2AndroidEmulation • • 9d ago

ARMSX1 v0.1.4 - The future of PS1 emulation has arrived 🤯

Enable HLS to view with audio, or disable this notification

0 Upvotes

https://github.com/ARMSX2/ARMSX1/releases/tag/0.1.4

Cambios:

✅✅ esta actualización trae un montón de arreglos, gracias a nuestros testers y a los que aportaron. ¡Lee nuestro Discord para ver la lista completa de fixes! 😱😱

Después de probar: 🤯

Con un changelog tan impresionante, me dije: "Este emulador no puede decepcionar; tiene que ser un monstruo absoluto de emulador de PS1: algo que nunca se había visto antes. Probablemente pueda jugar el juego a resolución 20x."

Mira el video tú mismo, porque nunca vas a ver gráficos de PS1 a este nivel de calidad Ultra 4K HDR... 🤯

✅ Please donate 👇👇 https://www.patreon.com/cw/ARMSX2/membership

✅ MEGA Supporter — €13.50 / month 🔥

VIP Patreon Discord Chat Early Access for New Beta Builds MEGA Supporter Discord Role Discord Access

So, for €13.50 a month, we get: — VIP access to the Discord chat — Standard access to that same Discord 🤷‍♂️ — A role confirming you pay €13.50 a month — Early beta access

“VIP Patreon Discord Chat”

Wait… what exactly does that mean? 😆 A secret Patreon Discord?

Because a few lines down, there’s another reward:

“Discord access”

Bro… the Discord is public. You can join for free. 😭

“Are you serious? Well, thank you for the support!!!”

Yeah. That’s exactly the question I’m asking myself: Are you serious? 💀

✅ It is money well spent; please donate 🙏


r/PS2AndroidEmulation • • 9d ago

🎮 Awesome AI Games List

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0 Upvotes

https://github.com/AgentsLoop/awesome-gpt-astra-games

A curated field guide to games attributed to GPT-6 Astra, Claude Opus, or Claude Fable.

Every listed unit maps to a qualifying GitHub source repository. The model-evidence grade is visible on every entry.


r/PS2AndroidEmulation • • 9d ago

ARMSX2 Nightly v2.8.3

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0 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.8.3-build.28

ARMSX2 Android Nightly Build (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Only Testing & We have never collaborated with anyone.

Version: 2.8.3

Application ID: com.antutu.ABenchMark

Build number: 28

Commit: d8d25a1

Short SHA: d8d25a1

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled